make admin interacts with storages silent (#35417)
* make admin interacts with storages silent * review * silent insert and transfer * i love code --------- Co-authored-by: ScarKy0 <scarky0@onet.eu>
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@@ -22,6 +22,7 @@ using Content.Shared.Placeable;
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using Content.Shared.Popups;
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using Content.Shared.Stacks;
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using Content.Shared.Storage.Components;
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using Content.Shared.Tag;
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using Content.Shared.Timing;
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using Content.Shared.Storage.Events;
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using Content.Shared.Verbs;
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@@ -66,6 +67,7 @@ public abstract class SharedStorageSystem : EntitySystem
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[Dependency] private readonly SharedStackSystem _stack = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] protected readonly SharedUserInterfaceSystem UI = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] protected readonly UseDelaySystem UseDelay = default!;
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private EntityQuery<ItemComponent> _itemQuery;
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@@ -276,7 +278,8 @@ public abstract class SharedStorageSystem : EntitySystem
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if (!UI.IsUiOpen(uid, args.UiKey))
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{
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UpdateAppearance((uid, storageComp, null));
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Audio.PlayPredicted(storageComp.StorageCloseSound, uid, args.Actor);
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if (!_tag.HasTag(args.Actor, storageComp.SilentStorageUserTag))
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Audio.PlayPredicted(storageComp.StorageCloseSound, uid, args.Actor);
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}
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}
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@@ -357,7 +360,7 @@ public abstract class SharedStorageSystem : EntitySystem
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if (!UI.TryOpenUi(uid, StorageComponent.StorageUiKey.Key, entity))
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return;
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if (!silent)
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if (!silent && !_tag.HasTag(entity, storageComp.SilentStorageUserTag))
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{
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Audio.PlayPredicted(storageComp.StorageOpenSound, uid, entity);
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@@ -602,7 +605,8 @@ public abstract class SharedStorageSystem : EntitySystem
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// If we picked up at least one thing, play a sound and do a cool animation!
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if (successfullyInserted.Count > 0)
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{
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Audio.PlayPredicted(component.StorageInsertSound, uid, args.User, _audioParams);
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if (!_tag.HasTag(args.User, component.SilentStorageUserTag))
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Audio.PlayPredicted(component.StorageInsertSound, uid, args.User, _audioParams);
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EntityManager.RaiseSharedEvent(new AnimateInsertingEntitiesEvent(
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GetNetEntity(uid),
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GetNetEntityList(successfullyInserted),
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@@ -645,7 +649,8 @@ public abstract class SharedStorageSystem : EntitySystem
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$"{ToPrettyString(player):player} is attempting to take {ToPrettyString(item):item} out of {ToPrettyString(storage):storage}");
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if (_sharedHandsSystem.TryPickupAnyHand(player, item, handsComp: player.Comp)
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&& storage.Comp.StorageRemoveSound != null)
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&& storage.Comp.StorageRemoveSound != null
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&& !_tag.HasTag(player, storage.Comp.SilentStorageUserTag))
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{
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Audio.PlayPredicted(storage.Comp.StorageRemoveSound, storage, player, _audioParams);
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}
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@@ -903,8 +908,10 @@ public abstract class SharedStorageSystem : EntitySystem
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{
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Insert(target, entity, out _, user: user, targetComp, playSound: false);
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}
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Audio.PlayPredicted(sourceComp.StorageInsertSound, target, user, _audioParams);
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if (user != null
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&& (!_tag.HasTag(user.Value, sourceComp.SilentStorageUserTag)
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|| !_tag.HasTag(user.Value, targetComp.SilentStorageUserTag)))
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Audio.PlayPredicted(sourceComp.StorageInsertSound, target, user, _audioParams);
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}
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/// <summary>
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@@ -1077,12 +1084,17 @@ public abstract class SharedStorageSystem : EntitySystem
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* For now we just treat items as always being the same size regardless of stack count.
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*/
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// Check if the sound is expected to play.
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// If there is an user, the sound will not play if they have the SilentStorageUserTag
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// If there is no user, only playSound is checked.
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var canPlaySound = playSound && (user == null || !_tag.HasTag(user.Value, storageComp.SilentStorageUserTag));
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if (!stackAutomatically || !_stackQuery.TryGetComponent(insertEnt, out var insertStack))
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{
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if (!ContainerSystem.Insert(insertEnt, storageComp.Container))
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return false;
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if (playSound)
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if (canPlaySound)
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Audio.PlayPredicted(storageComp.StorageInsertSound, uid, user, _audioParams);
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return true;
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@@ -1112,7 +1124,7 @@ public abstract class SharedStorageSystem : EntitySystem
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return false;
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}
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if (playSound)
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if (canPlaySound)
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Audio.PlayPredicted(storageComp.StorageInsertSound, uid, user, _audioParams);
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return true;
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