using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Examine;
using Content.Shared.Lock;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Utility;
namespace Content.Shared.Nutrition.EntitySystems;
///
/// Provides API for openable food and drinks, handles opening on use and preventing transfer when closed.
///
public sealed partial class OpenableSystem : EntitySystem
{
[Dependency] private readonly LockSystem _lock = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnUse);
// always try to unlock first before opening
SubscribeLocalEvent(OnActivated, after: new[] { typeof(LockSystem) });
SubscribeLocalEvent(OnExamined);
SubscribeLocalEvent(HandleIfClosed);
SubscribeLocalEvent(HandleIfClosed);
SubscribeLocalEvent>(OnGetVerbs);
SubscribeLocalEvent(OnTransferAttempt);
SubscribeLocalEvent(OnAttemptShake);
SubscribeLocalEvent(OnAttemptAddFizziness);
SubscribeLocalEvent(OnLockToggleAttempt);
#if DEBUG
SubscribeLocalEvent(OnMapInit);
}
private void OnMapInit(Entity ent, ref MapInitEvent args)
{
if (ent.Comp.Opened && _lock.IsLocked(ent.Owner))
Log.Error($"Entity {ent} spawned locked open, this is a prototype mistake.");
}
#else
}
#endif
private void OnInit(Entity ent, ref ComponentInit args)
{
UpdateAppearance(ent, ent.Comp);
}
private void OnUse(Entity ent, ref UseInHandEvent args)
{
if (args.Handled || !ent.Comp.OpenableByHand)
return;
args.Handled = TryOpen(ent, ent, args.User);
}
private void OnActivated(Entity ent, ref ActivateInWorldEvent args)
{
if (args.Handled || !ent.Comp.OpenOnActivate)
return;
args.Handled = TryToggle(ent, args.User);
}
private void OnExamined(EntityUid uid, OpenableComponent comp, ExaminedEvent args)
{
if (!comp.Opened || !args.IsInDetailsRange)
return;
var text = Loc.GetString(comp.ExamineText);
args.PushMarkup(text);
}
private void HandleIfClosed(EntityUid uid, OpenableComponent comp, HandledEntityEventArgs args)
{
// prevent spilling/pouring/whatever drinks when closed
args.Handled = !comp.Opened;
}
private void OnGetVerbs(EntityUid uid, OpenableComponent comp, GetVerbsEvent args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract || _lock.IsLocked(uid))
return;
AlternativeVerb verb;
if (comp.Opened)
{
if (!comp.Closeable)
return;
verb = new()
{
Text = Loc.GetString(comp.CloseVerbText),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/close.svg.192dpi.png")),
Act = () => TryClose(args.Target, comp, args.User),
// this verb is lower priority than drink verb (2) so it doesn't conflict
};
}
else
{
verb = new()
{
Text = Loc.GetString(comp.OpenVerbText),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png")),
Act = () => TryOpen(args.Target, comp, args.User)
};
}
args.Verbs.Add(verb);
}
private void OnTransferAttempt(Entity ent, ref SolutionTransferAttemptEvent args)
{
if (!ent.Comp.Opened)
{
// message says its just for drinks, shouldn't matter since you typically dont have a food that is openable and can be poured out
args.Cancel(Loc.GetString("drink-component-try-use-drink-not-open", ("owner", ent.Owner)));
}
}
private void OnAttemptShake(Entity entity, ref AttemptShakeEvent args)
{
// Prevent shaking open containers
if (entity.Comp.Opened)
args.Cancelled = true;
}
private void OnAttemptAddFizziness(Entity entity, ref AttemptAddFizzinessEvent args)
{
// Can't add fizziness to an open container
if (entity.Comp.Opened)
args.Cancelled = true;
}
private void OnLockToggleAttempt(Entity ent, ref LockToggleAttemptEvent args)
{
// can't lock something while it's open
if (ent.Comp.Opened)
args.Cancelled = true;
}
///
/// Returns true if the entity either does not have OpenableComponent or it is opened.
/// Drinks that don't have OpenableComponent are automatically open, so it returns true.
///
public bool IsOpen(EntityUid uid, OpenableComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return true;
return comp.Opened;
}
///
/// Returns true if the entity both has OpenableComponent and is not opened.
/// Drinks that don't have OpenableComponent are automatically open, so it returns false.
/// If user is not null a popup will be shown to them.
///
public bool IsClosed(EntityUid uid, EntityUid? user = null, OpenableComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return false;
if (comp.Opened)
return false;
if (user != null)
_popup.PopupEntity(Loc.GetString(comp.ClosedPopup, ("owner", uid)), user.Value, user.Value);
return true;
}
///
/// Update open visuals to the current value.
///
public void UpdateAppearance(EntityUid uid, OpenableComponent? comp = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref comp))
return;
_appearance.SetData(uid, OpenableVisuals.Opened, comp.Opened, appearance);
}
///
/// Sets the opened field and updates open visuals.
///
public void SetOpen(EntityUid uid, bool opened = true, OpenableComponent? comp = null, EntityUid? user = null)
{
if (!Resolve(uid, ref comp, false) || opened == comp.Opened)
return;
comp.Opened = opened;
Dirty(uid, comp);
if (opened)
{
var ev = new OpenableOpenedEvent(user);
RaiseLocalEvent(uid, ref ev);
}
else
{
var ev = new OpenableClosedEvent(user);
RaiseLocalEvent(uid, ref ev);
}
UpdateAppearance(uid, comp);
}
///
/// If closed, opens it and plays the sound.
///
/// Whether it got opened
public bool TryOpen(EntityUid uid, OpenableComponent? comp = null, EntityUid? user = null)
{
if (!Resolve(uid, ref comp, false) || comp.Opened || _lock.IsLocked(uid))
return false;
var ev = new OpenableOpenAttemptEvent(user);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return false;
SetOpen(uid, true, comp, user);
_audio.PlayPredicted(comp.Sound, uid, user);
return true;
}
///
/// If opened, closes it and plays the close sound, if one is defined.
///
/// Whether it got closed
public bool TryClose(EntityUid uid, OpenableComponent? comp = null, EntityUid? user = null)
{
if (!Resolve(uid, ref comp, false) || !comp.Opened || !comp.Closeable)
return false;
SetOpen(uid, false, comp, user);
if (comp.CloseSound != null)
_audio.PlayPredicted(comp.CloseSound, uid, user);
return true;
}
///
/// If opened, tries closing it if it's closeable.
/// If closed, tries opening it.
///
public bool TryToggle(Entity ent, EntityUid? user)
{
if (ent.Comp.Opened && ent.Comp.Closeable)
return TryClose(ent, ent.Comp, user);
return TryOpen(ent, ent.Comp, user);
}
}
///
/// Raised after an Openable is opened.
///
[ByRefEvent]
public record struct OpenableOpenedEvent(EntityUid? User = null);
///
/// Raised after an Openable is closed.
///
[ByRefEvent]
public record struct OpenableClosedEvent(EntityUid? User = null);
///
/// Raised before trying to open an Openable.
///
[ByRefEvent]
public record struct OpenableOpenAttemptEvent(EntityUid? User, bool Cancelled = false);