using Content.Server.PowerCell;
using Content.Shared.Interaction.Events;
using Content.Shared.Pinpointer;
using Content.Shared.PowerCell;
using Robust.Server.GameObjects;
using Robust.Shared.Timing;
namespace Content.Server.Pinpointer;
///
/// This handles logic and interaction relating to
///
public sealed class ProximityBeeperSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly TransformSystem _transform = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnUseInHand);
SubscribeLocalEvent(OnUnpaused);
SubscribeLocalEvent(OnPowerCellSlotEmpty);
}
private void OnUseInHand(EntityUid uid, ProximityBeeperComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
args.Handled = TryToggle(uid, component, args.User);
}
private void OnUnpaused(EntityUid uid, ProximityBeeperComponent component, ref EntityUnpausedEvent args)
{
component.NextBeepTime += args.PausedTime;
}
private void OnPowerCellSlotEmpty(EntityUid uid, ProximityBeeperComponent component, ref PowerCellSlotEmptyEvent args)
{
if (component.Enabled)
TryDisable(uid, component);
}
///
/// Beeps the proximitybeeper as well as sets the time for the next beep
/// based on proximity to entities with the target component.
///
public void UpdateBeep(EntityUid uid, ProximityBeeperComponent? component = null, bool playBeep = true)
{
if (!Resolve(uid, ref component))
return;
if (!component.Enabled)
{
component.NextBeepTime += component.MinBeepInterval;
return;
}
var xformQuery = GetEntityQuery();
var xform = xformQuery.GetComponent(uid);
var comp = EntityManager.ComponentFactory.GetRegistration(component.Component).Type;
float? closestDistance = null;
foreach (var targetXform in _entityLookup.GetComponentsInRange(xform.MapPosition, component.MaximumDistance))
{
// forgive me father, for i have sinned.
var ent = targetXform.Owner;
if (!HasComp(ent, comp))
continue;
var dist = (_transform.GetWorldPosition(xform, xformQuery) - _transform.GetWorldPosition(targetXform, xformQuery)).Length;
if (dist >= (closestDistance ?? float.MaxValue))
continue;
closestDistance = dist;
}
if (closestDistance is not { } distance)
return;
if (playBeep)
_audio.PlayPvs(component.BeepSound, uid);
var scalingFactor = distance / component.MaximumDistance;
var interval = (component.MaxBeepInterval - component.MinBeepInterval) * scalingFactor + component.MinBeepInterval;
component.NextBeepTime += interval;
}
///
/// Enables the proximity beeper
///
public bool TryEnable(EntityUid uid, ProximityBeeperComponent? component = null, EntityUid? user = null)
{
if (!Resolve(uid, ref component))
return false;
TryComp(uid, out var draw);
if (!_powerCell.HasActivatableCharge(uid, battery: draw, user: user))
return false;
component.Enabled = true;
_appearance.SetData(uid, ProximityBeeperVisuals.Enabled, true);
component.NextBeepTime = _timing.CurTime;
UpdateBeep(uid, component, false);
if (draw != null)
_powerCell.SetPowerCellDrawEnabled(uid, true, draw);
return true;
}
///
/// Disables the proximity beeper
///
public bool TryDisable(EntityUid uid, ProximityBeeperComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!component.Enabled)
return false;
component.Enabled = false;
_appearance.SetData(uid, ProximityBeeperVisuals.Enabled, false);
_powerCell.SetPowerCellDrawEnabled(uid, true);
UpdateBeep(uid, component);
return true;
}
///
/// toggles the proximity beeper
///
public bool TryToggle(EntityUid uid, ProximityBeeperComponent? component = null, EntityUid? user = null)
{
if (!Resolve(uid, ref component))
return false;
return component.Enabled
? TryDisable(uid, component)
: TryEnable(uid, component, user);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var beeper))
{
if (!beeper.Enabled)
continue;
if (_timing.CurTime < beeper.NextBeepTime)
continue;
UpdateBeep(uid, beeper);
}
}
}