Files
tbd-station-14/Content.Shared/Objectives/Systems/SharedObjectivesSystem.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

157 lines
5.3 KiB
C#

using Content.Shared.Mind;
using Content.Shared.Objectives;
using Content.Shared.Objectives.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Objectives.Systems;
/// <summary>
/// Provides API for creating and interacting with objectives.
/// </summary>
public abstract class SharedObjectivesSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
private EntityQuery<MetaDataComponent> _metaQuery;
public override void Initialize()
{
base.Initialize();
_metaQuery = GetEntityQuery<MetaDataComponent>();
}
/// <summary>
/// Checks requirements and duplicate objectives to see if an objective can be assigned.
/// </summary>
public bool CanBeAssigned(EntityUid uid, EntityUid mindId, MindComponent mind, ObjectiveComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return false;
var ev = new RequirementCheckEvent(mindId, mind);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return false;
// only check for duplicate prototypes if it's unique
if (comp.Unique)
{
var proto = _metaQuery.GetComponent(uid).EntityPrototype?.ID;
foreach (var objective in mind.AllObjectives)
{
if (_metaQuery.GetComponent(objective).EntityPrototype?.ID == proto)
return false;
}
}
return true;
}
/// <summary>
/// Spawns and assigns an objective for a mind.
/// The objective is not added to the mind's objectives, mind system does that in TryAddObjective.
/// If the objective could not be assigned the objective is deleted and null is returned.
/// </summary>
public EntityUid? TryCreateObjective(EntityUid mindId, MindComponent mind, string proto)
{
if (!_protoMan.HasIndex<EntityPrototype>(proto))
return null;
var uid = Spawn(proto);
if (!TryComp<ObjectiveComponent>(uid, out var comp))
{
Del(uid);
Log.Error($"Invalid objective prototype {proto}, missing ObjectiveComponent");
return null;
}
if (!CanBeAssigned(uid, mindId, mind, comp))
{
Log.Warning($"Objective {proto} did not match the requirements for {_mind.MindOwnerLoggingString(mind)}, deleted it");
return null;
}
var ev = new ObjectiveAssignedEvent(mindId, mind);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
{
Del(uid);
Log.Warning($"Could not assign objective {proto}, deleted it");
return null;
}
// let the title description and icon be set by systems
var afterEv = new ObjectiveAfterAssignEvent(mindId, mind, comp, MetaData(uid));
RaiseLocalEvent(uid, ref afterEv);
Log.Debug($"Created objective {ToPrettyString(uid):objective}");
return uid;
}
/// <summary>
/// Get the title, description, icon and progress of an objective using <see cref="ObjectiveGetProgressEvent"/>.
/// If any of them are null it is logged and null is returned.
/// </summary>
/// <param name="uid"/>ID of the condition entity</param>
/// <param name="mindId"/>ID of the player's mind entity</param>
/// <param name="mind"/>Mind component of the player's mind</param>
public ObjectiveInfo? GetInfo(EntityUid uid, EntityUid mindId, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return null;
if (GetProgress(uid, (mindId, mind)) is not {} progress)
return null;
var comp = Comp<ObjectiveComponent>(uid);
var meta = MetaData(uid);
var title = meta.EntityName;
var description = meta.EntityDescription;
if (comp.Icon == null)
{
Log.Error($"An objective {ToPrettyString(uid):objective} of {_mind.MindOwnerLoggingString(mind)} is missing an icon!");
return null;
}
return new ObjectiveInfo(title, description, comp.Icon, progress);
}
/// <summary>
/// Gets the progress of an objective using <see cref="ObjectiveGetProgressEvent"/>.
/// Returning null is a programmer error.
/// </summary>
public float? GetProgress(EntityUid uid, Entity<MindComponent> mind)
{
var ev = new ObjectiveGetProgressEvent(mind, mind.Comp);
RaiseLocalEvent(uid, ref ev);
if (ev.Progress != null)
return ev.Progress;
Log.Error($"Objective {ToPrettyString(uid):objective} of {_mind.MindOwnerLoggingString(mind.Comp)} didn't set a progress value!");
return null;
}
/// <summary>
/// Returns true if an objective is completed.
/// </summary>
public bool IsCompleted(EntityUid uid, Entity<MindComponent> mind)
{
return (GetProgress(uid, mind) ?? 0f) >= 0.999f;
}
/// <summary>
/// Sets the objective's icon to the one specified.
/// Intended for <see cref="ObjectiveAfterAssignEvent"/> handlers to set an icon.
/// </summary>
public void SetIcon(EntityUid uid, SpriteSpecifier icon, ObjectiveComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
comp.Icon = icon;
}
}