* fix: network gas tank output pressure * fix: don't overwrite gas tank output pressure during editing
231 lines
8.7 KiB
C#
231 lines
8.7 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Body.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Timing;
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using Content.Shared.Toggleable;
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using Content.Shared.UserInterface;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using InternalsComponent = Content.Shared.Body.Components.InternalsComponent;
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namespace Content.Shared.Atmos.EntitySystems;
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public abstract class SharedGasTankSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly SharedInternalsSystem _internals = default!;
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[Dependency] protected readonly SharedUserInterfaceSystem UI = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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public const string GasTankDelay = "gasTank";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GasTankComponent, ComponentShutdown>(OnGasShutdown);
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SubscribeLocalEvent<GasTankComponent, BeforeActivatableUIOpenEvent>(BeforeUiOpen);
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SubscribeLocalEvent<GasTankComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<GasTankComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<GasTankComponent, ToggleActionEvent>(OnActionToggle);
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SubscribeLocalEvent<GasTankComponent, GasTankSetPressureMessage>(OnGasTankSetPressure);
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SubscribeLocalEvent<GasTankComponent, GasTankToggleInternalsMessage>(OnGasTankToggleInternals);
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SubscribeLocalEvent<GasTankComponent, GetVerbsEvent<AlternativeVerb>>(OnGetAlternativeVerb);
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}
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private void OnGasShutdown(Entity<GasTankComponent> gasTank, ref ComponentShutdown args)
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{
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DisconnectFromInternals(gasTank);
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}
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private void OnGasTankToggleInternals(Entity<GasTankComponent> ent, ref GasTankToggleInternalsMessage args)
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{
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ToggleInternals(ent, args.Actor);
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}
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private void OnGasTankSetPressure(Entity<GasTankComponent> ent, ref GasTankSetPressureMessage args)
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{
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var pressure = Math.Clamp(args.Pressure, 0f, ent.Comp.MaxOutputPressure);
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ent.Comp.OutputPressure = pressure;
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Dirty(ent);
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UpdateUserInterface(ent);
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}
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public virtual void UpdateUserInterface(Entity<GasTankComponent> ent)
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{
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}
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private void BeforeUiOpen(Entity<GasTankComponent> ent, ref BeforeActivatableUIOpenEvent args)
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{
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UpdateUserInterface(ent);
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}
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private void OnGetActions(EntityUid uid, GasTankComponent component, GetItemActionsEvent args)
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{
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args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
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Dirty(uid, component);
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}
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private void OnExamined(EntityUid uid, GasTankComponent component, ExaminedEvent args)
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{
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using var _ = args.PushGroup(nameof(GasTankComponent));
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if (args.IsInDetailsRange)
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args.PushMarkup(Loc.GetString("comp-gas-tank-examine", ("pressure", Math.Round(component.Air?.Pressure ?? 0))));
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if (component.IsConnected)
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args.PushMarkup(Loc.GetString("comp-gas-tank-connected"));
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args.PushMarkup(Loc.GetString(component.IsValveOpen ? "comp-gas-tank-examine-open-valve" : "comp-gas-tank-examine-closed-valve"));
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}
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private void OnActionToggle(Entity<GasTankComponent> gasTank, ref ToggleActionEvent args)
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{
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if (args.Handled)
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return;
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ToggleInternals(gasTank, user: args.Performer);
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args.Handled = true;
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}
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private void OnGetAlternativeVerb(EntityUid uid, GasTankComponent 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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args.Verbs.Add(new AlternativeVerb()
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{
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Text = component.IsValveOpen ? Loc.GetString("comp-gas-tank-close-valve") : Loc.GetString("comp-gas-tank-open-valve"),
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Act = () =>
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{
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component.IsValveOpen = !component.IsValveOpen;
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_audio.PlayPredicted(component.ValveSound, uid, args.User);
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Dirty(uid, component);
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},
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Disabled = component.IsConnected,
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});
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}
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public bool CanConnectToInternals(Entity<GasTankComponent> ent)
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{
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TryGetInternalsComp(ent, out _, out var internalsComp, ent.Comp.User);
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return internalsComp != null && internalsComp.BreathTools.Count != 0 && !ent.Comp.IsValveOpen;
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}
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public bool ConnectToInternals(Entity<GasTankComponent> ent, EntityUid? user = null)
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{
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var (owner, component) = ent;
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if (component.IsConnected || !CanConnectToInternals(ent))
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return false;
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TryGetInternalsComp(ent, out var internalsUid, out var internalsComp, ent.Comp.User);
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if (internalsUid == null || internalsComp == null)
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return false;
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if (!_delay.TryResetDelay(ent.Owner, checkDelayed: true, id: GasTankDelay))
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return false;
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if (_internals.TryConnectTank((internalsUid.Value, internalsComp), owner))
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component.User = internalsUid.Value;
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Dirty(ent);
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_actions.SetToggled(component.ToggleActionEntity, component.IsConnected);
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_actions.SetCooldown(component.ToggleActionEntity, TimeSpan.FromSeconds(1));
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// Couldn't toggle!
