Created Proximity Detection and Beeper Systems (#23177)
This commit is contained in:
@@ -1,54 +0,0 @@
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Pinpointer;
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/// <summary>
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/// This is used for an item that beeps based on
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/// proximity to a specified component.
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/// </summary>
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[RegisterComponent, Access(typeof(ProximityBeeperSystem))]
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public sealed partial class ProximityBeeperComponent : Component
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{
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/// <summary>
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/// Whether or not it's on.
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/// </summary>
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[DataField("enabled")]
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public bool Enabled;
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/// <summary>
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/// The target component that is being searched for
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/// </summary>
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[DataField("component", required: true), ViewVariables(VVAccess.ReadWrite)]
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public string Component = default!;
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/// <summary>
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/// The farthest distance a target can be for the beep to occur
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/// </summary>
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[DataField("maximumDistance"), ViewVariables(VVAccess.ReadWrite)]
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public float MaximumDistance = 10f;
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/// <summary>
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/// The maximum interval between beeps.
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/// </summary>
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[DataField("maxBeepInterval"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan MaxBeepInterval = TimeSpan.FromSeconds(1.5f);
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/// <summary>
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/// The minimum interval between beeps.
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/// </summary>
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[DataField("minBeepInterval"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan MinBeepInterval = TimeSpan.FromSeconds(0.25f);
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/// <summary>
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/// When the next beep will occur
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/// </summary>
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[DataField("nextBeepTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextBeepTime;
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/// <summary>
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/// The sound played when the locator beeps.
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/// </summary>
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[DataField("beepSound")]
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public SoundSpecifier? BeepSound;
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}
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@@ -1,158 +0,0 @@
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using Content.Server.PowerCell;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Pinpointer;
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using Content.Shared.PowerCell;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Server.Pinpointer;
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/// <summary>
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/// This handles logic and interaction relating to <see cref="ProximityBeeperComponent"/>
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/// </summary>
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public sealed class ProximityBeeperSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ProximityBeeperComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ProximityBeeperComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<ProximityBeeperComponent, PowerCellSlotEmptyEvent>(OnPowerCellSlotEmpty);
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}
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private void OnUseInHand(EntityUid uid, ProximityBeeperComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = TryToggle(uid, component, args.User);
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}
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private void OnUnpaused(EntityUid uid, ProximityBeeperComponent component, ref EntityUnpausedEvent args)
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{
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component.NextBeepTime += args.PausedTime;
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}
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private void OnPowerCellSlotEmpty(EntityUid uid, ProximityBeeperComponent component, ref PowerCellSlotEmptyEvent args)
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{
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if (component.Enabled)
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TryDisable(uid, component);
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}
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/// <summary>
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/// Beeps the proximitybeeper as well as sets the time for the next beep
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/// based on proximity to entities with the target component.
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/// </summary>
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public void UpdateBeep(EntityUid uid, ProximityBeeperComponent? component = null, bool playBeep = true)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!component.Enabled)
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{
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component.NextBeepTime += component.MaxBeepInterval;
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return;
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}
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var xformQuery = GetEntityQuery<TransformComponent>();
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var xform = xformQuery.GetComponent(uid);
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var compType = EntityManager.ComponentFactory.GetRegistration(component.Component).Type;
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float? closestDistance = null;
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foreach (var ent in _entityLookup.GetEntitiesInRange(compType, xform.MapPosition, component.MaximumDistance))
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{
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var dist = (_transform.GetWorldPosition(xform, xformQuery) - _transform.GetWorldPosition(ent, xformQuery)).Length();
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if (dist >= (closestDistance ?? float.MaxValue))
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continue;
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closestDistance = dist;
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}
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if (closestDistance is not { } distance)
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return;
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if (playBeep)
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_audio.PlayPvs(component.BeepSound, uid);
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var scalingFactor = distance / component.MaximumDistance;
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var interval = (component.MaxBeepInterval - component.MinBeepInterval) * scalingFactor + component.MinBeepInterval;
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component.NextBeepTime += interval;
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if (component.NextBeepTime < _timing.CurTime) // Prevents spending time out of range accumulating a deficit which causes a series of very rapid beeps when comeing into range.
