Improves the RCD (#1609)

* Improves the RCD

* oops

* Unnecessary

* Merge 2 checks

* RCD whitelist and reorganization

* Makes the RCD great again

* Ignored components

* loicense

* Fix missing using
This commit is contained in:
ike709
2020-08-13 12:39:23 -05:00
committed by GitHub
parent 4a8ed41e3a
commit 83a7dfebef
14 changed files with 400 additions and 155 deletions

View File

@@ -136,6 +136,8 @@
"TrashSpawner",
"Pill",
"RCD",
"RCDDeconstructWhitelist",
"RCDAmmo",
"Pullable",
"CursedEntityStorage",
"Listening",

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@@ -0,0 +1,61 @@
using System;
using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Items.RCD
{
[RegisterComponent]
public class RCDAmmoComponent : Component, IAfterInteract, IExamine
{
#pragma warning disable 649
[Dependency] private IServerNotifyManager _serverNotifyManager;
#pragma warning restore 649
public override string Name => "RCDAmmo";
//How much ammo we refill
[ViewVariables(VVAccess.ReadWrite)] private int refillAmmo = 5;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref refillAmmo, "refillAmmo", 5);
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString("It holds {0} charges.", refillAmmo));
}
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (eventArgs.Target == null || !eventArgs.Target.TryGetComponent(out RCDComponent rcdComponent) || !eventArgs.User.TryGetComponent(out IHandsComponent hands))
{
return;
}
if (rcdComponent.maxAmmo - rcdComponent._ammo < refillAmmo)
{
_serverNotifyManager.PopupMessage(rcdComponent.Owner, eventArgs.User, "The RCD is full!");
return;
}
rcdComponent._ammo = Math.Min(rcdComponent.maxAmmo, rcdComponent._ammo + refillAmmo);
_serverNotifyManager.PopupMessage(rcdComponent.Owner, eventArgs.User, "You refill the RCD.");
//Deleting a held item causes a lot of errors
hands.Drop(Owner, false);
Owner.Delete();
}
}
}

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@@ -0,0 +1,241 @@
using System;
using System.Threading;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Server.Interfaces;
using Content.Server.Utility;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Maps;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Items.RCD
{
[RegisterComponent]
public class RCDComponent : Component, IAfterInteract, IUse, IExamine
{
#pragma warning disable 649
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IServerEntityManager _serverEntityManager;
[Dependency] private IServerNotifyManager _serverNotifyManager;
#pragma warning restore 649
public override string Name => "RCD";
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
[ViewVariables(VVAccess.ReadWrite)] public int maxAmmo;
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
[ViewVariables(VVAccess.ReadWrite)] private float _delay;
private DoAfterSystem doAfterSystem;
///Enum to store the different mode states for clarity.
private enum RcdMode
{
Floors,
Walls,
Airlock,
Deconstruct
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref maxAmmo, "maxAmmo", 5);
serializer.DataField(ref _delay, "delay", 2f);
}
public override void Initialize()
{
base.Initialize();
_ammo = maxAmmo;
doAfterSystem = EntitySystem.Get<DoAfterSystem>();
}
///<summary>
/// Method called when the RCD is clicked in-hand, this will cycle the RCD mode.
///</summary>
public bool UseEntity(UseEntityEventArgs eventArgs)
{
SwapMode(eventArgs);
return true;
}
///<summary>
///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
///</summary>
public void SwapMode(UseEntityEventArgs eventArgs)
{
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/genhit.ogg", Owner);
int mode = (int) _mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
_mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"The RCD is now set to {this._mode} mode."); //Prints an overhead message above the RCD
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString("It's currently on {0} mode, and holds {1} charges.",_mode.ToString(), this._ammo));
}
public async void AfterInteract(AfterInteractEventArgs eventArgs)
{
//No changing mode mid-RCD
var startingMode = _mode;
var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GridID);
var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
var snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
//Using an RCD isn't instantaneous
var cancelToken = new CancellationTokenSource();
var doAfterEventArgs = new DoAfterEventArgs(eventArgs.User, _delay, cancelToken.Token, eventArgs.Target)
{
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true,
ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
};
var result = await doAfterSystem.DoAfter(doAfterEventArgs);
if (result == DoAfterStatus.Cancelled)
{
return;
}
switch (_mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
mapGrid.SetTile(eventArgs.ClickLocation, new Tile(_tileDefinitionManager["floor_steel"].TileId));
break;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (!tile.IsBlockedTurf(true)) //Delete the turf
{
mapGrid.SetTile(snapPos, Tile.Empty);
}
else //Delete what the user targeted
{
eventArgs.Target.Delete();
}
break;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
break;
case RcdMode.Airlock:
var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
airlock.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
break;
default:
return; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
_ammo--;
}
private bool IsRCDStillValid(AfterInteractEventArgs eventArgs, IMapGrid mapGrid, TileRef tile, MapIndices snapPos, RcdMode startingMode)
{
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
if (_ammo <= 0)
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"The RCD is out of ammo!");
return false;
}
if (_mode != startingMode)
{
return false;
}
var coordinates = mapGrid.GridTileToLocal(tile.GridIndices);
if (coordinates == GridCoordinates.InvalidGrid || !InteractionChecks.InRangeUnobstructed(eventArgs))
{
return false;
}
switch (_mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
if (!tile.Tile.IsEmpty)
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"You can only build a floor on space!");
return false;
}
return true;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (tile.Tile.IsEmpty)
{
return false;
}
//They tried to decon a turf but the turf is blocked
if (eventArgs.Target == null && tile.IsBlockedTurf(true))
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"That tile is obstructed!");
return false;
}
//They tried to decon a non-turf but it's not in the whitelist
if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist rcd_decon))
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"You can't deconstruct that!");
return false;
}
return true;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
if (tile.Tile.IsEmpty)
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"Cannot build a wall on space!");
return false;
}
if (tile.IsBlockedTurf(true))
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"That tile is obstructed!");
return false;
}
return true;
case RcdMode.Airlock:
if (tile.Tile.IsEmpty)
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"Cannot build an airlock on space!");
return false;
}
if (tile.IsBlockedTurf(true))
{
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"That tile is obstructed!");
return false;
}
return true;
default:
return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
}
}
}

