Re-organize all projects (#4166)
This commit is contained in:
245
Content.Server/RCD/Components/RCDComponent.cs
Normal file
245
Content.Server/RCD/Components/RCDComponent.cs
Normal file
@@ -0,0 +1,245 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.DoAfter;
|
||||
using Content.Shared.Coordinates;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Notification;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.RCD.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class RCDComponent : Component, IAfterInteract, IUse, IExamine
|
||||
{
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
|
||||
|
||||
public override string Name => "RCD";
|
||||
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
|
||||
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("maxAmmo")] public int MaxAmmo = 5;
|
||||
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("delay")] private float _delay = 2f;
|
||||
private DoAfterSystem _doAfterSystem = default!;
|
||||
|
||||
///Enum to store the different mode states for clarity.
|
||||
private enum RcdMode
|
||||
{
|
||||
Floors,
|
||||
Walls,
|
||||
Airlock,
|
||||
Deconstruct
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_ammo = MaxAmmo;
|
||||
_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
|
||||
}
|
||||
|
||||
///<summary>
|
||||
/// Method called when the RCD is clicked in-hand, this will cycle the RCD mode.
|
||||
///</summary>
|
||||
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
SwapMode(eventArgs);
|
||||
return true;
|
||||
}
|
||||
|
||||
///<summary>
|
||||
///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
|
||||
///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
|
||||
///</summary>
|
||||
|
||||
public void SwapMode(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Items/genhit.ogg", Owner);
|
||||
int mode = (int) _mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
|
||||
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
|
||||
_mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
|
||||
Owner.PopupMessage(eventArgs.User,
|
||||
Loc.GetString(
|
||||
"rcd-component-change-mode",
|
||||
("mode", _mode.ToString())
|
||||
)
|
||||
); //Prints an overhead message above the RCD
|
||||
}
|
||||
|
||||
public void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
if (inDetailsRange)
|
||||
{
|
||||
message.AddMarkup(
|
||||
Loc.GetString(
|
||||
"rcd-component-examine-detail-count",
|
||||
("mode", _mode),
|
||||
("ammoCount", _ammo)
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
||||
{
|
||||
// FIXME: Make this work properly. Right now it relies on the click location being on a grid, which is bad.
|
||||
if (!eventArgs.ClickLocation.IsValid(Owner.EntityManager) || !eventArgs.ClickLocation.GetGridId(Owner.EntityManager).IsValid())
|
||||
return false;
|
||||
|
||||
//No changing mode mid-RCD
|
||||
var startingMode = _mode;
|
||||
|
||||
var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GetGridId(Owner.EntityManager));
|
||||
var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
|
||||
var snapPos = mapGrid.TileIndicesFor(eventArgs.ClickLocation);
|
||||
|
||||
//Using an RCD isn't instantaneous
|
||||
var cancelToken = new CancellationTokenSource();
|
||||
var doAfterEventArgs = new DoAfterEventArgs(eventArgs.User, _delay, cancelToken.Token, eventArgs.Target)
|
||||
{
|
||||
BreakOnDamage = true,
|
||||
BreakOnStun = true,
|
||||
NeedHand = true,
|
||||
ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
|
||||
};
|
||||
|
||||
var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
|
||||
if (result == DoAfterStatus.Cancelled)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
switch (_mode)
|
||||
{
|
||||
//Floor mode just needs the tile to be a space tile (subFloor)
|
||||
case RcdMode.Floors:
|
||||
mapGrid.SetTile(eventArgs.ClickLocation, new Robust.Shared.Map.Tile(_tileDefinitionManager["floor_steel"].TileId));
|
||||
break;
|
||||
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
|
||||
case RcdMode.Deconstruct:
|
||||
if (!tile.IsBlockedTurf(true)) //Delete the turf
|
||||
{
|
||||
mapGrid.SetTile(snapPos, Robust.Shared.Map.Tile.Empty);
|
||||
}
|
||||
else //Delete what the user targeted
|
||||
{
|
||||
eventArgs.Target?.Delete();
|
||||
}
|
||||
break;
|
||||
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
||||
case RcdMode.Walls:
|
||||
var ent = _serverEntityManager.SpawnEntity("WallSolid", mapGrid.GridTileToLocal(snapPos));
|
||||
ent.Transform.LocalRotation = Angle.Zero; // Walls always need to point south.
|
||||
break;
|
||||
case RcdMode.Airlock:
|
||||
var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
|
||||
airlock.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
|
||||
break;
|
||||
default:
|
||||
return true; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
|
||||
}
|
||||
|
||||
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Items/deconstruct.ogg", Owner);
|
||||
_ammo--;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool IsRCDStillValid(AfterInteractEventArgs eventArgs, IMapGrid mapGrid, TileRef tile, Vector2i snapPos, RcdMode startingMode)
|
||||
{
|
||||
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
|
||||
if (_ammo <= 0)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("The RCD is out of ammo!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_mode != startingMode)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var coordinates = mapGrid.ToCoordinates(tile.GridIndices);
|
||||
if (coordinates == EntityCoordinates.Invalid || !eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (_mode)
|
||||
{
|
||||
//Floor mode just needs the tile to be a space tile (subFloor)
|
||||
case RcdMode.Floors:
|
||||
if (!tile.Tile.IsEmpty)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can only build a floor on space!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
|
||||
case RcdMode.Deconstruct:
|
||||
if (tile.Tile.IsEmpty)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//They tried to decon a turf but the turf is blocked
|
||||
if (eventArgs.Target == null && tile.IsBlockedTurf(true))
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
|
||||
return false;
|
||||
}
|
||||
//They tried to decon a non-turf but it's not in the whitelist
|
||||
if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist? deCon))
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can't deconstruct that!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
|
||||
case RcdMode.Walls:
|
||||
if (tile.Tile.IsEmpty)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("You cannot build a wall on space!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (tile.IsBlockedTurf(true))
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
case RcdMode.Airlock:
|
||||
if (tile.Tile.IsEmpty)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Cannot build an airlock on space!"));
|
||||
return false;
|
||||
}
|
||||
if (tile.IsBlockedTurf(true))
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
default:
|
||||
return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user