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