Power cell slot QOL (#15373)
This commit is contained in:
@@ -4,57 +4,55 @@ using Content.Server.Popups;
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using Robust.Shared.Player;
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using Robust.Server.GameObjects;
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namespace Content.Server.Eye.Blinding
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namespace Content.Server.Eye.Blinding;
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public sealed class ActivatableUIRequiresVisionSystem : EntitySystem
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{
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public sealed class ActivatableUIRequiresVisionSystem : EntitySystem
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
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public override void Initialize()
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{
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[Dependency] private readonly ActivatableUISystem _activatableUISystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
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base.Initialize();
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SubscribeLocalEvent<ActivatableUIRequiresVisionComponent, ActivatableUIOpenAttemptEvent>(OnOpenAttempt);
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SubscribeLocalEvent<BlindableComponent, BlindnessChangedEvent>(OnBlindnessChanged);
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}
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public override void Initialize()
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private void OnOpenAttempt(EntityUid uid, ActivatableUIRequiresVisionComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (TryComp<BlindableComponent>(args.User, out var blindable) && blindable.Sources > 0)
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{
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base.Initialize();
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SubscribeLocalEvent<ActivatableUIRequiresVisionComponent, ActivatableUIOpenAttemptEvent>(OnOpenAttempt);
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SubscribeLocalEvent<BlindableComponent, BlindnessChangedEvent>(OnBlindnessChanged);
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_popupSystem.PopupCursor(Loc.GetString("blindness-fail-attempt"), args.User, Shared.Popups.PopupType.MediumCaution);
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args.Cancel();
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}
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}
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private void OnBlindnessChanged(EntityUid uid, BlindableComponent component, BlindnessChangedEvent args)
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{
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if (!args.Blind)
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return;
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if (!TryComp<ActorComponent>(uid, out var actor))
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return;
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var uiList = _userInterfaceSystem.GetAllUIsForSession(actor.PlayerSession);
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if (uiList == null)
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return;
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Queue<BoundUserInterface> closeList = new(); // foreach collection modified moment
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foreach (var ui in uiList)
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{
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if (HasComp<ActivatableUIRequiresVisionComponent>(ui.Owner))
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closeList.Enqueue(ui);
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}
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private void OnOpenAttempt(EntityUid uid, ActivatableUIRequiresVisionComponent component, ActivatableUIOpenAttemptEvent args)
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foreach (var ui in closeList)
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{
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if (args.Cancelled)
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return;
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if (TryComp<BlindableComponent>(args.User, out var blindable) && blindable.Sources > 0)
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{
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_popupSystem.PopupCursor(Loc.GetString("blindness-fail-attempt"), args.User, Shared.Popups.PopupType.MediumCaution);
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args.Cancel();
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}
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}
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private void OnBlindnessChanged(EntityUid uid, BlindableComponent component, BlindnessChangedEvent args)
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{
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if (!args.Blind)
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return;
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if (!TryComp<ActorComponent>(uid, out var actor))
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return;
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var uiList = _userInterfaceSystem.GetAllUIsForSession(actor.PlayerSession);
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if (uiList == null)
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return;
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Queue<BoundUserInterface> closeList = new(); // foreach collection modified moment
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foreach (var ui in uiList)
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{
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if (HasComp<ActivatableUIRequiresVisionComponent>(ui.Owner))
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closeList.Enqueue(ui);
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}
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foreach (var ui in closeList)
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{
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_userInterfaceSystem.CloseUi(ui, actor.PlayerSession);
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}
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_userInterfaceSystem.CloseUi(ui, actor.PlayerSession);
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}
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}
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}
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@@ -1,6 +1,8 @@
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using Content.Server.Disease;
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using Content.Server.Medical.Components;
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using Content.Server.Popups;
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using Content.Server.PowerCell;
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using Content.Server.UserInterface;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.IdentityManagement;
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@@ -13,28 +15,23 @@ namespace Content.Server.Medical
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{
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public sealed class HealthAnalyzerSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly PowerCellSystem _cell = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HealthAnalyzerComponent, ActivateInWorldEvent>(HandleActivateInWorld);
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SubscribeLocalEvent<HealthAnalyzerComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<HealthAnalyzerComponent, HealthAnalyzerDoAfterEvent>(OnDoAfter);
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}
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private void HandleActivateInWorld(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, ActivateInWorldEvent args)
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{
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OpenUserInterface(args.User, healthAnalyzer);
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}
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private void OnAfterInteract(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, AfterInteractEvent args)
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{
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if (args.Target == null || !args.CanReach || !HasComp<MobStateComponent>(args.Target))
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if (args.Target == null || !args.CanReach || !HasComp<MobStateComponent>(args.Target) || !_cell.HasActivatableCharge(uid, user: args.User))
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return;
