using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Destructible;
using Content.Shared.FixedPoint;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.Equipment.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Mech.EntitySystems;
///
/// Handles all of the interactions, UI handling, and items shennanigans for
///
public abstract class SharedMechSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnGetState);
SubscribeLocalEvent(OnHandleState);
SubscribeLocalEvent(OnPilotGetState);
SubscribeLocalEvent(OnPilotHandleState);
SubscribeLocalEvent(OnToggleEquipmentAction);
SubscribeLocalEvent(OnEjectPilotEvent);
SubscribeLocalEvent(RelayInteractionEvent);
SubscribeLocalEvent(OnStartup);
SubscribeLocalEvent(OnDestruction);
SubscribeLocalEvent(OnGetAdditionalAccess);
SubscribeLocalEvent(OnGetMeleeWeapon);
SubscribeLocalEvent(OnCanAttackFromContainer);
SubscribeLocalEvent(OnAttackAttempt);
}
#region State Handling
private void OnGetState(EntityUid uid, SharedMechComponent component, ref ComponentGetState args)
{
args.State = new MechComponentState
{
Integrity = component.Integrity,
MaxIntegrity = component.MaxIntegrity,
Energy = component.Energy,
MaxEnergy = component.MaxEnergy,
CurrentSelectedEquipment = component.CurrentSelectedEquipment,
Broken = component.Broken
};
}
private void OnHandleState(EntityUid uid, SharedMechComponent component, ref ComponentHandleState args)
{
if (args.Current is not MechComponentState state)
return;
component.Integrity = state.Integrity;
component.MaxIntegrity = state.MaxIntegrity;
component.Energy = state.Energy;
component.MaxEnergy = state.MaxEnergy;
component.CurrentSelectedEquipment = state.CurrentSelectedEquipment;
component.Broken = state.Broken;
}
private void OnPilotGetState(EntityUid uid, MechPilotComponent component, ref ComponentGetState args)
{
args.State = new MechPilotComponentState
{
Mech = component.Mech
};
}
private void OnPilotHandleState(EntityUid uid, MechPilotComponent component, ref ComponentHandleState args)
{
if (args.Current is not MechPilotComponentState state)
return;
component.Mech = state.Mech;
}
#endregion
private void OnToggleEquipmentAction(EntityUid uid, SharedMechComponent component, MechToggleEquipmentEvent args)
{
if (args.Handled)
return;
args.Handled = true;
CycleEquipment(uid);
}
private void OnEjectPilotEvent(EntityUid uid, SharedMechComponent component, MechEjectPilotEvent args)
{
if (args.Handled)
return;
args.Handled = true;
TryEject(uid, component);
}
private void RelayInteractionEvent(EntityUid uid, SharedMechComponent component, InteractNoHandEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
if (!_timing.IsFirstTimePredicted)
return;
if (component.CurrentSelectedEquipment != null)
{
RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
}
}
private void OnStartup(EntityUid uid, SharedMechComponent component, ComponentStartup args)
{
component.PilotSlot = _container.EnsureContainer(uid, component.PilotSlotId);
component.EquipmentContainer = _container.EnsureContainer(uid, component.EquipmentContainerId);
component.BatterySlot = _container.EnsureContainer(uid, component.BatterySlotId);
UpdateAppearance(uid, component);
}
private void OnDestruction(EntityUid uid, SharedMechComponent component, DestructionEventArgs args)
{
BreakMech(uid, component);
}
private void OnGetAdditionalAccess(EntityUid uid, SharedMechComponent component, ref GetAdditionalAccessEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
args.Entities.Add(pilot.Value);
_access.FindAccessItemsInventory(pilot.Value, out var items);
args.Entities.UnionWith(items);
}
private void SetupUser(EntityUid mech, EntityUid pilot, SharedMechComponent? component = null)
{
if (!Resolve(mech, ref component))
return;
var rider = EnsureComp(pilot);
var relay = EnsureComp(pilot);
var irelay = EnsureComp(pilot);
_mover.SetRelay(pilot, mech, relay);
_interaction.SetRelay(pilot, mech, irelay);
rider.Mech = mech;
Dirty(rider);
_actions.AddAction(pilot, new InstantAction(_prototype.Index(component.MechCycleAction)), mech);
_actions.AddAction(pilot, new InstantAction(_prototype.Index(component.MechUiAction)), mech);
_actions.AddAction(pilot, new InstantAction(_prototype.Index(component.MechEjectAction)), mech);
}
private void RemoveUser(EntityUid mech, EntityUid pilot)
{
if (!RemComp(pilot))
return;
RemComp(pilot);
RemComp(pilot);
_actions.RemoveProvidedActions(pilot, mech);
}
///
/// Destroys the mech, removing the user and ejecting all installed equipment.
///
///
///
public virtual void BreakMech(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
TryEject(uid, component);
var equipment = new List(component.EquipmentContainer.ContainedEntities);
foreach (var ent in equipment)
{
RemoveEquipment(uid, ent, component, forced: true);
}
component.Broken = true;
UpdateAppearance(uid, component);
}
///
/// Cycles through the currently selected equipment.