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component.NextBeepTime = _timing.CurTime + interval;
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}
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/// <summary>
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/// Enables the proximity beeper
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/// </summary>
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public bool TryEnable(EntityUid uid, ProximityBeeperComponent? component = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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TryComp<PowerCellDrawComponent>(uid, out var draw);
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if (!_powerCell.HasActivatableCharge(uid, battery: draw, user: user))
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return false;
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component.Enabled = true;
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_appearance.SetData(uid, ProximityBeeperVisuals.Enabled, true);
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component.NextBeepTime = _timing.CurTime;
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UpdateBeep(uid, component, false);
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if (draw != null)
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_powerCell.SetPowerCellDrawEnabled(uid, true, draw);
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return true;
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}
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/// <summary>
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/// Disables the proximity beeper
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/// </summary>
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public bool TryDisable(EntityUid uid, ProximityBeeperComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!component.Enabled)
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return false;
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component.Enabled = false;
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_appearance.SetData(uid, ProximityBeeperVisuals.Enabled, false);
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_powerCell.SetPowerCellDrawEnabled(uid, false);
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UpdateBeep(uid, component);
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return true;
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}
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/// <summary>
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/// toggles the proximity beeper
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/// </summary>
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public bool TryToggle(EntityUid uid, ProximityBeeperComponent? component = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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return component.Enabled
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? TryDisable(uid, component)
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: TryEnable(uid, component, user);
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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<ProximityBeeperComponent>();
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while (query.MoveNext(out var uid, out var beeper))
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{
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if (!beeper.Enabled)
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continue;
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if (_timing.CurTime < beeper.NextBeepTime)
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continue;
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UpdateBeep(uid, beeper);
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}
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}
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}
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4
Content.Shared/Beeper/BeeperEvents.cs
Normal file
4
Content.Shared/Beeper/BeeperEvents.cs
Normal file
@@ -0,0 +1,4 @@
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namespace Content.Shared.Beeper;
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[ByRefEvent]
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public record struct BeepPlayedEvent(bool Muted);
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66
Content.Shared/Beeper/Components/BeeperComponent.cs
Normal file
66
Content.Shared/Beeper/Components/BeeperComponent.cs
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@@ -0,0 +1,66 @@
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using Content.Shared.Beeper.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.ProximityDetection.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Beeper.Components;
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/// <summary>
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/// This is used for an item that beeps based on
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/// proximity to a specified component.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(BeeperSystem)), AutoGenerateComponentState]
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public sealed partial class BeeperComponent : Component
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{
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/// <summary>
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/// Whether or not it's on.
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/// </summary>
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// How much to scale the interval by (< 0 = min, > 1 = max)
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/// </summary>
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[DataField("intervalScaling"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public FixedPoint2 IntervalScaling = 0;
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/// <summary>
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/// The maximum interval between beeps.
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/// </summary>
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[DataField("maxBeepInterval"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan MaxBeepInterval = TimeSpan.FromSeconds(1.5f);
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/// <summary>
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/// The minimum interval between beeps.
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/// </summary>
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[DataField("minBeepInterval"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan MinBeepInterval = TimeSpan.FromSeconds(0.25f);
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/// <summary>
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/// Interval for the next beep
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Interval;
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/// <summary>
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/// Time when we beeped last
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastBeepTime;
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[ViewVariables(VVAccess.ReadOnly)]
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public TimeSpan NextBeep => LastBeepTime == TimeSpan.MaxValue ? TimeSpan.MaxValue : LastBeepTime + Interval;
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/// <summary>
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/// Is the beep muted
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/// </summary>
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[DataField("muted"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool IsMuted = false;
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/// <summary>
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/// The sound played when the locator beeps.
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/// </summary>
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[DataField("beepSound"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public SoundSpecifier? BeepSound;
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}
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@@ -0,0 +1,8 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Beeper.Components;
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[RegisterComponent] //component tag for events. If we add support for component pairs on events then this won't be needed anymore!