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_audio.PlayPvs(healthAnalyzer.ScanningBeginSound, uid);
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@@ -49,7 +46,7 @@ namespace Content.Server.Medical
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private void OnDoAfter(EntityUid uid, HealthAnalyzerComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null)
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if (args.Handled || args.Cancelled || args.Args.Target == null || !_cell.TryUseActivatableCharge(uid, user: args.User))
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return;
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_audio.PlayPvs(component.ScanningEndSound, args.Args.User);
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@@ -58,6 +55,9 @@ namespace Content.Server.Medical
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// Below is for the traitor item
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// Piggybacking off another component's doafter is complete CBT so I gave up
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// and put it on the same component
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/*
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* this code is cursed wuuuuuuut
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*/
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if (string.IsNullOrEmpty(component.Disease))
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{
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args.Handled = true;
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@@ -71,8 +71,6 @@ namespace Content.Server.Medical
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_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-self", ("disease", component.Disease)),
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args.Args.User, args.Args.User);
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}
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else
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{
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_popupSystem.PopupEntity(Loc.GetString("disease-scanner-gave-other", ("target", Identity.Entity(args.Args.Target.Value, EntityManager)),
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@@ -1,4 +1,3 @@
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using Content.Shared.Interaction.Events;
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using Content.Shared.Pinpointer;
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using Robust.Server.GameObjects;
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@@ -62,5 +62,5 @@ namespace Content.Server.Power.Components
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/// Raised when a battery's charge or capacity changes (capacity affects relative charge percentage).
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/// </summary>
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[ByRefEvent]
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public record struct ChargeChangedEvent(float Charge, float MaxCharge);
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public readonly record struct ChargeChangedEvent(float Charge, float MaxCharge);
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}
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25
Content.Server/PowerCell/PowerCellDrawComponent.cs
Normal file
25
Content.Server/PowerCell/PowerCellDrawComponent.cs
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@@ -0,0 +1,25 @@
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namespace Content.Server.PowerCell;
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/// <summary>
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/// Indicates that the entity's ActivatableUI requires power or else it closes.
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/// </summary>
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[RegisterComponent]
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public sealed class PowerCellDrawComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("enabled")]
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public bool Enabled = false;
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/// <summary>
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/// How much the entity draws while the UI is open.
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/// Set to 0 if you just wish to check for power upon opening the UI.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("drawRate")]
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public float DrawRate = 1f;
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/// <summary>
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/// How much power is used whenever the entity is "used".
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/// This is used to ensure the UI won't open again without a minimum use power.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("useRate")]
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public float UseRate = 0f;
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}
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7
Content.Server/PowerCell/PowerCellSlotEmptyEvent.cs
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7
Content.Server/PowerCell/PowerCellSlotEmptyEvent.cs
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@@ -0,0 +1,7 @@
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namespace Content.Server.PowerCell;
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/// <summary>
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/// Raised directed on an entity when its active power cell has no more charge to supply.
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/// </summary>
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[ByRefEvent]
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public readonly record struct PowerCellSlotEmptyEvent;
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@@ -10,19 +10,25 @@ using Content.Shared.Rounding;
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using Robust.Shared.Containers;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Kitchen.Components;
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using Content.Server.UserInterface;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.UserInterface;
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using Robust.Server.GameObjects;
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namespace Content.Server.PowerCell;
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public sealed class PowerCellSystem : SharedPowerCellSystem
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{
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[Dependency] private readonly ActivatableUISystem _activatable = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionsSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _sharedAppearanceSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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@@ -39,6 +45,28 @@ public sealed class PowerCellSystem : SharedPowerCellSystem
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SubscribeLocalEvent<BatteryComponent, BeingMicrowavedEvent>(OnMicrowaved);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PowerCellDrawComponent, PowerCellSlotComponent>();
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while (query.MoveNext(out var uid, out var comp, out var slot))
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{
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if (!comp.Enabled)
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continue;
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if (!TryGetBatteryFromSlot(uid, out var battery, slot))
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continue;
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if (battery.TryUseCharge(comp.DrawRate * frameTime))
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continue;
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comp.Enabled = false;
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var ev = new PowerCellSlotEmptyEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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}
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private void OnRejuvenate(EntityUid uid, PowerCellComponent component, RejuvenateEvent args)
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{
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component.IsRigged = false;
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@@ -102,6 +130,89 @@ public sealed class PowerCellSystem : SharedPowerCellSystem
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QueueDel(uid);
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}
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#region Activatable
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/// <summary>
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/// Returns whether the entity has a slotted battery and <see cref="PowerCellDrawComponent.UseRate"/> charge.