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if (!component.IsConnected)
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return false;
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component.ConnectStream = _audio.Stop(component.ConnectStream);
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component.ConnectStream = _audio.PlayPredicted(component.ConnectSound, owner, user)?.Entity;
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UpdateUserInterface(ent);
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return true;
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}
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/// <summary>
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/// Tries to retrieve the internals component of either the gas tank's user,
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/// or the gas tank's... containing container
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/// </summary>
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/// <param name="user">The user of the gas tank</param>
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/// <returns>True if internals comp isn't null, false if it is null</returns>
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private bool TryGetInternalsComp(Entity<GasTankComponent> ent, out EntityUid? internalsUid, out InternalsComponent? internalsComp, EntityUid? user = null)
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{
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internalsUid = default;
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internalsComp = default;
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// If the gas tank doesn't exist for whatever reason, don't even bother
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if (TerminatingOrDeleted(ent.Owner))
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return false;
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user ??= ent.Comp.User;
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// Check if the gas tank's user actually has the component that allows them to use a gas tank and mask
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if (TryComp<InternalsComponent>(user, out var userInternalsComp))
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{
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internalsUid = user;
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internalsComp = userInternalsComp;
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return true;
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}
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// Yeah I have no clue what this actually does, I appreciate the lack of comments on the original function
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if (_containers.TryGetContainingContainer((ent.Owner, Transform(ent.Owner)), out var container))
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{
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if (TryComp<InternalsComponent>(container.Owner, out var containerInternalsComp))
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{
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internalsUid = container.Owner;
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internalsComp = containerInternalsComp;
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return true;
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}
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}
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return false;
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}
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public bool DisconnectFromInternals(Entity<GasTankComponent> ent, EntityUid? user = null, bool forced = false)
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{
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var (owner, component) = ent;
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if (component.User == null)
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return false;
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if (!forced && !_delay.TryResetDelay(ent.Owner, checkDelayed: true, id: GasTankDelay))
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return false;
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TryGetInternalsComp(ent, out var internalsUid, out var internalsComp, component.User);
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component.User = null;
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Dirty(ent);
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_actions.SetToggled(component.ToggleActionEntity, false);
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// I hate this but actions have no easy way to unify this with usedelay.
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if (!forced && _delay.TryGetDelayInfo(ent.Owner, out var delayInfo, id: GasTankDelay))
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{
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_actions.SetCooldown(component.ToggleActionEntity, delayInfo.Length);
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}
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if (internalsUid != null && internalsComp != null)
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_internals.DisconnectTank((internalsUid.Value, internalsComp), forced: forced);
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component.DisconnectStream = _audio.Stop(component.DisconnectStream);
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component.DisconnectStream = _audio.PlayPredicted(component.DisconnectSound, owner, user)?.Entity;
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UpdateUserInterface(ent);
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return true;
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}
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private bool ToggleInternals(Entity<GasTankComponent> ent, EntityUid? user = null)
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{
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if (ent.Comp.IsConnected)
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{
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return DisconnectFromInternals(ent, user);
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}
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else
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{
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return ConnectToInternals(ent, user);
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}
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}
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}
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