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public sealed partial class ProximityBeeperComponent : Component
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{
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}
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109
Content.Shared/Beeper/Systems/BeeperSystem.cs
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109
Content.Shared/Beeper/Systems/BeeperSystem.cs
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@@ -0,0 +1,109 @@
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using Content.Shared.Beeper.Components;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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namespace Content.Shared.Beeper.Systems;
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//This handles generic proximity beeper logic
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public sealed class BeeperSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly INetManager _net = default!;
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public override void Initialize()
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{
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<BeeperComponent>();
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while (query.MoveNext(out var uid, out var beeper))
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{
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if (!beeper.Enabled)
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continue;
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RunUpdate_Internal(uid, beeper);
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}
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}
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public void SetEnable(EntityUid owner, bool isEnabled, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper) || beeper.Enabled == isEnabled)
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return;
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beeper.Enabled = isEnabled;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetIntervalScaling(EntityUid owner, BeeperComponent beeper, FixedPoint2 newScaling)
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{
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newScaling = FixedPoint2.Clamp(newScaling, 0, 1);
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beeper.IntervalScaling = newScaling;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetInterval(EntityUid owner, BeeperComponent beeper, TimeSpan newInterval)
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{
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if (newInterval < beeper.MinBeepInterval)
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newInterval = beeper.MinBeepInterval;
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if (newInterval > beeper.MaxBeepInterval)
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newInterval = beeper.MaxBeepInterval;
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beeper.Interval = newInterval;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetIntervalScaling(EntityUid owner, FixedPoint2 newScaling, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper))
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return;
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SetIntervalScaling(owner, beeper, newScaling);
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}
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public void SetMute(EntityUid owner, bool isMuted, BeeperComponent? comp = null)
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{
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if (!Resolve(owner, ref comp))
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return;
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comp.IsMuted = isMuted;
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}
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private void UpdateBeepInterval(EntityUid owner, BeeperComponent beeper)
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{
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var scalingFactor = beeper.IntervalScaling.Float();
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var interval = (beeper.MaxBeepInterval - beeper.MinBeepInterval) * scalingFactor + beeper.MinBeepInterval;
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if (beeper.Interval == interval)
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return;
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beeper.Interval = interval;
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Dirty(owner, beeper);
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}
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public void ForceUpdate(EntityUid owner, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper))
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return;
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RunUpdate_Internal(owner, beeper);
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}
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private void RunUpdate_Internal(EntityUid owner, BeeperComponent beeper)
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{
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if (!beeper.Enabled)
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{
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return;
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}
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UpdateBeepInterval(owner, beeper);
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if (beeper.NextBeep >= _timing.CurTime)
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return;
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var beepEvent = new BeepPlayedEvent(beeper.IsMuted);
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RaiseLocalEvent(owner, ref beepEvent);
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if (!beeper.IsMuted && _net.IsServer)
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{
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_audio.PlayPvs(beeper.BeepSound, owner);
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}
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beeper.LastBeepTime = _timing.CurTime;
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}
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}
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114
Content.Shared/Beeper/Systems/ProximityBeeperSystem.cs
Normal file
114
Content.Shared/Beeper/Systems/ProximityBeeperSystem.cs
Normal file
@@ -0,0 +1,114 @@
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using Content.Shared.Beeper.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Pinpointer;
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using Content.Shared.PowerCell;
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using Content.Shared.ProximityDetection;