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/// </summary>
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/// <param name="user">Popup to this user with the relevant detail if specified.</param>
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public bool HasActivatableCharge(EntityUid uid, PowerCellDrawComponent? battery = null, PowerCellSlotComponent? cell = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref battery, ref cell, false))
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return false;
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return HasCharge(uid, battery.UseRate, cell, user);
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}
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/// <summary>
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/// Tries to use the <see cref="PowerCellDrawComponent.UseRate"/> for this entity.
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/// </summary>
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/// <param name="user">Popup to this user with the relevant detail if specified.</param>
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public bool TryUseActivatableCharge(EntityUid uid, PowerCellDrawComponent? battery = null, PowerCellSlotComponent? cell = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref battery, ref cell, false))
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return false;
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if (TryUseCharge(uid, battery.UseRate, cell, user))
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{
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_activatable.CheckUsage(uid);
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return true;
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}
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return false;
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}
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#endregion
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/// <summary>
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/// Returns whether the entity has a slotted battery and charge for the requested action.
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/// </summary>
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/// <param name="user">Popup to this user with the relevant detail if specified.</param>
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public bool HasCharge(EntityUid uid, float charge, PowerCellSlotComponent? component = null, EntityUid? user = null)
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{
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if (!TryGetBatteryFromSlot(uid, out var battery, component))
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{
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if (user != null)
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_popup.PopupEntity(Loc.GetString("power-cell-no-battery"), uid, user.Value);
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return false;
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}
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if (battery.CurrentCharge < charge)
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{
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if (user != null)
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_popup.PopupEntity(Loc.GetString("power-cell-insufficient"), uid, user.Value);
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return false;
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}
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return true;
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}
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/// <summary>
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/// Tries to use charge from a slotted battery.
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/// </summary>
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public bool TryUseCharge(EntityUid uid, float charge, PowerCellSlotComponent? component = null, EntityUid? user = null)
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{
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if (!TryGetBatteryFromSlot(uid, out var battery, component))
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{
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if (user != null)
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_popup.PopupEntity(Loc.GetString("power-cell-no-battery"), uid, user.Value);
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return false;
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}
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if (!battery.TryUseCharge(charge))
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{
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if (user != null)
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_popup.PopupEntity(Loc.GetString("power-cell-insufficient"), uid, user.Value);
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return false;
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}
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return true;
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}
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public bool TryGetBatteryFromSlot(EntityUid uid, [NotNullWhen(true)] out BatteryComponent? battery, PowerCellSlotComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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@@ -0,0 +1,13 @@
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using Content.Server.PowerCell;
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using Content.Shared.UserInterface;
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namespace Content.Server.UserInterface;
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/// <summary>
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/// Specifies that the attached entity requires <see cref="PowerCellDrawComponent"/> power.
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/// </summary>
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[RegisterComponent]
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public sealed class ActivatableUIRequiresPowerCellComponent : Component
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{
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}
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77
Content.Server/UserInterface/ActivatableUISystem.Power.cs
Normal file
77
Content.Server/UserInterface/ActivatableUISystem.Power.cs
Normal file
@@ -0,0 +1,77 @@
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using Content.Server.PowerCell;
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using Content.Shared.PowerCell;
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using Robust.Shared.Containers;
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namespace Content.Server.UserInterface;
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public sealed partial class ActivatableUISystem
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{
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[Dependency] private readonly PowerCellSystem _cell = default!;
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private void InitializePower()
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{
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, ActivatableUIOpenAttemptEvent>(OnBatteryOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIOpenedEvent>(OnBatteryOpened);
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SubscribeLocalEvent<ActivatableUIRequiresPowerCellComponent, BoundUIClosedEvent>(OnBatteryClosed);
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SubscribeLocalEvent<PowerCellDrawComponent, EntRemovedFromContainerMessage>(OnPowerCellRemoved);
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}
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private void OnPowerCellRemoved(EntityUid uid, PowerCellDrawComponent component, EntRemovedFromContainerMessage args)
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{
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if (TryComp<PowerCellDrawComponent>(uid, out var draw))
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{
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draw.Enabled = false;
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}
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if (HasComp<ActivatableUIRequiresPowerCellComponent>(uid) &&
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TryComp<ActivatableUIComponent>(uid, out var activatable) &&
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activatable.Key != null)
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{
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_uiSystem.TryCloseAll(uid, activatable.Key);
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}
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}
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private void OnBatteryOpened(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIOpenedEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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draw.Enabled = true;
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}
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private void OnBatteryClosed(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, BoundUIClosedEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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draw.Enabled = false;
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}
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/// <summary>
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/// Call if you want to check if the UI should close due to a recent battery usage.
