using Content.Shared.Bed.Sleep; using Content.Shared.IdentityManagement; using Content.Shared.Interaction.Components; using Content.Shared.Interaction.Events; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.Popups; using Robust.Shared.Audio; using Robust.Shared.Audio.Systems; using Robust.Shared.Network; using Robust.Shared.Player; using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Shared.Interaction; public sealed class InteractionPopupSystem : EntitySystem { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!; [Dependency] private readonly SharedPopupSystem _popupSystem = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly INetManager _netMan = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInteractHand); SubscribeLocalEvent(OnActivateInWorld); } private void OnActivateInWorld(EntityUid uid, InteractionPopupComponent component, ActivateInWorldEvent args) { if (!args.Complex) return; if (!component.OnActivate) return; SharedInteract(uid, component, args, args.Target, args.User); } private void OnInteractHand(EntityUid uid, InteractionPopupComponent component, InteractHandEvent args) { SharedInteract(uid, component, args, args.Target, args.User); } private void SharedInteract( EntityUid uid, InteractionPopupComponent component, HandledEntityEventArgs args, EntityUid target, EntityUid user) { if (args.Handled || user == target) return; //Handling does nothing and this thing annoyingly plays way too often. // HUH? What does this comment even mean? if (HasComp(uid)) return; if (TryComp(uid, out var state) && !_mobStateSystem.IsAlive(uid, state)) { return; } args.Handled = true; var curTime = _gameTiming.CurTime; if (curTime < component.LastInteractTime + component.InteractDelay) return; component.LastInteractTime = curTime; // TODO: Should be an attempt event // TODO: Need to handle pausing with an accumulator. var msg = ""; // Stores the text to be shown in the popup message SoundSpecifier? sfx = null; // Stores the filepath of the sound to be played var predict = component.SuccessChance is 0 or 1 && component.InteractSuccessSpawn == null && component.InteractFailureSpawn == null; if (_netMan.IsClient && !predict) return; if (_random.Prob(component.SuccessChance)) { if (component.InteractSuccessString != null) msg = Loc.GetString(component.InteractSuccessString, ("target", Identity.Entity(uid, EntityManager))); // Success message (localized). if (component.InteractSuccessSound != null) sfx = component.InteractSuccessSound; if (component.InteractSuccessSpawn != null) Spawn(component.InteractSuccessSpawn, _transform.GetMapCoordinates(uid)); var ev = new InteractionSuccessEvent(user); RaiseLocalEvent(target, ref ev); } else { if (component.InteractFailureString != null) msg = Loc.GetString(component.InteractFailureString, ("target", Identity.Entity(uid, EntityManager))); // Failure message (localized). if (component.InteractFailureSound != null) sfx = component.InteractFailureSound; if (component.InteractFailureSpawn != null) Spawn(component.InteractFailureSpawn, _transform.GetMapCoordinates(uid)); var ev = new InteractionFailureEvent(user); RaiseLocalEvent(target, ref ev); } if (!string.IsNullOrEmpty(component.MessagePerceivedByOthers)) { var msgOthers = Loc.GetString(component.MessagePerceivedByOthers, ("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(uid, EntityManager))); _popupSystem.PopupEntity(msgOthers, uid, Filter.PvsExcept(user, entityManager: EntityManager), true); } if (!predict) { _popupSystem.PopupEntity(msg, uid, user); if (component.SoundPerceivedByOthers) _audio.PlayPvs(sfx, target); else _audio.PlayEntity(sfx, Filter.Entities(user, target), target, false); return; } _popupSystem.PopupClient(msg, uid, user); if (sfx == null) return; if (component.SoundPerceivedByOthers) { _audio.PlayPredicted(sfx, target, user); return; } if (_netMan.IsClient) { if (_gameTiming.IsFirstTimePredicted) _audio.PlayEntity(sfx, Filter.Local(), target, true); } else { _audio.PlayEntity(sfx, Filter.Empty().FromEntities(target), target, false); } } /// /// Sets . /// /// /// This field is not networked automatically, so this method must be called on both sides of the network. /// public void SetInteractSuccessString(Entity ent, string str) { ent.Comp.InteractSuccessString = str; } /// /// Sets . /// /// /// This field is not networked automatically, so this method must be called on both sides of the network. /// public void SetInteractFailureString(Entity ent, string str) { ent.Comp.InteractFailureString = str; } }