Weldable cleanup (#19809)
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163
Content.Shared/Tools/Systems/WeldableSystem.cs
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163
Content.Shared/Tools/Systems/WeldableSystem.cs
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Tools.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using LayerChangeOnWeldComponent = Content.Shared.Tools.Components.LayerChangeOnWeldComponent;
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namespace Content.Shared.Tools.Systems;
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public sealed class WeldableSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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public bool IsWelded(EntityUid uid, WeldableComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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return component.IsWelded;
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}
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WeldableComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<WeldableComponent, WeldFinishedEvent>(OnWeldFinished);
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SubscribeLocalEvent<LayerChangeOnWeldComponent, WeldableChangedEvent>(OnWeldChanged);
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SubscribeLocalEvent<WeldableComponent, ExaminedEvent>(OnExamine);
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}
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private void OnExamine(EntityUid uid, WeldableComponent component, ExaminedEvent args)
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{
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if (component.IsWelded && component.WeldedExamineMessage != null)
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args.PushText(Loc.GetString(component.WeldedExamineMessage));
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}
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private void OnInteractUsing(EntityUid uid, WeldableComponent component, InteractUsingEvent args)
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{
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// If any construction graph edges has its conditions meet and requires welding, then this construction takes priority
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/* TODO: Whatever this is is not the way to do what you think you want to do.
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if (Enumerable.Any<ConstructionGraphEdge>(_construction.GetCurrentNode(uid)?.Edges, x => _construction.CheckConditions(uid, x.Conditions)
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&& Enumerable.Any<ConstructionGraphStep>(x.Steps, y => (y as ToolConstructionGraphStep)?.Tool == "Welding")) == true)
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{
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args.Handled = false;
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return;
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}
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*/
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if (args.Handled)
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return;
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args.Handled = TryWeld(uid, args.Used, args.User, component);
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}
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private bool CanWeld(EntityUid uid, EntityUid tool, EntityUid user, WeldableComponent? 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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// Other component systems
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var attempt = new WeldableAttemptEvent(user, tool);
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RaiseLocalEvent(uid, attempt);
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if (attempt.Cancelled)
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return false;
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return true;
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}
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private bool TryWeld(EntityUid uid, EntityUid tool, EntityUid user, WeldableComponent? 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 (!CanWeld(uid, tool, user, component))
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return false;
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if (!_toolSystem.UseTool(tool, user, uid, component.WeldingTime.Seconds, component.WeldingQuality, new WeldFinishedEvent()))
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return false;
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// Log attempt
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_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user):user} is {(component.IsWelded ? "un" : "")}welding {ToPrettyString(uid):target} at {Transform(uid).Coordinates:targetlocation}");
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return true;
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}
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private void OnWeldFinished(EntityUid uid, WeldableComponent component, WeldFinishedEvent args)
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{
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if (args.Cancelled || args.Used == null)
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return;
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// Check if target is still valid
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if (!CanWeld(uid, args.Used.Value, args.User, component))
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return;
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SetWeldedState(uid, !component.IsWelded, component);
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// Log success
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_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(args.User):user} {(!component.IsWelded ? "un" : "")}welded {ToPrettyString(uid):target}");
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}
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private void OnWeldChanged(EntityUid uid, LayerChangeOnWeldComponent component, ref WeldableChangedEvent args)
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{
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if (!TryComp<FixturesComponent>(uid, out var fixtures))
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return;
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foreach (var (id, fixture) in fixtures.Fixtures)
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{
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switch (args.IsWelded)
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{
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case true when fixture.CollisionLayer == (int) component.UnWeldedLayer:
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_physics.SetCollisionLayer(uid, id, fixture, (int) component.WeldedLayer);
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break;
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case false when fixture.CollisionLayer == (int) component.WeldedLayer:
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_physics.SetCollisionLayer(uid, id, fixture, (int) component.UnWeldedLayer);
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break;
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}
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}
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}
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private void UpdateAppearance(EntityUid uid, WeldableComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!TryComp(uid, out AppearanceComponent? appearance))
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return;
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_appearance.SetData(uid, WeldableVisuals.IsWelded, component.IsWelded, appearance);
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}
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public void SetWeldedState(EntityUid uid, bool state, WeldableComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.IsWelded == state)
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return;
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component.IsWelded = state;
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var ev = new WeldableChangedEvent(component.IsWelded);
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RaiseLocalEvent(uid, ref ev);
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UpdateAppearance(uid, component);
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Dirty(uid, component);
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}
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public void SetWeldingTime(EntityUid uid, TimeSpan time, WeldableComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.WeldingTime.Equals(time))
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return;
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component.WeldingTime = time;
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Dirty(uid, component);
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}
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}
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