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/// </summary>
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public void CheckUsage(EntityUid uid, ActivatableUIComponent? active = null, ActivatableUIRequiresPowerCellComponent? component = null, PowerCellDrawComponent? draw = null)
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{
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if (!Resolve(uid, ref component, ref draw, ref active, false) || active.Key == null)
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return;
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if (_cell.HasCharge(uid, draw.UseRate))
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return;
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_uiSystem.TryCloseAll(uid, active.Key);
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}
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private void OnBatteryOpenAttempt(EntityUid uid, ActivatableUIRequiresPowerCellComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (!TryComp<PowerCellDrawComponent>(uid, out var draw))
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return;
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// Check if we have the appropriate drawrate / userate to even open it.
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if (args.Cancelled || !_cell.HasCharge(uid, MathF.Max(draw.DrawRate, draw.UseRate), user: args.User))
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{
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args.Cancel();
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return;
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}
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}
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}
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@@ -6,226 +6,225 @@ using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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namespace Content.Server.UserInterface
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namespace Content.Server.UserInterface;
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public sealed partial class ActivatableUISystem : EntitySystem
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{
|
||||
[UsedImplicitly]
|
||||
internal sealed class ActivatableUISystem : EntitySystem
|
||||
[Dependency] private readonly IAdminManager _adminManager = default!;
|
||||
[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
|
||||
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
[Dependency] private readonly IAdminManager _adminManager = default!;
|
||||
[Dependency] private readonly ActionBlockerSystem _blockerSystem = default!;
|
||||
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
|
||||
base.Initialize();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
|
||||
// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
|
||||
SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
|
||||
SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
|
||||
|
||||
SubscribeLocalEvent<ActivatableUIComponent, ActivateInWorldEvent>(OnActivate);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, UseInHandEvent>(OnUseInHand);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, HandDeselectedEvent>(OnHandDeselected);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, GotUnequippedHandEvent>((uid, aui, _) => CloseAll(uid, aui));
|
||||
// *THIS IS A BLATANT WORKAROUND!* RATIONALE: Microwaves need it
|
||||
SubscribeLocalEvent<ActivatableUIComponent, EntParentChangedMessage>(OnParentChanged);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, BoundUIClosedEvent>(OnUIClose);
|
||||
SubscribeLocalEvent<BoundUserInterfaceMessageAttempt>(OnBoundInterfaceInteractAttempt);
|
||||
SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
|
||||
|
||||
SubscribeLocalEvent<ActivatableUIComponent, GetVerbsEvent<ActivationVerb>>(AddOpenUiVerb);
|
||||
SubscribeLocalEvent<ServerUserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
|
||||
|
||||
SubscribeLocalEvent<ServerUserInterfaceComponent, OpenUiActionEvent>(OnActionPerform);
|
||||
}
|
||||
|
||||
private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
|
||||
{
|
||||
if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
|
||||
return;
|
||||
|
||||
if (!comp.RequireHands)
|
||||
return;
|
||||
|
||||
if (!TryComp(ev.Sender.AttachedEntity, out HandsComponent? hands) || hands.Hands.Count == 0)
|
||||
ev.Cancel();
|
||||
}
|
||||
|
||||
private void OnActionPerform(EntityUid uid, ServerUserInterfaceComponent component, OpenUiActionEvent args)
|
||||
{
|
||||
if (args.Handled || args.Key == null)
|
||||
return;
|
||||
|
||||
if (!TryComp(args.Performer, out ActorComponent? actor))
|
||||
return;
|
||||
|
||||
args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
|
||||
}
|
||||
|
||||
private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
|
||||
{
|
||||
if (!args.CanAccess)
|
||||
return;
|
||||
|
||||
if (component.RequireHands && args.Hands == null)
|
||||
return;
|
||||
|
||||
if (component.InHandsOnly && args.Using != uid)
|
||||
return;
|
||||
|
||||
if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
|
||||
return;
|
||||
|
||||
ActivationVerb verb = new();
|
||||
verb.Act = () => InteractUI(args.User, component);
|
||||
verb.Text = Loc.GetString(component.VerbText);
|
||||
// TODO VERBS add "open UI" icon?
