using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Vehicle.Components;
using Content.Shared.Actions;
using Content.Shared.Buckle.Components;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics.Pull;
using Robust.Shared.Serialization;
using Robust.Shared.Containers;
using Content.Shared.Tag;
using Content.Shared.Audio;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Inventory;
namespace Content.Shared.Vehicle;
///
/// Stores the VehicleVisuals and shared event
/// Nothing for a system but these need to be put somewhere in
/// Content.Shared
///
public abstract partial class SharedVehicleSystem : EntitySystem
{
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
private const string KeySlot = "key_slot";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnPickupAttempt);
SubscribeLocalEvent(OnRiderPull);
SubscribeLocalEvent(OnVehicleModifier);
SubscribeLocalEvent(OnVehicleStartup);
SubscribeLocalEvent(OnVehicleRotate);
SubscribeLocalEvent(OnEntInserted);
SubscribeLocalEvent(OnEntRemoved);
SubscribeLocalEvent(OnGetAdditionalAccess);
}
///
/// Handle adding keys to the ignition, give stuff the InVehicleComponent so it can't be picked
/// up by people not in the vehicle.
///
private void OnEntInserted(EntityUid uid, VehicleComponent component, EntInsertedIntoContainerMessage args)
{
if (args.Container.ID != KeySlot ||
!_tagSystem.HasTag(args.Entity, "VehicleKey")) return;
// Enable vehicle
var inVehicle = EnsureComp(args.Entity);
inVehicle.Vehicle = component;
component.HasKey = true;
// Audiovisual feedback
_ambientSound.SetAmbience(uid, true);
_tagSystem.AddTag(uid, "DoorBumpOpener");
_modifier.RefreshMovementSpeedModifiers(uid);
}
///
/// Turn off the engine when key is removed.
///
private void OnEntRemoved(EntityUid uid, VehicleComponent component, EntRemovedFromContainerMessage args)
{
if (args.Container.ID != KeySlot || !RemComp(args.Entity))
return;
// Disable vehicle
component.HasKey = false;
_ambientSound.SetAmbience(uid, false);
_tagSystem.RemoveTag(uid, "DoorBumpOpener");
_modifier.RefreshMovementSpeedModifiers(uid);
}
private void OnVehicleModifier(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!component.HasKey)
{
args.ModifySpeed(0f, 0f);
}
}
private void OnPickupAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{
if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
}
// TODO: Shitcode, needs to use sprites instead of actual offsets.
private void OnVehicleRotate(EntityUid uid, VehicleComponent component, ref MoveEvent args)
{
if (args.NewRotation == args.OldRotation)
return;
// This first check is just for safety
if (!HasComp(uid))
{
UpdateAutoAnimate(uid, false);
return;
}
UpdateBuckleOffset(args.Component, component);
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component.NorthOnly));
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
{
UpdateDrawDepth(uid, 2);
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
}
///
/// Depending on which direction the vehicle is facing,
/// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy.
///
protected int GetDrawDepth(TransformComponent xform, bool northOnly)
{
// TODO: I can't even
if (northOnly)
{
return xform.LocalRotation.Degrees switch
{
< 135f => (int) DrawDepth.DrawDepth.Doors,
<= 225f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => 5
};
}
return xform.LocalRotation.Degrees switch
{
< 45f => (int) DrawDepth.DrawDepth.Doors,
<= 315f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => (int) DrawDepth.DrawDepth.Doors,
};
}
///
/// Change the buckle offset based on what direction the vehicle is facing and
/// teleport any buckled entities to it. This is the most crucial part of making
/// buckled vehicles work.
///
protected void UpdateBuckleOffset(TransformComponent xform, VehicleComponent component)
{
if (!TryComp(component.Owner, out var strap))
return;
// TODO: Strap should handle this but buckle E/C moment.
var oldOffset = strap.BuckleOffsetUnclamped;
strap.BuckleOffsetUnclamped = xform.LocalRotation.Degrees switch
{
< 45f => (0, component.SouthOverride),
<= 135f => component.BaseBuckleOffset,
< 225f => (0, component.NorthOverride),
<= 315f => (component.BaseBuckleOffset.X * -1, component.BaseBuckleOffset.Y),
_ => (0, component.SouthOverride)
};
if (!oldOffset.Equals(strap.BuckleOffsetUnclamped))
Dirty(strap);
foreach (var buckledEntity in strap.BuckledEntities)
{
var buckleXform = Transform(buckledEntity);
_transform.SetLocalPositionNoLerp(buckleXform, strap.BuckleOffset);
}
}
private void OnGetAdditionalAccess(EntityUid uid, VehicleComponent component, ref GetAdditionalAccessEvent args)
{
if (component.Rider == null)
return;
var rider = component.Rider.Value;
args.Entities.Add(rider);
_access.FindAccessItemsInventory(rider, out var items);
args.Entities = args.Entities.Union(items).ToHashSet();
}
///
/// Set the draw depth for the sprite.
///
protected void UpdateDrawDepth(EntityUid uid, int drawDepth)
{
Appearance.SetData(uid, VehicleVisuals.DrawDepth, drawDepth);
}
///
/// Set whether the vehicle's base layer is animating or not.
///
protected void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
{
Appearance.SetData(uid, VehicleVisuals.AutoAnimate, autoAnimate);
}
}
///
/// Stores the vehicle's draw depth mostly
///
[Serializable, NetSerializable]
public enum VehicleVisuals : byte
{
///
/// What layer the vehicle should draw on (assumed integer)
///
DrawDepth,
///
/// Whether the wheels should be turning
///
AutoAnimate
}
///
/// Raised when someone honks a vehicle horn
///
public sealed class HonkActionEvent : InstantActionEvent { }