using System; using System.Threading; using System.Threading.Tasks; using Content.Server.GameObjects.EntitySystems.DoAfter; using Content.Shared.GameObjects.EntitySystems; using Content.Shared.Interfaces; using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Maps; using Content.Shared.Utility; 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.GameObjects.Components.Items.RCD { [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(); } /// /// Method called when the RCD is clicked in-hand, this will cycle the RCD mode. /// bool IUse.UseEntity(UseEntityEventArgs eventArgs) { SwapMode(eventArgs); return true; } /// ///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. /// 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 IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs) { //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.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center); //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 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, 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("solid_wall", 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! } } } }