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
|
||||
{
|
||||
if (args.Handled) return;
|
||||
if (component.InHandsOnly) return;
|
||||
args.Handled = InteractUI(args.User, component);
|
||||
}
|
||||
|
||||
private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
|
||||
{
|
||||
if (args.Handled) return;
|
||||
args.Handled = InteractUI(args.User, component);
|
||||
}
|
||||
|
||||
private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
|
||||
{
|
||||
CloseAll(uid, aui);
|
||||
}
|
||||
|
||||
private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
|
||||
{
|
||||
if (args.Session != component.CurrentSingleUser) return;
|
||||
if (args.UiKey != component.Key) return;
|
||||
SetCurrentSingleUser(uid, null, component);
|
||||
}
|
||||
|
||||
private bool InteractUI(EntityUid user, ActivatableUIComponent aui)
|
||||
{
|
||||
if (!_blockerSystem.CanInteract(user, aui.Owner) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
|
||||
return false;
|
||||
|
||||
if (aui.RequireHands && !HasComp<HandsComponent>(user))
|
||||
return false;
|
||||
|
||||
if (!EntityManager.TryGetComponent(user, out ActorComponent? actor)) return false;
|
||||
|
||||
if (aui.AdminOnly && !_adminManager.IsAdmin(actor.PlayerSession)) return false;
|
||||
|
||||
var ui = aui.UserInterface;
|
||||
if (ui == null) return false;
|
||||
|
||||
if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
|
||||
{
|
||||
// If we get here, supposedly, the object is in use.
|
||||
// Check with BUI that it's ACTUALLY in use just in case.
|
||||
// Since this could brick the object if it goes wrong.
|
||||
if (ui.SubscribedSessions.Count != 0) return false;
|
||||
}
|
||||
|
||||
// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
|
||||
// This is so that stuff can require further conditions (like power).
|
||||
var oae = new ActivatableUIOpenAttemptEvent(user);
|
||||
var uae = new UserOpenActivatableUIAttemptEvent(user, aui.Owner);
|
||||
RaiseLocalEvent(user, uae, false);
|
||||
RaiseLocalEvent((aui).Owner, oae, false);
|
||||
if (oae.Cancelled || uae.Cancelled) return false;
|
||||
|
||||
// Give the UI an opportunity to prepare itself if it needs to do anything
|
||||
// before opening
|
||||
var bae = new BeforeActivatableUIOpenEvent(user);
|
||||
RaiseLocalEvent((aui).Owner, bae, false);
|
||||
|
||||
SetCurrentSingleUser((aui).Owner, actor.PlayerSession, aui);
|
||||
ui.Toggle(actor.PlayerSession);
|
||||
|
||||
//Let the component know a user opened it so it can do whatever it needs to do
|
||||
var aae = new AfterActivatableUIOpenEvent(user, actor.PlayerSession);
|
||||
RaiseLocalEvent((aui).Owner, aae, false);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetCurrentSingleUser(EntityUid uid, IPlayerSession? v, ActivatableUIComponent? aui = null)
|
||||
{
|
||||
if (!Resolve(uid, ref aui))
|
||||
return;
|
||||
if (!aui.SingleUser)
|
||||
return;
|
||||
|
||||
aui.CurrentSingleUser = v;
|
||||
|
||||
RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent(), false);
|
||||
}
|
||||
|
||||
public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
|
||||
{
|
||||
if (!Resolve(uid, ref aui, false)) return;
|
||||
aui.UserInterface?.CloseAll();
|
||||
}
|
||||
|
||||
private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
|
||||
{
|
||||
if (!Resolve(uid, ref aui, false)) return;
|
||||
if (!aui.CloseOnHandDeselect)
|
||||
return;
|
||||
CloseAll(uid, aui);
|
||||
}
|
||||
InitializePower();
|
||||
}
|
||||
|
||||
public sealed class ActivatableUIOpenAttemptEvent : CancellableEntityEventArgs
|
||||
private void OnBoundInterfaceInteractAttempt(BoundUserInterfaceMessageAttempt ev)
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public ActivatableUIOpenAttemptEvent(EntityUid who)
|
||||
{
|
||||
User = who;
|
||||
}
|
||||
if (!TryComp(ev.Target, out ActivatableUIComponent? comp))
|
||||
return;
|
||||
|
||||
if (!comp.RequireHands)
|
||||
return;
|
||||
|
||||
if (!TryComp(ev.Sender.AttachedEntity, out HandsComponent? hands) || hands.Hands.Count == 0)
|
||||
ev.Cancel();
|
||||
}
|
||||
|
||||
public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventArgs //have to one-up the already stroke-inducing name