///
///
///
public void CycleEquipment(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
var equipmentIndex = -1;
if (component.CurrentSelectedEquipment != null)
{
bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
equipmentIndex = allEquipment.FindIndex(StartIndex);
}
equipmentIndex++;
component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
? null
: allEquipment[equipmentIndex];
var popupString = component.CurrentSelectedEquipment != null
? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
: Loc.GetString("mech-equipment-select-none-popup");
if (_timing.IsFirstTimePredicted)
_popup.PopupEntity(popupString, uid);
Dirty(component);
}
///
/// Inserts an equipment item into the mech.
///
///
///
///
///
public void InsertEquipment(EntityUid uid, EntityUid toInsert, SharedMechComponent? component = null, MechEquipmentComponent? equipmentComponent = null)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toInsert, ref equipmentComponent))
return;
if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
return;
if (component.EquipmentWhitelist != null && !component.EquipmentWhitelist.IsValid(uid))
return;
equipmentComponent.EquipmentOwner = uid;
component.EquipmentContainer.Insert(toInsert, EntityManager);
var ev = new MechEquipmentInsertedEvent(uid);
RaiseLocalEvent(toInsert, ref ev);
UpdateUserInterface(uid, component);
}
///
/// Removes an equipment item from a mech.
///
///
///
///
///
/// Whether or not the removal can be cancelled
public void RemoveEquipment(EntityUid uid, EntityUid toRemove, SharedMechComponent? component = null, MechEquipmentComponent? equipmentComponent = null, bool forced = false)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toRemove, ref equipmentComponent))
return;
if (!forced)
{
var attemptev = new AttemptRemoveMechEquipmentEvent();
RaiseLocalEvent(toRemove, ref attemptev);
if (attemptev.Cancelled)
return;
}
var ev = new MechEquipmentRemovedEvent(uid);
RaiseLocalEvent(toRemove, ref ev);
if (component.CurrentSelectedEquipment == toRemove)
CycleEquipment(uid, component);
equipmentComponent.EquipmentOwner = null;
component.EquipmentContainer.Remove(toRemove, EntityManager);
UpdateUserInterface(uid, component);
}
///
/// Attempts to change the amount of energy in the mech.
///
/// The mech itself
/// The change in energy
///
/// If the energy was successfully changed.
public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.Energy + delta < 0)
return false;
component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
Dirty(component);
UpdateUserInterface(uid, component);
return true;
}
///
/// Sets the integrity of the mech.
///
/// The mech itself
/// The value the integrity will be set at
///
public void SetIntegrity(EntityUid uid, FixedPoint2 value, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
if (component.Integrity <= 0)
{
BreakMech(uid, component);
}
else if (component.Broken)
{
component.Broken = false;
UpdateAppearance(uid, component);
}
Dirty(component);
UpdateUserInterface(uid, component);
}
///
/// Checks if the pilot is present
///
///
/// Whether or not the pilot is present
public bool IsEmpty(SharedMechComponent component)
{
return component.PilotSlot.ContainedEntity == null;
}
///
/// Checks if an entity can be inserted into the mech.
///
///
///
///
///
public bool CanInsert(EntityUid uid, EntityUid toInsert, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
return IsEmpty(component) && _actionBlocker.CanMove(toInsert) && HasComp(toInsert);
}
///
/// Updates the user interface
///
///
/// This is defined here so that UI updates can be accessed from shared.
///
public virtual void UpdateUserInterface(EntityUid uid, SharedMechComponent? component = null)
{
}
///
/// Attempts to insert a pilot into the mech.
///
///
///
///
/// Whether or not the entity was inserted
public virtual bool TryInsert(EntityUid uid, EntityUid? toInsert, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
return false;
if (!CanInsert(uid, toInsert.Value, component))
return false;
SetupUser(uid, toInsert.Value);
component.PilotSlot.Insert(toInsert.Value, EntityManager);
UpdateAppearance(uid, component);
return true;
}
///
/// Attempts to eject the current pilot from the mech
///
///
///
/// Whether or not the pilot was ejected.
public virtual bool TryEject(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.PilotSlot.ContainedEntity == null)
return false;
var pilot = component.PilotSlot.ContainedEntity.Value;
RemoveUser(uid, pilot);
_container.RemoveEntity(uid, pilot);
UpdateAppearance(uid, component);
return true;
}
private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
{
if (args.Handled)
return;
if (!TryComp(component.Mech, out var mech))
return;
var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
args.Weapon = weapon;
args.Handled = true;
}
private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
{
args.CanAttack = true;
}
private void OnAttackAttempt(EntityUid uid, MechPilotComponent component, AttackAttemptEvent args)
{
if (args.Target == component.Mech)
args.Cancel();
}
private void UpdateAppearance(EntityUid uid, SharedMechComponent ? component = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance, false))
return;
_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
}
}