using Content.Shared.Interaction.Events;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Temperature;
using Content.Shared.Toggleable;
using Content.Shared.Wieldable;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
namespace Content.Shared.Item.ItemToggle;
///
/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
///
///
/// If you need extended functionality (e.g. requiring power) then add a new component and use events.
///
public abstract class SharedItemToggleSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly INetManager _netManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(TurnOffonUnwielded);
SubscribeLocalEvent(TurnOnonWielded);
SubscribeLocalEvent(OnUseInHand);
SubscribeLocalEvent(OnIsHotEvent);
SubscribeLocalEvent(UpdateActiveSound);
}
private void OnUseInHand(EntityUid uid, ItemToggleComponent itemToggle, UseInHandEvent args)
{
if (args.Handled)
return;
args.Handled = true;
Toggle(uid, args.User, predicted: itemToggle.Predictable, itemToggle: itemToggle);
}
///
/// Used when an item is attempted to be toggled.
///
public void Toggle(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
{
if (!Resolve(uid, ref itemToggle))
return;
if (itemToggle.Activated)
{
TryDeactivate(uid, user, itemToggle: itemToggle, predicted: predicted);
}
else
{
TryActivate(uid, user, itemToggle: itemToggle, predicted: predicted);
}
}
///
/// Used when an item is attempting to be activated. It returns false if the attempt fails any reason, interrupting the activation.
///
public bool TryActivate(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
{
if (!Resolve(uid, ref itemToggle))
return false;
if (itemToggle.Activated)
return true;
var attempt = new ItemToggleActivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (attempt.Cancelled)
{
if (predicted)
_audio.PlayPredicted(itemToggle.SoundFailToActivate, uid, user);
else
_audio.PlayPvs(itemToggle.SoundFailToActivate, uid);
return false;
}
// If the item's toggle is unpredictable because of something like requiring fuel or charge, then clients exit here.
// Otherwise you get stuff like an item activating client-side and then turning back off when it synchronizes with the server.
if (predicted == false && _netManager.IsClient)
return true;
Activate(uid, itemToggle, predicted, user);
return true;
}
///
/// Used when an item is attempting to be deactivated. It returns false if the attempt fails any reason, interrupting the deactivation.
///
public bool TryDeactivate(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
{
if (!Resolve(uid, ref itemToggle))
return false;
if (!itemToggle.Activated)
return true;
var attempt = new ItemToggleDeactivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (attempt.Cancelled)
{
return false;
}
// If the item's toggle is unpredictable because of something like requiring fuel or charge, then clients exit here.
if (predicted == false && _netManager.IsClient)
return true;
Deactivate(uid, itemToggle, predicted, user);
return true;
}
private void Activate(EntityUid uid, ItemToggleComponent itemToggle, bool predicted, EntityUid? user = null)
{
// TODO: Fix this hardcoding
TryComp(uid, out AppearanceComponent? appearance);
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, true, appearance);
_appearance.SetData(uid, ToggleVisuals.Toggled, true, appearance);
if (_light.TryGetLight(uid, out var light))
{
_light.SetEnabled(uid, true, light);
}
var soundToPlay = itemToggle.SoundActivate;
if (predicted)
_audio.PlayPredicted(soundToPlay, uid, user);
else
_audio.PlayPvs(soundToPlay, uid);
// END FIX HARDCODING
var toggleUsed = new ItemToggledEvent(predicted, Activated: true, user);
RaiseLocalEvent(uid, ref toggleUsed);
var activev = new ItemToggleActivatedEvent(user);
RaiseLocalEvent(uid, ref activev);
itemToggle.Activated = true;
Dirty(uid, itemToggle);
}
///
/// Used to make the actual changes to the item's components on deactivation.
///
private void Deactivate(EntityUid uid, ItemToggleComponent itemToggle, bool predicted, EntityUid? user = null)
{
// TODO: Fix this hardcoding
TryComp(uid, out AppearanceComponent? appearance);
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, false, appearance);
_appearance.SetData(uid, ToggleVisuals.Toggled, false, appearance);
if (_light.TryGetLight(uid, out var light))
{
_light.SetEnabled(uid, false, light);
}
var soundToPlay = itemToggle.SoundDeactivate;
if (predicted)
_audio.PlayPredicted(soundToPlay, uid, user);
else
_audio.PlayPvs(soundToPlay, uid);
// END FIX HARDCODING
var toggleUsed = new ItemToggledEvent(predicted, Activated: false, user);
RaiseLocalEvent(uid, ref toggleUsed);
var activev = new ItemToggleDeactivatedEvent(user);
RaiseLocalEvent(uid, ref activev);
itemToggle.Activated = false;
Dirty(uid, itemToggle);
}
///
/// Used for items that require to be wielded in both hands to activate. For instance the dual energy sword will turn off if not wielded.
///
private void TurnOffonUnwielded(EntityUid uid, ItemToggleComponent itemToggle, ItemUnwieldedEvent args)
{
if (itemToggle.Activated)
TryDeactivate(uid, args.User, itemToggle: itemToggle);
}
///
/// Wieldable items will automatically turn on when wielded.
///
private void TurnOnonWielded(EntityUid uid, ItemToggleComponent itemToggle, ref ItemWieldedEvent args)
{
if (!itemToggle.Activated)
TryActivate(uid, itemToggle: itemToggle);
}
public bool IsActivated(EntityUid uid, ItemToggleComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return true; // assume always activated if no component
return comp.Activated;
}
///
/// Used to make the item hot when activated.
///
private void OnIsHotEvent(EntityUid uid, ItemToggleHotComponent itemToggleHot, IsHotEvent args)
{
if (itemToggleHot.IsHotWhenActivated)
args.IsHot = IsActivated(uid);
}
///
/// Used to update the looping active sound linked to the entity.
///
private void UpdateActiveSound(EntityUid uid, ItemToggleActiveSoundComponent activeSound, ref ItemToggledEvent args)
{
if (args.Activated)
{
if (activeSound.ActiveSound != null && activeSound.PlayingStream == null)
{
if (args.Predicted)
activeSound.PlayingStream = _audio.PlayPredicted(activeSound.ActiveSound, uid, args.User, AudioParams.Default.WithLoop(true)).Value.Entity;
else
activeSound.PlayingStream = _audio.PlayPvs(activeSound.ActiveSound, uid, AudioParams.Default.WithLoop(true)).Value.Entity;
}
}
else
{
activeSound.PlayingStream = _audio.Stop(activeSound.PlayingStream);
}
}
}