|
||||
private void OnActionPerform(EntityUid uid, ServerUserInterfaceComponent component, OpenUiActionEvent args)
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public EntityUid Target { get; }
|
||||
public UserOpenActivatableUIAttemptEvent(EntityUid who, EntityUid target)
|
||||
{
|
||||
User = who;
|
||||
Target = target;
|
||||
}
|
||||
if (args.Handled || args.Key == null)
|
||||
return;
|
||||
|
||||
if (!TryComp(args.Performer, out ActorComponent? actor))
|
||||
return;
|
||||
|
||||
args.Handled = _uiSystem.TryToggleUi(uid, args.Key, actor.PlayerSession);
|
||||
}
|
||||
|
||||
public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
|
||||
private void AddOpenUiVerb(EntityUid uid, ActivatableUIComponent component, GetVerbsEvent<ActivationVerb> args)
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public readonly IPlayerSession Session;
|
||||
if (!args.CanAccess)
|
||||
return;
|
||||
|
||||
public AfterActivatableUIOpenEvent(EntityUid who, IPlayerSession session)
|
||||
{
|
||||
User = who;
|
||||
Session = session;
|
||||
}
|
||||
if (component.RequireHands && args.Hands == null)
|
||||
return;
|
||||
|
||||
if (component.InHandsOnly && args.Using != uid)
|
||||
return;
|
||||
|
||||
if (!args.CanInteract && (!component.AllowSpectator || !HasComp<GhostComponent>(args.User)))
|
||||
return;
|
||||
|
||||
ActivationVerb verb = new();
|
||||
verb.Act = () => InteractUI(args.User, component);
|
||||
verb.Text = Loc.GetString(component.VerbText);
|
||||
// TODO VERBS add "open UI" icon?
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is after it's decided the user can open the UI,
|
||||
/// but before the UI actually opens.
|
||||
/// Use this if you need to prepare the UI itself
|
||||
/// </summary>
|
||||
public sealed class BeforeActivatableUIOpenEvent : EntityEventArgs
|
||||
private void OnActivate(EntityUid uid, ActivatableUIComponent component, ActivateInWorldEvent args)
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public BeforeActivatableUIOpenEvent(EntityUid who)
|
||||
{
|
||||
User = who;
|
||||
}
|
||||
if (args.Handled) return;
|
||||
if (component.InHandsOnly) return;
|
||||
args.Handled = InteractUI(args.User, component);
|
||||
}
|
||||
|
||||
public sealed class ActivatableUIPlayerChangedEvent : EntityEventArgs
|
||||
private void OnUseInHand(EntityUid uid, ActivatableUIComponent component, UseInHandEvent args)
|
||||
{
|
||||
if (args.Handled) return;
|
||||
args.Handled = InteractUI(args.User, component);
|
||||
}
|
||||
|
||||
private void OnParentChanged(EntityUid uid, ActivatableUIComponent aui, ref EntParentChangedMessage args)
|
||||
{
|
||||
CloseAll(uid, aui);
|
||||
}
|
||||
|
||||
private void OnUIClose(EntityUid uid, ActivatableUIComponent component, BoundUIClosedEvent args)
|
||||
{
|
||||
if (args.Session != component.CurrentSingleUser) return;
|
||||
if (args.UiKey != component.Key) return;
|
||||
SetCurrentSingleUser(uid, null, component);
|
||||
}
|
||||
|
||||
private bool InteractUI(EntityUid user, ActivatableUIComponent aui)
|
||||
{
|
||||
if (!_blockerSystem.CanInteract(user, aui.Owner) && (!aui.AllowSpectator || !HasComp<GhostComponent>(user)))
|
||||
return false;
|
||||
|
||||
if (aui.RequireHands && !HasComp<HandsComponent>(user))
|
||||
return false;
|
||||
|
||||
if (!EntityManager.TryGetComponent(user, out ActorComponent? actor)) return false;
|
||||
|
||||
if (aui.AdminOnly && !_adminManager.IsAdmin(actor.PlayerSession)) return false;
|
||||
|
||||
var ui = aui.UserInterface;
|
||||
if (ui == null) return false;
|
||||
|
||||
if (aui.SingleUser && (aui.CurrentSingleUser != null) && (actor.PlayerSession != aui.CurrentSingleUser))
|
||||
{
|
||||
// If we get here, supposedly, the object is in use.
|
||||
// Check with BUI that it's ACTUALLY in use just in case.
|
||||
// Since this could brick the object if it goes wrong.
|
||||
if (ui.SubscribedSessions.Count != 0) return false;
|
||||
}
|
||||
|
||||
// If we've gotten this far, fire a cancellable event that indicates someone is about to activate this.
|
||||
// This is so that stuff can require further conditions (like power).