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using Content.Shared.ProximityDetection.Components;
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using Content.Shared.ProximityDetection.Systems;
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namespace Content.Shared.Beeper.Systems;
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/// <summary>
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/// This handles logic for implementing proximity beeper as a handheld tool />
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/// </summary>
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public sealed class ProximityBeeperSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPowerCellSystem _powerCell = default!;
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[Dependency] private readonly ProximityDetectionSystem _proximity = default!;
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[Dependency] private readonly BeeperSystem _beeper = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ProximityBeeperComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ProximityBeeperComponent, PowerCellSlotEmptyEvent>(OnPowerCellSlotEmpty);
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SubscribeLocalEvent<ProximityBeeperComponent, NewProximityTargetEvent>(OnNewProximityTarget);
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SubscribeLocalEvent<ProximityBeeperComponent, ProximityTargetUpdatedEvent>(OnProximityTargetUpdate);
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}
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private void OnProximityTargetUpdate(EntityUid owner, ProximityBeeperComponent proxBeeper, ref ProximityTargetUpdatedEvent args)
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{
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if (!TryComp<BeeperComponent>(owner, out var beeper))
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return;
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if (args.Target == null)
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{
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_beeper.SetEnable(owner, false, beeper);
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return;
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}
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_beeper.SetIntervalScaling(owner,args.Distance/args.Detector.Range, beeper);
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_beeper.SetEnable(owner, true, beeper);
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}
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private void OnNewProximityTarget(EntityUid owner, ProximityBeeperComponent proxBeeper, ref NewProximityTargetEvent args)
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{
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_beeper.SetEnable(owner, args.Target != null);
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}
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private void OnUseInHand(EntityUid uid, ProximityBeeperComponent proxBeeper, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = TryToggle(uid, proxBeeper, user: args.User);
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}
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private void OnPowerCellSlotEmpty(EntityUid uid, ProximityBeeperComponent beeper, ref PowerCellSlotEmptyEvent args)
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{
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if (_proximity.GetEnable(uid))
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TryDisable(uid);
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}
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public bool TryEnable(EntityUid owner, BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null,
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PowerCellDrawComponent? draw = null,EntityUid? user = null)
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{
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if (!Resolve(owner, ref beeper, ref detector))
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return false;
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if (Resolve(owner, ref draw, false) && !_powerCell.HasActivatableCharge(owner, battery: draw, user: user))
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return false;
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Enable(owner, beeper, detector, draw);
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return true;
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}
|
||||
private void Enable(EntityUid owner, BeeperComponent beeper,
|
||||
ProximityDetectorComponent detector, PowerCellDrawComponent? draw)
|
||||
{
|
||||
_proximity.SetEnable(owner, true, detector);
|
||||
_appearance.SetData(owner, ProximityBeeperVisuals.Enabled, true);
|
||||
_powerCell.SetPowerCellDrawEnabled(owner, true, draw);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Disables the proximity beeper
|
||||
/// </summary>
|
||||
public bool TryDisable(EntityUid owner,BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null, PowerCellDrawComponent? draw = null)
|
||||
{
|
||||
if (!Resolve(owner, ref beeper, ref detector))
|
||||
return false;
|
||||
|
||||
if (!detector.Enabled)
|
||||
return false;
|
||||
Disable(owner, beeper, detector, draw);
|
||||
return true;
|
||||
}
|
||||
private void Disable(EntityUid owner, BeeperComponent beeper,
|
||||
ProximityDetectorComponent detector, PowerCellDrawComponent? draw)
|
||||
{
|
||||
_proximity.SetEnable(owner, false, detector);
|
||||
_appearance.SetData(owner, ProximityBeeperVisuals.Enabled, false);
|
||||
_beeper.SetEnable(owner, false, beeper);
|
||||
_powerCell.SetPowerCellDrawEnabled(owner, false, draw);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// toggles the proximity beeper
|
||||
/// </summary>
|
||||
public bool TryToggle(EntityUid owner, ProximityBeeperComponent? proxBeeper = null, BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null,
|
||||
PowerCellDrawComponent? draw = null, EntityUid? user = null)
|
||||
{
|
||||
if (!Resolve(owner, ref proxBeeper, ref beeper, ref detector))
|
||||
return false;
|
||||
|
||||
return detector.Enabled
|
||||
? TryDisable(owner, beeper, detector, draw)
|
||||
: TryEnable(owner, beeper, detector, draw,user);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.ProximityDetection.Systems;
|
||||
using Content.Shared.Whitelist;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.ProximityDetection.Components;
|
||||
/// <summary>
|
||||
/// This is used to search for the closest entity with a range that matches specified requirements (tags and/or components)
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState ,Access(typeof(ProximityDetectionSystem))]
|
||||
public sealed partial class ProximityDetectorComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Whether or not it's on.
