using System; using Content.Server.GameObjects.EntitySystems.Click; using Content.Server.Interfaces; using Content.Server.Utility; using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Maps; using Robust.Server.GameObjects.EntitySystems; using Robust.Server.Interfaces.GameObjects; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Components.Transform; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Map; using Robust.Shared.Serialization; using Robust.Shared.Utility; namespace Content.Server.GameObjects.Components.Items { [RegisterComponent] public class RCDComponent : Component, IAfterInteract, IUse, IExamine { #pragma warning disable 649 [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager; [Dependency] private readonly IEntitySystemManager _entitySystemManager; [Dependency] private readonly IMapManager _mapManager; [Dependency] private readonly IServerEntityManager _serverEntityManager; [Dependency] private IServerNotifyManager _serverNotifyManager; #pragma warning restore 649 public override string Name => "RCD"; private string _outputTile = "floor_steel"; private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct. private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode)); private int _ammo = 5; //How much "ammo" we have left. You can refille this with RCD ammo. ///Enum to store the different mode states for clarity. private enum RcdMode { Floors, Walls, Deconstruct } public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref _outputTile, "output", "floor_steel"); } /// /// Method called when the RCD is clicked in-hand, this will swap the RCD's mode from "floors" to "walls". /// public bool 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) { _entitySystemManager.GetEntitySystem().PlayFromEntity("/Audio/items/genhit.ogg", Owner); int mode = (int) this._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 this._mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it. switch (this._mode) { case RcdMode.Floors: _outputTile = "floor_steel"; break; case RcdMode.Walls: _outputTile = "base_wall"; break; case RcdMode.Deconstruct: _outputTile = "space"; break; } _serverNotifyManager.PopupMessage(Owner, eventArgs.User, $"The RCD is now set to {this._mode} mode."); //Prints an overhead message above the RCD } /// ///Method called when the user examines this object, it'll simply add the mode that it's in to the object's description ///@params message = The original message from examining, like ..() in BYOND's examine /// public void Examine(FormattedMessage message, bool inDetailsRange) { message.AddMarkup(Loc.GetString("It's currently on {0} mode, and holds {1} charges.",_mode.ToString(), this._ammo)); } /// /// Method to handle clicking on a tile to then appropriately RCD it. This can have several behaviours depending on mode. /// @param eventAargs = An action event telling us what tile was clicked on. We use this to exrapolate where to place the new tile / remove the old one etc. /// public void AfterInteract(AfterInteractEventArgs eventArgs) { var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GridID); var tile = mapGrid.GetTileRef(eventArgs.ClickLocation); var coordinates = mapGrid.GridTileToLocal(tile.GridIndices); //Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed. if (_ammo <= 0 || coordinates == GridCoordinates.InvalidGrid || !InteractionChecks.InRangeUnobstructed(eventArgs)) { return; } var targetTile = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId]; var canPlaceTile = targetTile.IsSubFloor; //Boolean to check if we're able to build the desired tile. This defaults to checking for subfloors, but is overridden by "deconstruct" which sets it to the inverse. switch (this._mode) { //Floor mode just needs the tile to be a space tile (subFloor) case RcdMode.Floors: 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: canPlaceTile = !targetTile.IsSubFloor; 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 snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center); var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos)); ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing. _entitySystemManager.GetEntitySystem().PlayFromEntity("/Audio/items/deconstruct.ogg", Owner); _ammo--; return; //Alright we're done here default: return; //I don't know why this would happen, but sure I guess. Get out of here invalid state! } ITileDefinition desiredTile = null; desiredTile = _tileDefinitionManager[_outputTile]; if (canPlaceTile) //If desiredTile is null by this point, something has gone horribly wrong and you need to fix it. { mapGrid.SetTile(eventArgs.ClickLocation, new Tile(desiredTile.TileId)); _entitySystemManager.GetEntitySystem().PlayFromEntity("/Audio/items/deconstruct.ogg", Owner); _ammo--; } } } }