using Content.Shared.Clothing.Components;
using Content.Shared.CombatMode;
using Content.Shared.Examine;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Ninja.Components;
using Content.Shared.Popups;
using Robust.Shared.Timing;
namespace Content.Shared.Ninja.Systems;
///
/// Provides the toggle action and handles examining and unequipping.
///
public abstract class SharedNinjaGlovesSystem : EntitySystem
{
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnToggleCheck);
SubscribeLocalEvent(OnActivateAttempt);
SubscribeLocalEvent(OnToggled);
SubscribeLocalEvent(OnExamined);
}
///
/// Disable glove abilities and show the popup if they were enabled previously.
///
private void DisableGloves(Entity ent)
{
var (uid, comp) = ent;
// already disabled?
if (comp.User is not {} user)
return;
comp.User = null;
Dirty(uid, comp);
foreach (var ability in comp.Abilities)
{
EntityManager.RemoveComponents(user, ability.Components);
}
}
///
/// Adds the toggle action when equipped by a ninja only.
///
private void OnToggleCheck(Entity ent, ref ToggleClothingCheckEvent args)
{
if (!_ninja.IsNinja(args.User))
args.Cancelled = true;
}
///
/// Show if the gloves are enabled when examining.
///
private void OnExamined(Entity ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
var on = _toggle.IsActivated(ent.Owner) ? "on" : "off";
args.PushText(Loc.GetString($"ninja-gloves-examine-{on}"));
}
private void OnActivateAttempt(Entity ent, ref ItemToggleActivateAttemptEvent args)
{
if (args.User is not {} user
|| !_ninja.NinjaQuery.TryComp(user, out var ninja)
// need to wear suit to enable gloves
|| !HasComp(ninja.Suit))
{
args.Cancelled = true;
args.Popup = Loc.GetString("ninja-gloves-not-wearing-suit");
return;
}
}
private void OnToggled(Entity ent, ref ItemToggledEvent args)
{
if ((args.User ?? ent.Comp.User) is not {} user)
return;
var message = Loc.GetString(args.Activated ? "ninja-gloves-on" : "ninja-gloves-off");
_popup.PopupClient(message, user, user);
if (args.Activated && _ninja.NinjaQuery.TryComp(user, out var ninja))
EnableGloves(ent, (user, ninja));
else
DisableGloves(ent);
}
protected virtual void EnableGloves(Entity ent, Entity user)
{
var (uid, comp) = ent;
comp.User = user;
Dirty(uid, comp);
_ninja.AssignGloves(user, uid);
// yeah this is just ComponentToggler but with objective checking
foreach (var ability in comp.Abilities)
{
// can't predict the objective related abilities
if (ability.Objective == null)
EntityManager.AddComponents(user, ability.Components);
}
}
// TODO: generic event thing
///
/// GloveCheck but for abilities stored on the player, skips some checks.
/// Intended to be more generic, doesn't require the user to be a ninja or have any ninja equipment.
///
public bool AbilityCheck(EntityUid uid, BeforeInteractHandEvent args, out EntityUid target)
{
target = args.Target;
return !_combatMode.IsInCombatMode(uid)
&& _hands.GetActiveItem(uid) == null
&& _interaction.InRangeUnobstructed(uid, target);
}
}