|
||||
var oae = new ActivatableUIOpenAttemptEvent(user);
|
||||
var uae = new UserOpenActivatableUIAttemptEvent(user, aui.Owner);
|
||||
RaiseLocalEvent(user, uae, false);
|
||||
RaiseLocalEvent((aui).Owner, oae, false);
|
||||
if (oae.Cancelled || uae.Cancelled) return false;
|
||||
|
||||
// Give the UI an opportunity to prepare itself if it needs to do anything
|
||||
// before opening
|
||||
var bae = new BeforeActivatableUIOpenEvent(user);
|
||||
RaiseLocalEvent((aui).Owner, bae, false);
|
||||
|
||||
SetCurrentSingleUser((aui).Owner, actor.PlayerSession, aui);
|
||||
ui.Toggle(actor.PlayerSession);
|
||||
|
||||
//Let the component know a user opened it so it can do whatever it needs to do
|
||||
var aae = new AfterActivatableUIOpenEvent(user, actor.PlayerSession);
|
||||
RaiseLocalEvent((aui).Owner, aae, false);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void SetCurrentSingleUser(EntityUid uid, IPlayerSession? v, ActivatableUIComponent? aui = null)
|
||||
{
|
||||
if (!Resolve(uid, ref aui))
|
||||
return;
|
||||
if (!aui.SingleUser)
|
||||
return;
|
||||
|
||||
aui.CurrentSingleUser = v;
|
||||
|
||||
RaiseLocalEvent(uid, new ActivatableUIPlayerChangedEvent(), false);
|
||||
}
|
||||
|
||||
public void CloseAll(EntityUid uid, ActivatableUIComponent? aui = null)
|
||||
{
|
||||
if (!Resolve(uid, ref aui, false)) return;
|
||||
aui.UserInterface?.CloseAll();
|
||||
}
|
||||
|
||||
private void OnHandDeselected(EntityUid uid, ActivatableUIComponent? aui, HandDeselectedEvent args)
|
||||
{
|
||||
if (!Resolve(uid, ref aui, false)) return;
|
||||
if (!aui.CloseOnHandDeselect)
|
||||
return;
|
||||
CloseAll(uid, aui);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class ActivatableUIOpenAttemptEvent : CancellableEntityEventArgs
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public ActivatableUIOpenAttemptEvent(EntityUid who)
|
||||
{
|
||||
User = who;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class UserOpenActivatableUIAttemptEvent : CancellableEntityEventArgs //have to one-up the already stroke-inducing name
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public EntityUid Target { get; }
|
||||
public UserOpenActivatableUIAttemptEvent(EntityUid who, EntityUid target)
|
||||
{
|
||||
User = who;
|
||||
Target = target;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class AfterActivatableUIOpenEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public readonly IPlayerSession Session;
|
||||
|
||||
public AfterActivatableUIOpenEvent(EntityUid who, IPlayerSession session)
|
||||
{
|
||||
User = who;
|
||||
Session = session;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is after it's decided the user can open the UI,
|
||||
/// but before the UI actually opens.
|
||||
/// Use this if you need to prepare the UI itself
|
||||
/// </summary>
|
||||
public sealed class BeforeActivatableUIOpenEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid User { get; }
|
||||
public BeforeActivatableUIOpenEvent(EntityUid who)
|
||||
{
|
||||
User = who;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class ActivatableUIPlayerChangedEvent : EntityEventArgs
|
||||
{
|
||||
}
|
||||
|
||||
@@ -1 +1,3 @@
|
||||
power-cell-component-examine-details = The charge indicator reads {$currentCharge} %.
|
||||
power-cell-component-examine-details = The charge indicator reads [color=#5E7C16]{$currentCharge}[/color] %.
|
||||
power-cell-no-battery = No power cell found
|
||||
power-cell-insufficient = Insufficient power
|
||||
|
||||
@@ -13,4 +13,4 @@ comp-stunbaton-activated-low-charge = Insufficient charge...
|
||||
|
||||
stunbaton-component-low-charge = Insufficient charge...
|
||||
stunbaton-component-on-examine = The light is currently [color=darkgreen]on[/color].
|
||||
stunbaton-component-on-examine-charge = The charge indicator reads {$charge} %
|
||||
stunbaton-component-on-examine-charge = The charge indicator reads [color=#5E7C16]{$charge}[/color] %
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
- type: entity
|
||||
id: StationMap
|
||||
id: HandheldStationMap
|
||||
name: station map
|
||||
description: Displays a readout of the current station.
