* Fix skeleton spawning * Add comments * Fix the comments Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
186 lines
6.3 KiB
C#
186 lines
6.3 KiB
C#
using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Popups;
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using Content.Shared.Storage.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Foldable;
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// TODO: This system could arguably be refactored into a general state system, as it is being utilized for a lot of different objects with various needs.
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public sealed class FoldableSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly AnchorableSystem _anchorable = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
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SubscribeLocalEvent<FoldableComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
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SubscribeLocalEvent<FoldableComponent, ContainerGettingInsertedAttemptEvent>(OnInsertEvent);
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SubscribeLocalEvent<FoldableComponent, StorageOpenAttemptEvent>(OnFoldableOpenAttempt);
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SubscribeLocalEvent<FoldableComponent, EntityStorageInsertedIntoAttemptEvent>(OnEntityStorageAttemptInsert);
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SubscribeLocalEvent<FoldableComponent, StrapAttemptEvent>(OnStrapAttempt);
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}
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private void OnHandleState(EntityUid uid, FoldableComponent component, ref AfterAutoHandleStateEvent args)
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{
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SetFolded(uid, component, component.IsFolded);
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}
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private void OnFoldableInit(EntityUid uid, FoldableComponent component, ComponentInit args)
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{
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SetFolded(uid, component, component.IsFolded);
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}
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private void OnFoldableOpenAttempt(EntityUid uid, FoldableComponent component, ref StorageOpenAttemptEvent args)
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{
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if (component.IsFolded)
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args.Cancelled = true;
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}
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public void OnStrapAttempt(EntityUid uid, FoldableComponent comp, ref StrapAttemptEvent args)
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{
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if (comp.IsFolded)
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args.Cancelled = true;
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}
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private void OnEntityStorageAttemptInsert(Entity<FoldableComponent> entity,
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ref EntityStorageInsertedIntoAttemptEvent args)
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{
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if (entity.Comp.IsFolded)
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args.Cancelled = true;
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}
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/// <summary>
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/// Returns false if the entity isn't foldable.
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/// </summary>
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public bool IsFolded(EntityUid uid, FoldableComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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return component.IsFolded;
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}
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/// <summary>
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/// Set the folded state of the given <see cref="FoldableComponent"/>
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/// </summary>
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public void SetFolded(EntityUid uid, FoldableComponent component, bool folded)
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{
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component.IsFolded = folded;
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Dirty(uid, component);
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_appearance.SetData(uid, FoldedVisuals.State, folded);
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_buckle.StrapSetEnabled(uid, !component.IsFolded);
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var ev = new FoldedEvent(folded);
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RaiseLocalEvent(uid, ref ev);
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}
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private void OnInsertEvent(EntityUid uid, FoldableComponent component, ContainerGettingInsertedAttemptEvent args)
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{
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if (!component.IsFolded && !component.CanFoldInsideContainer)
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args.Cancel();
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}
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public bool TryToggleFold(EntityUid uid, FoldableComponent comp, EntityUid? folder = null)
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{
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var result = TrySetFolded(uid, comp, !comp.IsFolded);
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if (!result && folder != null)
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{
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if (comp.IsFolded)
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_popup.PopupPredicted(Loc.GetString("foldable-unfold-fail", ("object", uid)), uid, folder.Value);
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else
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_popup.PopupPredicted(Loc.GetString("foldable-fold-fail", ("object", uid)), uid, folder.Value);
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}
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return result;
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}
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public bool CanToggleFold(EntityUid uid, FoldableComponent? fold = null)
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{
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if (!Resolve(uid, ref fold))
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return false;
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// Can't un-fold in any container unless enabled (locker, hands, inventory, whatever).
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if (_container.IsEntityInContainer(uid) && !fold.CanFoldInsideContainer)
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return false;
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if (!TryComp(uid, out PhysicsComponent? body) ||
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!_anchorable.TileFree(Transform(uid).Coordinates, body))
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return false;
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var ev = new FoldAttemptEvent(fold);
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RaiseLocalEvent(uid, ref ev);
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return !ev.Cancelled;
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}
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/// <summary>
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/// Try to fold/unfold
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/// </summary>
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public bool TrySetFolded(EntityUid uid, FoldableComponent comp, bool state)
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{
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if (state == comp.IsFolded)
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return false;
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if (!CanToggleFold(uid, comp))
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return false;
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SetFolded(uid, comp, state);
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return true;
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}
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#region Verb
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private void AddFoldVerb(EntityUid uid, FoldableComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null)
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return;
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AlternativeVerb verb = new()
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{
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Act = () => TryToggleFold(uid, component, args.User),
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Text = component.IsFolded ? Loc.GetString(component.UnfoldVerbText) : Loc.GetString(component.FoldVerbText),
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Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
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// If the object is unfolded and they click it, they want to fold it, if it's folded, they want to pick it up
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Priority = component.IsFolded ? 0 : 2,
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};
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args.Verbs.Add(verb);
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}
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#endregion
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[Serializable, NetSerializable]
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public enum FoldedVisuals : byte
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{
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State
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}
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}
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/// <summary>
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/// Event raised on an entity to determine if it can be folded.
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/// </summary>
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/// <param name="Cancelled"></param>
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[ByRefEvent]
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public record struct FoldAttemptEvent(FoldableComponent Comp, bool Cancelled = false);
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/// <summary>
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/// Event raised on an entity after it has been folded.
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/// </summary>
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/// <param name="IsFolded"></param>
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[ByRefEvent]
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public readonly record struct FoldedEvent(bool IsFolded);
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