Files
tbd-station-14/Content.Shared/Ninja/Systems/SharedNinjaGlovesSystem.cs
deltanedas 24810d916b ninja 2 electric boogaloo (#15534)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-10 16:20:27 +10:00

117 lines
4.2 KiB
C#

using Content.Shared.Actions;
using Content.Shared.CombatMode;
using Content.Shared.Communications;
using Content.Shared.Doors.Components;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Ninja.Components;
using Content.Shared.Popups;
using Content.Shared.Research.Components;
using Content.Shared.Timing;
using Content.Shared.Toggleable;
using Robust.Shared.Timing;
using System.Diagnostics.CodeAnalysis;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// Provides the toggle action and handles examining and unequipping.
/// </summary>
public abstract class SharedNinjaGlovesSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] protected readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaGlovesComponent, GetItemActionsEvent>(OnGetItemActions);
SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<NinjaGlovesComponent, GotUnequippedEvent>(OnUnequipped);
}
/// <summary>
/// Disable glove abilities and show the popup if they were enabled previously.
/// </summary>
public void DisableGloves(EntityUid uid, NinjaGlovesComponent? comp = null)
{
// already disabled?
if (!Resolve(uid, ref comp) || comp.User == null)
return;
var user = comp.User.Value;
comp.User = null;
Dirty(uid, comp);
Appearance.SetData(uid, ToggleVisuals.Toggled, false);
Popup.PopupClient(Loc.GetString("ninja-gloves-off"), user, user);
RemComp<BatteryDrainerComponent>(user);
RemComp<EmagProviderComponent>(user);
RemComp<StunProviderComponent>(user);
RemComp<ResearchStealerComponent>(user);
RemComp<CommsHackerComponent>(user);
}
/// <summary>
/// Adds the toggle action when equipped.
/// </summary>
private void OnGetItemActions(EntityUid uid, NinjaGlovesComponent comp, GetItemActionsEvent args)
{
if (HasComp<SpaceNinjaComponent>(args.User))
args.AddAction(ref comp.ToggleActionEntity, comp.ToggleAction);
}
/// <summary>
/// Show if the gloves are enabled when examining.
/// </summary>
private void OnExamined(EntityUid uid, NinjaGlovesComponent comp, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
args.PushText(Loc.GetString(comp.User != null ? "ninja-gloves-examine-on" : "ninja-gloves-examine-off"));
}
/// <summary>
/// Disable gloves when unequipped and clean up ninja's gloves reference
/// </summary>
private void OnUnequipped(EntityUid uid, NinjaGlovesComponent comp, GotUnequippedEvent args)
{
if (comp.User != null)
{
var user = comp.User.Value;
Popup.PopupClient(Loc.GetString("ninja-gloves-off"), user, user);
DisableGloves(uid, comp);
}
}
// TODO: generic event thing
/// <summary>
/// GloveCheck but for abilities stored on the player, skips some checks.
/// Intended to be more generic, doesn't require the user to be a ninja or have any ninja equipment.
/// </summary>
public bool AbilityCheck(EntityUid uid, BeforeInteractHandEvent args, out EntityUid target)
{
target = args.Target;
return _timing.IsFirstTimePredicted
&& !_combatMode.IsInCombatMode(uid)
&& !_useDelay.ActiveDelay(uid)
&& TryComp<HandsComponent>(uid, out var hands)
&& hands.ActiveHandEntity == null
&& Interaction.InRangeUnobstructed(uid, target);
}
}