|
||||
parent: BaseItem
|
||||
parent:
|
||||
- BaseItem
|
||||
- PowerCellSlotSmallItem
|
||||
suffix: Handheld
|
||||
components:
|
||||
- type: StationMap
|
||||
@@ -13,6 +15,10 @@
|
||||
- state: tablet
|
||||
- state: generic
|
||||
shader: unshaded
|
||||
- type: PowerCellDraw
|
||||
drawRate: 0
|
||||
useRate: 20
|
||||
- type: ActivatableUIRequiresPowerCell
|
||||
- type: ActivatableUI
|
||||
inHandsOnly: true
|
||||
singleUser: true
|
||||
|
||||
@@ -1,12 +1,18 @@
|
||||
- type: entity
|
||||
name: handheld crew monitor
|
||||
parent: BaseItem
|
||||
parent:
|
||||
- BaseItem
|
||||
- PowerCellSlotSmallItem
|
||||
id: HandheldCrewMonitor
|
||||
description: A hand-held crew monitor displaying the status of suit sensors.
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: Objects/Specific/Medical/handheldcrewmonitor.rsi
|
||||
state: scanner
|
||||
- type: PowerCellDraw
|
||||
drawRate: 0
|
||||
useRate: 20
|
||||
- type: ActivatableUIRequiresPowerCell
|
||||
- type: ActivatableUI
|
||||
key: enum.CrewMonitoringUIKey.Key
|
||||
closeOnHandDeselect: false
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
- type: entity
|
||||
name: health analyzer
|
||||
parent: BaseItem
|
||||
parent:
|
||||
- BaseItem
|
||||
- PowerCellSlotSmallItem
|
||||
id: HandheldHealthAnalyzer
|
||||
description: A hand-held body scanner capable of distinguishing vital signs of the subject.
|
||||
components:
|
||||
@@ -8,6 +10,10 @@
|
||||
sprite: Objects/Specific/Medical/healthanalyzer.rsi
|
||||
netsync: false
|
||||
state: analyzer
|
||||
- type: PowerCellDraw
|
||||
drawRate: 0
|
||||
useRate: 20
|
||||
- type: ActivatableUIRequiresPowerCell
|
||||
- type: ActivatableUI
|
||||
key: enum.HealthAnalyzerUiKey.Key
|
||||
closeOnHandDeselect: false
|
||||
|
||||
@@ -56,3 +56,36 @@
|
||||
storagebase: !type:Container
|
||||
ents: []
|
||||
|
||||
|
||||
# PowerCellSlot parents
|
||||
- type: entity
|
||||
name: a
|
||||
id: PowerCellSlotSmallItem
|
||||
abstract: true
|
||||
components:
|
||||
- type: ContainerContainer
|
||||
containers:
|
||||
cell_slot: !type:ContainerSlot { }
|
||||
- type: PowerCellSlot
|
||||
cellSlotId: cell_slot
|
||||
- type: ItemSlots
|
||||
slots:
|
||||
cell_slot:
|
||||
name: power-cell-slot-component-slot-name-default
|
||||
startingItem: PowerCellSmall
|
||||
|
||||
- type: entity
|
||||
name: a
|
||||
id: PowerCellSlotMediumItem
|
||||
abstract: true
|
||||
components:
|
||||
- type: ContainerContainer
|
||||
containers:
|
||||
cell_slot: !type:ContainerSlot { }
|
||||
- type: PowerCellSlot
|
||||
cellSlotId: cell_slot
|
||||
- type: ItemSlots
|
||||
slots:
|
||||
cell_slot:
|
||||
name: power-cell-slot-component-slot-name-default
|
||||
startingItem: PowerCellMedium
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
- type: entity
|
||||
id: WallStationMapBroken
|
||||
id: StationMapBroken
|
||||
name: station map
|
||||
description: A virtual map of the surrounding station.
|
||||
suffix: Wall broken
|
||||
@@ -29,9 +29,9 @@
|
||||
acts: [ "Destruction" ]
|
||||
|
||||
- type: entity
|
||||
id: WallStationMap
|
||||
id: StationMap
|
||||
name: station map
|
||||
parent: WallStationMapBroken
|
||||
parent: StationMapBroken
|
||||
suffix: Wall
|
||||
placement:
|
||||
mode: SnapgridCenter
|
||||
@@ -65,7 +65,7 @@
|
||||
collection: GlassBreak
|
||||
- !type:SpawnEntitiesBehavior
|
||||
spawn:
|
||||
WallStationMapBroken:
|
||||
StationMapBroken:
|
||||
min: 1
|
||||
max: 1
|
||||
- !type:DoActsBehavior
|
||||
|
||||
Reference in New Issue
Block a user