using Content.Shared.Audio;
using Content.Shared.Interaction.Events;
using Content.Shared.Maps;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.SubFloor
{
///
/// Entity system backing .
///
[UsedImplicitly]
public abstract class SharedSubFloorHideSystem : EntitySystem
{
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly TrayScannerSystem _trayScannerSystem = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnGridChanged);
SubscribeLocalEvent(OnTileChanged);
SubscribeLocalEvent(OnSubFloorStarted);
SubscribeLocalEvent(OnSubFloorTerminating);
// Like 80% sure this doesn't need to handle re-anchoring.
SubscribeLocalEvent(HandleAnchorChanged);
SubscribeLocalEvent(OnInteractionAttempt);
}
private void OnInteractionAttempt(EntityUid uid, SubFloorHideComponent component, GettingInteractedWithAttemptEvent args)
{
// No interactions with entities hidden under floor tiles.
if (component.BlockInteractions && component.IsUnderCover)
args.Cancel();
}
private void OnSubFloorStarted(EntityUid uid, SubFloorHideComponent component, ComponentStartup _)
{
UpdateFloorCover(uid, component);
UpdateAppearance(uid, component);
EntityManager.EnsureComponent(uid);
}
private void OnSubFloorTerminating(EntityUid uid, SubFloorHideComponent component, ComponentShutdown _)
{
// If component is being deleted don't need to worry about updating any component stuff because it won't matter very shortly.
if (EntityManager.GetComponent(uid).EntityLifeStage >= EntityLifeStage.Terminating)
return;
// Regardless of whether we're on a subfloor or not, unhide.
component.IsUnderCover = false;
UpdateAppearance(uid, component);
}
private void HandleAnchorChanged(EntityUid uid, SubFloorHideComponent component, ref AnchorStateChangedEvent args)
{
if (args.Anchored)
{
var xform = Transform(uid);
_trayScannerSystem.OnSubfloorAnchored(uid, component, xform);
UpdateFloorCover(uid, component, xform);
}
else if (component.IsUnderCover)
{
component.IsUnderCover = false;
UpdateAppearance(uid, component);
}
}
private void OnTileChanged(TileChangedEvent args)
{
if (args.OldTile.IsEmpty)
return; // Nothing is anchored here anyways.
if (args.NewTile.Tile.IsEmpty)
return; // Anything that was here will be unanchored anyways.
UpdateTile(MapManager.GetGrid(args.NewTile.GridUid), args.NewTile.GridIndices);
}
private void OnGridChanged(GridModifiedEvent args)
{
foreach (var modified in args.Modified)
{
UpdateTile(args.Grid, modified.position);
}
}
///
/// Update whether a given entity is currently covered by a floor tile.
///
private void UpdateFloorCover(EntityUid uid, SubFloorHideComponent? component = null, TransformComponent? xform = null)
{
if (!Resolve(uid, ref component, ref xform))
return;
if (xform.Anchored && MapManager.TryGetGrid(xform.GridUid, out var grid))
component.IsUnderCover = HasFloorCover(grid, grid.TileIndicesFor(xform.Coordinates));
else
component.IsUnderCover = false;
UpdateAppearance(uid, component);
}
public bool HasFloorCover(IMapGrid grid, Vector2i position)
{
// TODO Redo this function. Currently wires on an asteroid are always "below the floor"
var tileDef = (ContentTileDefinition) _tileDefinitionManager[grid.GetTileRef(position).Tile.TypeId];
return !tileDef.IsSubFloor;
}
private void UpdateTile(IMapGrid grid, Vector2i position)
{
var covered = HasFloorCover(grid, position);
foreach (var uid in grid.GetAnchoredEntities(position))
{
if (!TryComp(uid, out SubFloorHideComponent? hideComp))
continue;
if (hideComp.IsUnderCover == covered)
continue;
hideComp.IsUnderCover = covered;
UpdateAppearance(uid, hideComp);
}
}
///
/// This function is used by T-Ray scanners or other sub-floor revealing entities to toggle visibility.
///
public void SetEntitiesRevealed(IEnumerable entities, EntityUid revealer, bool visible)
{
foreach (var uid in entities)
{
SetEntityRevealed(uid, revealer, visible);
}
}
///
/// This function is used by T-Ray scanners or other sub-floor revealing entities to toggle visibility.
///
public void SetEntityRevealed(EntityUid uid, EntityUid revealer, bool visible, SubFloorHideComponent? hideComp = null)
{
if (!Resolve(uid, ref hideComp, false))
return;
if (visible)
{
if (hideComp.RevealedBy.Add(revealer) && hideComp.RevealedBy.Count == 1)
UpdateAppearance(uid, hideComp);
return;
}
if (hideComp.RevealedBy.Remove(revealer) && hideComp.RevealedBy.Count == 0)
UpdateAppearance(uid, hideComp);
}
public void UpdateAppearance(
EntityUid uid,
SubFloorHideComponent? hideComp = null,
AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref hideComp, false))
return;
if (hideComp.BlockAmbience && hideComp.IsUnderCover)
_ambientSoundSystem.SetAmbience(uid, false);
else if (hideComp.BlockAmbience && !hideComp.IsUnderCover)
_ambientSoundSystem.SetAmbience(uid, true);
if (Resolve(uid, ref appearance, false))
{
Appearance.SetData(uid, SubFloorVisuals.Covered, hideComp.IsUnderCover, appearance);
Appearance.SetData(uid, SubFloorVisuals.ScannerRevealed, hideComp.RevealedBy.Count != 0, appearance);
}
}
}
[Serializable, NetSerializable]
public enum SubFloorVisuals : byte
{
Covered, // is there a floor tile over this entity
ScannerRevealed, // is this entity revealed by a scanner or some other entity?
}
public enum SubfloorLayers : byte
{
FirstLayer
}
}