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@@ -0,0 +1,10 @@
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Items.RCD
{
[RegisterComponent]
public class RCDDeconstructWhitelist : Component
{
public override string Name => "RCDDeconstructWhitelist";
}
}

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@@ -1,150 +0,0 @@
using System;
using Content.Server.Interfaces;
using Content.Server.Utility;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Maps;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.Components.Items
{
[RegisterComponent]
public class RCDComponent : Component, IAfterInteract, IUse, IExamine
{
#pragma warning disable 649
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IServerEntityManager _serverEntityManager;
[Dependency] private IServerNotifyManager _serverNotifyManager;
#pragma warning restore 649
public override string Name => "RCD";
private string _outputTile = "floor_steel";
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
private int _ammo = 5; //How much "ammo" we have left. You can refille this with RCD ammo.
///Enum to store the different mode states for clarity.
private enum RcdMode
{
Floors,
Walls,
Deconstruct
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _outputTile, "output", "floor_steel");
}
///<summary>
/// Method called when the RCD is clicked in-hand, this will swap the RCD's mode from "floors" to "walls".
///</summary>
public bool UseEntity(UseEntityEventArgs eventArgs)
{
SwapMode(eventArgs);
return true;
}
///<summary>
///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
///</summary>
public void SwapMode(UseEntityEventArgs eventArgs)
{
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/genhit.ogg", Owner);
int mode = (int) this._mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
this._mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
switch (this._mode)
{
case RcdMode.Floors:
_outputTile = "floor_steel";
break;
case RcdMode.Walls:
_outputTile = "base_wall";
break;
case RcdMode.Deconstruct:
_outputTile = "space";
break;
}
_serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"The RCD is now set to {this._mode} mode."); //Prints an overhead message above the RCD
}
///<summary>
///Method called when the user examines this object, it'll simply add the mode that it's in to the object's description
///@params message = The original message from examining, like ..() in BYOND's examine
///</summary>
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString("It's currently on {0} mode, and holds {1} charges.",_mode.ToString(), this._ammo));
}
///<summary>
/// Method to handle clicking on a tile to then appropriately RCD it. This can have several behaviours depending on mode.
/// @param eventAargs = An action event telling us what tile was clicked on. We use this to exrapolate where to place the new tile / remove the old one etc.
///</summary>
public void AfterInteract(AfterInteractEventArgs eventArgs)
{
var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GridID);
var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
var coordinates = mapGrid.GridTileToLocal(tile.GridIndices);
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
if (_ammo <= 0 || coordinates == GridCoordinates.InvalidGrid || !InteractionChecks.InRangeUnobstructed(eventArgs))
{
return;
}
var targetTile = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
var canPlaceTile = targetTile.IsSubFloor; //Boolean to check if we're able to build the desired tile. This defaults to checking for subfloors, but is overridden by "deconstruct" which sets it to the inverse.
switch (this._mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
break;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
canPlaceTile = !targetTile.IsSubFloor;
break;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
var snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
_ammo--;
return; //Alright we're done here
default:
return; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
ITileDefinition desiredTile = null;
desiredTile = _tileDefinitionManager[_outputTile];
if (canPlaceTile) //If desiredTile is null by this point, something has gone horribly wrong and you need to fix it.
{
mapGrid.SetTile(eventArgs.ClickLocation, new Tile(desiredTile.TileId));
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
_ammo--;
}
}
}
}

