Files
tbd-station-14/Content.Server/Clothing/MaskSystem.cs

124 lines
4.9 KiB
C#

using Content.Server.Actions;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Clothing.Components;
using Content.Server.IdentityManagement;
using Content.Server.Nutrition.EntitySystems;
using Content.Server.Popups;
using Content.Server.VoiceMask;
using Content.Shared.Actions;
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
namespace Content.Server.Clothing
{
public sealed class MaskSystem : EntitySystem
{
[Dependency] private readonly ActionsSystem _actionSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmos = default!;
[Dependency] private readonly InternalsSystem _internals = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MaskComponent, ToggleMaskEvent>(OnToggleMask);
SubscribeLocalEvent<MaskComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<MaskComponent, GotUnequippedEvent>(OnGotUnequipped);
}
private void OnGetActions(EntityUid uid, MaskComponent component, GetItemActionsEvent args)
{
if (!args.InHands)
args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
}
private void OnToggleMask(EntityUid uid, MaskComponent mask, ToggleMaskEvent args)
{
if (mask.ToggleActionEntity == null)
return;
if (!_inventorySystem.TryGetSlotEntity(args.Performer, "mask", out var existing) || !mask.Owner.Equals(existing))
return;
mask.IsToggled ^= true;
_actionSystem.SetToggled(mask.ToggleActionEntity, mask.IsToggled);
// Pulling mask down can change identity, so we want to update that
_identity.QueueIdentityUpdate(args.Performer);
if (mask.IsToggled)
_popupSystem.PopupEntity(Loc.GetString("action-mask-pull-down-popup-message", ("mask", mask.Owner)), args.Performer, args.Performer);
else
_popupSystem.PopupEntity(Loc.GetString("action-mask-pull-up-popup-message", ("mask", mask.Owner)), args.Performer, args.Performer);
ToggleMaskComponents(uid, mask, args.Performer);
}
// set to untoggled when unequipped, so it isn't left in a 'pulled down' state
private void OnGotUnequipped(EntityUid uid, MaskComponent mask, GotUnequippedEvent args)
{
if (mask.ToggleActionEntity == null)
return;
mask.IsToggled = false;
_actionSystem.SetToggled(mask.ToggleActionEntity, mask.IsToggled);
ToggleMaskComponents(uid, mask, args.Equipee, true);
}
private void ToggleMaskComponents(EntityUid uid, MaskComponent mask, EntityUid wearer, bool isEquip = false)
{
// toggle visuals
if (TryComp<ClothingComponent>(uid, out var clothing))
{
//TODO: sprites for 'pulled down' state. defaults to invisible due to no sprite with this prefix
_clothing.SetEquippedPrefix(uid, mask.IsToggled ? "toggled" : null, clothing);
}
// shouldn't this be an event?
// toggle ingestion blocking
if (TryComp<IngestionBlockerComponent>(uid, out var blocker))
blocker.Enabled = !mask.IsToggled;
// toggle identity
if (TryComp<IdentityBlockerComponent>(uid, out var identity))
identity.Enabled = !mask.IsToggled;
// toggle voice masking
if (TryComp<VoiceMaskComponent>(wearer, out var voiceMask))
voiceMask.Enabled = !mask.IsToggled;
// toggle breath tool connection (skip during equip since that is handled in LungSystem)
if (isEquip || !TryComp<BreathToolComponent>(uid, out var breathTool))
return;
if (mask.IsToggled)
{
_atmos.DisconnectInternals(breathTool);
}
else
{
breathTool.IsFunctional = true;
if (TryComp(wearer, out InternalsComponent? internals))
{
breathTool.ConnectedInternalsEntity = wearer;
_internals.ConnectBreathTool(internals, uid);
}
}
}
}
}