|
||||
/// </summary>
|
||||
[DataField("enabled"), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public bool Enabled = true;
|
||||
|
||||
[DataField("criteria", required: true), AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public EntityWhitelist Criteria = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Found Entity
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
||||
public EntityUid? TargetEnt;
|
||||
|
||||
/// <summary>
|
||||
/// Distance to Found Entity
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
||||
public FixedPoint2 Distance = -1;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The farthest distance to search for targets
|
||||
/// </summary>
|
||||
[DataField("range"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
||||
public FixedPoint2 Range = 10f;
|
||||
|
||||
public float AccumulatedFrameTime;
|
||||
|
||||
[DataField("updateRate"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
||||
public float UpdateRate = 0.3f;
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.ProximityDetection.Components;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.ProximityDetection;
|
||||
|
||||
[ByRefEvent]
|
||||
public record struct ProximityDetectionAttemptEvent(bool Cancel, FixedPoint2 Distance, Entity<ProximityDetectorComponent> Detector);
|
||||
|
||||
[ByRefEvent]
|
||||
public record struct ProximityTargetUpdatedEvent(ProximityDetectorComponent Detector, EntityUid? Target, FixedPoint2 Distance);
|
||||
|
||||
[ByRefEvent]
|
||||
public record struct NewProximityTargetEvent(ProximityDetectorComponent Detector, EntityUid? Target);
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,160 @@
|
||||
using Content.Shared.ProximityDetection.Components;
|
||||
using Robust.Shared.Network;
|
||||
|
||||
namespace Content.Shared.ProximityDetection.Systems;
|
||||
|
||||
|
||||
//This handles generic proximity detector logic
|
||||
public sealed class ProximityDetectionSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
[Dependency] private readonly INetManager _net = default!;
|
||||
|
||||
//update is only run on the server
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<ProximityDetectorComponent, EntityPausedEvent>(OnPaused);
|
||||
SubscribeLocalEvent<ProximityDetectorComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
}
|
||||
|
||||
protected void OnPaused(EntityUid owner, ProximityDetectorComponent component, EntityPausedEvent args)
|
||||
{
|
||||
SetEnable_Internal(owner,component,false);
|
||||
}
|
||||
|
||||
protected void OnUnpaused(EntityUid owner, ProximityDetectorComponent detector, ref EntityUnpausedEvent args)
|
||||
{
|
||||
SetEnable_Internal(owner, detector,true);
|
||||
}
|
||||
protected internal void SetEnable(EntityUid owner, bool enabled, ProximityDetectorComponent? detector = null)
|
||||
{
|
||||
if (!Resolve(owner, ref detector) || detector.Enabled == enabled)
|
||||
return;
|
||||
SetEnable_Internal(owner ,detector, enabled);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
if (_net.IsClient)
|
||||
return;
|
||||
var query = EntityQueryEnumerator<ProximityDetectorComponent>();
|
||||
while (query.MoveNext(out var owner, out var detector))
|
||||
{
|
||||
if (!detector.Enabled)
|
||||
continue;
|
||||
detector.AccumulatedFrameTime += frameTime;
|
||||
if (detector.AccumulatedFrameTime < detector.UpdateRate)
|
||||
continue;
|
||||
detector.AccumulatedFrameTime -= detector.UpdateRate;
|
||||
RunUpdate_Internal(owner, detector);
|
||||
}
|
||||
}
|
||||
|
||||
protected internal bool GetEnable(EntityUid owner, ProximityDetectorComponent? detector = null)
|
||||
{
|
||||
return Resolve(owner, ref detector, false) && detector.Enabled;
|
||||
}
|
||||
|
||||
protected void SetEnable_Internal(EntityUid owner,ProximityDetectorComponent detector, bool enabled)
|
||||
{
|
||||
detector.Enabled = enabled;
|
||||
var noDetectEvent = new ProximityTargetUpdatedEvent(detector, detector.TargetEnt, detector.Distance);
|
||||
RaiseLocalEvent(owner, ref noDetectEvent);
|
||||
if (!enabled)
|
||||
{
|
||||
detector.AccumulatedFrameTime = 0;
|
||||
RunUpdate_Internal(owner, detector);
|
||||
Dirty(owner, detector);
|
||||
return;
|
||||
}
|
||||
RunUpdate_Internal(owner, detector);
|
||||
}
|
||||
|
||||
protected void ForceUpdate(EntityUid owner, ProximityDetectorComponent? detector = null)
|
||||
{
|
||||
if (!Resolve(owner, ref detector))
|
||||
return;
|
||||
RunUpdate_Internal(owner, detector);
|
||||
}
|
||||
|
||||
|
||||
protected void RunUpdate_Internal(EntityUid owner,ProximityDetectorComponent detector)
|
||||
{
|
||||
if (!_net.IsServer) //only run detection checks on the server!