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@@ -83,13 +83,13 @@ namespace Content.Shared.Maps
foreach (var body in query)
{
if (body.CanCollide && body.Hard && (body.CollisionLayer & (int) CollisionGroup.Impassable) != 0)
return false;
return true;
if (filterMobs && (body.CollisionLayer & (int) CollisionGroup.MobMask) != 0)
return false;
return true;
}
return true;
return false;
}
/// <summary>

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@@ -4,6 +4,7 @@
description: It opens, it closes, and maybe crushes you.
components:
- type: Clickable
- type: RCDDeconstructWhitelist
- type: InteractionOutline
- type: Sprite
netsync: false

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@@ -8,6 +8,7 @@
- Wall
components:
- type: Clickable
- type: RCDDeconstructWhitelist
- type: InteractionOutline
- type: Sprite
netsync: false

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@@ -8,6 +8,7 @@
snap:
- Wall
components:
- type: RCDDeconstructWhitelist
- type: Clickable
- type: InteractionOutline
- type: Sprite

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@@ -8,6 +8,7 @@
- Window
components:
- type: Clickable
- type: RCDDeconstructWhitelist
- type: InteractionOutline
- type: Sprite
color: "#DDDDDD"

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@@ -249,7 +249,7 @@
name: RCD
parent: BaseItem
id: RCD
description: An advanced construction device which can place floors / walls down quickly.
description: An advanced construction device which can place/remove walls, floors, and airlocks quickly.
components:
- type: RCD
- type: UseDelay
@@ -262,3 +262,17 @@
state: rcd
- type: Item
sprite: Objects/Tools/rcd.rsi
- type: entity
name: RCD Ammo
parent: BaseItem
id: RCDAmmo
description: Ammo cartridge for an RCD.
components:
- type: RCDAmmo
- type: Sprite
sprite: Objects/Tools/rcd.rsi
state: rcd_ammo
- type: Icon
sprite: Objects/Tools/rcd.rsi
state: rcd_ammo

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@@ -1 +1,64 @@
{"version": 1, "size": {"x": 32, "y": 32}, "states": [{"name": "inhand-left", "directions": 4, "delays": [[1.0], [1.0], [1.0], [1.0]]}, {"name": "inhand-right", "directions": 4, "delays": [[1.0], [1.0], [1.0], [1.0]]}, {"name": "rcd", "directions": 1, "delays": [[1.0]]}]}
{
"version": 1,
"size": {
"x": 32,
"y": 32
},
"license": "CC BY-SA 3.0",
"states": [
{
"name": "inhand-left",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "inhand-right",
"directions": 4,
"delays": [
[
1.0
],
[
1.0
],
[
1.0
],
[
1.0
]
]
},
{
"name": "rcd",
"directions": 1,
"delays": [
[
1.0
]
]
},
{
"name": "rcd_ammo",
"directions": 1,
"delays": [
[
1.0
]
]
}
]
}

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