Files
tbd-station-14/Content.Shared/Item/ItemToggle/ItemToggleSystem.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

270 lines
9.0 KiB
C#

using Content.Shared.Interaction.Events;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Popups;
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;
/// <summary>
/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
/// </summary>
/// <remarks>
/// If you need extended functionality (e.g. requiring power) then add a new component and use events.
/// </remarks>
public sealed class ItemToggleSystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ItemToggleComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ItemToggleComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ItemToggleComponent, ItemUnwieldedEvent>(TurnOffOnUnwielded);
SubscribeLocalEvent<ItemToggleComponent, ItemWieldedEvent>(TurnOnOnWielded);
SubscribeLocalEvent<ItemToggleComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ItemToggleHotComponent, IsHotEvent>(OnIsHotEvent);
SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggledEvent>(UpdateActiveSound);
}
private void OnStartup(Entity<ItemToggleComponent> ent, ref ComponentStartup args)
{
UpdateVisuals(ent);
}
private void OnMapInit(Entity<ItemToggleComponent> ent, ref MapInitEvent args)
{
if (!ent.Comp.Activated)
return;
var ev = new ItemToggledEvent(Predicted: ent.Comp.Predictable, Activated: ent.Comp.Activated, User: null);
RaiseLocalEvent(ent, ref ev);
}
private void OnUseInHand(Entity<ItemToggleComponent> ent, ref UseInHandEvent args)
{
if (args.Handled || !ent.Comp.OnUse)
return;
args.Handled = true;
Toggle((ent, ent.Comp), args.User, predicted: ent.Comp.Predictable);
}
/// <summary>
/// Used when an item is attempted to be toggled.
/// Sets its state to the opposite of what it is.
/// </summary>
/// <returns>Same as <see cref="TrySetActive"/></returns>
public bool Toggle(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true)
{
if (!Resolve(ent, ref ent.Comp))
return false;
return TrySetActive(ent, !ent.Comp.Activated, user, predicted);
}
/// <summary>
/// Tries to set the activated bool from a value.
/// </summary>
/// <returns>false if the attempt fails for any reason</returns>
public bool TrySetActive(Entity<ItemToggleComponent?> ent, bool active, EntityUid? user = null, bool predicted = true)
{
if (active)
return TryActivate(ent, user, predicted: predicted);
else
return TryDeactivate(ent, user, predicted: predicted);
}
/// <summary>
/// Used when an item is attempting to be activated. It returns false if the attempt fails any reason, interrupting the activation.
/// </summary>
public bool TryActivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true)
{
if (!Resolve(ent, ref ent.Comp))
return false;
var uid = ent.Owner;
var comp = ent.Comp;
if (comp.Activated)
return true;
if (!comp.Predictable && _netManager.IsClient)
return true;
var attempt = new ItemToggleActivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (!comp.Predictable) predicted = false;
if (attempt.Cancelled)
{
if (predicted)
_audio.PlayPredicted(comp.SoundFailToActivate, uid, user);
else
_audio.PlayPvs(comp.SoundFailToActivate, uid);
if (attempt.Popup != null && user != null)
{
if (predicted)
_popup.PopupClient(attempt.Popup, uid, user.Value);
else
_popup.PopupEntity(attempt.Popup, uid, user.Value);
}
return false;
}
Activate((uid, comp), predicted, user);
return true;
}
/// <summary>
/// Used when an item is attempting to be deactivated. It returns false if the attempt fails any reason, interrupting the deactivation.
/// </summary>
public bool TryDeactivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true)
{
if (!Resolve(ent, ref ent.Comp))
return false;
var uid = ent.Owner;
var comp = ent.Comp;
if (!comp.Activated)
return true;
if (!comp.Predictable && _netManager.IsClient)
return true;
var attempt = new ItemToggleDeactivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (attempt.Cancelled)
return false;
if (!comp.Predictable) predicted = false;
Deactivate((uid, comp), predicted, user);
return true;
}
private void Activate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null)
{
var (uid, comp) = ent;
var soundToPlay = comp.SoundActivate;
if (predicted)
_audio.PlayPredicted(soundToPlay, uid, user);
else
_audio.PlayPvs(soundToPlay, uid);
comp.Activated = true;
UpdateVisuals((uid, comp));
Dirty(uid, comp);
var toggleUsed = new ItemToggledEvent(predicted, Activated: true, user);
RaiseLocalEvent(uid, ref toggleUsed);
}
/// <summary>
/// Used to make the actual changes to the item's components on deactivation.
/// </summary>
private void Deactivate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null)
{
var (uid, comp) = ent;
var soundToPlay = comp.SoundDeactivate;
if (predicted)
_audio.PlayPredicted(soundToPlay, uid, user);
else
_audio.PlayPvs(soundToPlay, uid);
comp.Activated = false;
UpdateVisuals((uid, comp));
Dirty(uid, comp);
var toggleUsed = new ItemToggledEvent(predicted, Activated: false, user);
RaiseLocalEvent(uid, ref toggleUsed);
}
private void UpdateVisuals(Entity<ItemToggleComponent> ent)
{
if (TryComp(ent, out AppearanceComponent? appearance))
{
_appearance.SetData(ent, ToggleVisuals.Toggled, ent.Comp.Activated, appearance);
if (ent.Comp.ToggleLight)
_appearance.SetData(ent, ToggleableLightVisuals.Enabled, ent.Comp.Activated, appearance);
}
if (!ent.Comp.ToggleLight)
return;
if (_light.TryGetLight(ent, out var light))
_light.SetEnabled(ent, ent.Comp.Activated, light);
}
/// <summary>
/// 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.
/// </summary>
private void TurnOffOnUnwielded(Entity<ItemToggleComponent> ent, ref ItemUnwieldedEvent args)
{
TryDeactivate((ent, ent.Comp), args.User);
}
/// <summary>
/// Wieldable items will automatically turn on when wielded.
/// </summary>
private void TurnOnOnWielded(Entity<ItemToggleComponent> ent, ref ItemWieldedEvent args)
{
// FIXME: for some reason both client and server play sound
TryActivate((ent, ent.Comp));
}
public bool IsActivated(Entity<ItemToggleComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return true; // assume always activated if no component
return ent.Comp.Activated;
}
/// <summary>
/// Used to make the item hot when activated.
/// </summary>
private void OnIsHotEvent(Entity<ItemToggleHotComponent> ent, ref IsHotEvent args)
{
args.IsHot |= IsActivated(ent.Owner);
}
/// <summary>
/// Used to update the looping active sound linked to the entity.
/// </summary>
private void UpdateActiveSound(Entity<ItemToggleActiveSoundComponent> ent, ref ItemToggledEvent args)
{
var (uid, comp) = ent;
if (!args.Activated)
{
comp.PlayingStream = _audio.Stop(comp.PlayingStream);
return;
}
if (comp.ActiveSound != null && comp.PlayingStream == null)
{
var loop = AudioParams.Default.WithLoop(true);
var stream = args.Predicted
? _audio.PlayPredicted(comp.ActiveSound, uid, args.User, loop)
: _audio.PlayPvs(comp.ActiveSound, uid, loop);
if (stream?.Entity is {} entity)
comp.PlayingStream = entity;
}
}
}