|
||||
return;
|
||||
var xformQuery = GetEntityQuery<TransformComponent>();
|
||||
var xform = xformQuery.GetComponent(owner);
|
||||
List<(EntityUid TargetEnt, float Distance)> detections = new();
|
||||
foreach (var ent in _entityLookup.GetEntitiesInRange(_transform.GetMapCoordinates(owner, xform),
|
||||
detector.Range.Float()))
|
||||
{
|
||||
if (!detector.Criteria.IsValid(ent, EntityManager))
|
||||
continue;
|
||||
var distance = (_transform.GetWorldPosition(xform, xformQuery) - _transform.GetWorldPosition(ent, xformQuery)).Length();
|
||||
if (CheckDetectConditions(ent, distance, owner, detector))
|
||||
{
|
||||
detections.Add((ent, distance));
|
||||
}
|
||||
}
|
||||
UpdateTargetFromClosest(owner, detector, detections);
|
||||
}
|
||||
|
||||
protected bool CheckDetectConditions(EntityUid targetEntity, float dist, EntityUid owner, ProximityDetectorComponent detector)
|
||||
{
|
||||
var detectAttempt = new ProximityDetectionAttemptEvent(false, dist, (owner, detector));
|
||||
RaiseLocalEvent(targetEntity, ref detectAttempt);
|
||||
return !detectAttempt.Cancel;
|
||||
}
|
||||
|
||||
protected void UpdateTargetFromClosest(EntityUid owner, ProximityDetectorComponent detector, List<(EntityUid TargetEnt, float Distance)> detections)
|
||||
{
|
||||
if (detections.Count == 0)
|
||||
{
|
||||
if (detector.TargetEnt == null)
|
||||
return;
|
||||
detector.Distance = -1;
|
||||
detector.TargetEnt = null;
|
||||
var noDetectEvent = new ProximityTargetUpdatedEvent(detector, null, -1);
|
||||
RaiseLocalEvent(owner, ref noDetectEvent);
|
||||
var newTargetEvent = new NewProximityTargetEvent(detector, null);
|
||||
RaiseLocalEvent(owner, ref newTargetEvent);
|
||||
Dirty(owner, detector);
|
||||
return;
|
||||
}
|
||||
var closestDistance = detections[0].Distance;
|
||||
EntityUid closestEnt = default!;
|
||||
foreach (var (ent,dist) in detections)
|
||||
{
|
||||
if (dist >= closestDistance)
|
||||
continue;
|
||||
closestEnt = ent;
|
||||
closestDistance = dist;
|
||||
}
|
||||
|
||||
var newTarget = detector.TargetEnt != closestEnt;
|
||||
var newData = newTarget || detector.Distance != closestDistance;
|
||||
detector.TargetEnt = closestEnt;
|
||||
detector.Distance = closestDistance;
|
||||
if (newTarget)
|
||||
{
|
||||
var newTargetEvent = new NewProximityTargetEvent(detector, closestEnt);
|
||||
RaiseLocalEvent(owner, ref newTargetEvent);
|
||||
}
|
||||
|
||||
if (!newData)
|
||||
return;
|
||||
var targetUpdatedEvent = new ProximityTargetUpdatedEvent(detector, closestEnt, closestDistance);
|
||||
RaiseLocalEvent(owner, ref targetUpdatedEvent);
|
||||
Dirty(owner, detector);
|
||||
}
|
||||
|
||||
public void SetRange(EntityUid owner, float newRange, ProximityDetectorComponent? detector = null)
|
||||
{
|
||||
if (!Resolve(owner, ref detector))
|
||||
return;
|
||||
detector.Range = newRange;
|
||||
Dirty(owner, detector);
|
||||
}
|
||||
}
|
||||
@@ -45,8 +45,14 @@
|
||||
True: { visible: true }
|
||||
False: { visible: false }
|
||||
- type: ProximityBeeper
|
||||
component: Anomaly
|
||||
maximumDistance: 20
|
||||
- type: ProximityDetector
|
||||
enabled: false
|
||||
range: 20
|
||||
criteria:
|
||||
components:
|
||||
- Anomaly
|
||||
- type: Beeper
|
||||
enabled: false
|
||||
minBeepInterval: 0.15
|
||||
maxBeepInterval: 1.00
|
||||
beepSound:
|
||||
@@ -83,11 +89,11 @@
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: Objects/Specific/Research/anomalylocatorwide.rsi
|
||||
- type: ProximityBeeper
|
||||
maximumDistance: 40
|
||||
- type: Beeper
|
||||
minBeepInterval: 0.5
|
||||
maxBeepInterval: 0.5
|
||||
|
||||
- type: ProximityDetector
|
||||
range: 40
|
||||
- type: entity
|
||||
id: AnomalyLocatorWide
|
||||
parent: [ AnomalyLocatorWideUnpowered, PowerCellSlotSmallItem ]
|
||||
|
||||
Reference in New Issue
Block a user