* Replaced uses of Dirty(Component) with Dirty(Uid, Component) Modified some systems (notably pulling-related) to use uids. * Missed a few * Revert changes to pulling * No
477 lines
16 KiB
C#
477 lines
16 KiB
C#
using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Destructible;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mech.Components;
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using Content.Shared.Mech.Equipment.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Mech.EntitySystems;
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/// <summary>
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/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="MechComponent"/>
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/// </summary>
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public abstract class SharedMechSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
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SubscribeLocalEvent<MechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
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SubscribeLocalEvent<MechComponent, InteractNoHandEvent>(RelayInteractionEvent);
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SubscribeLocalEvent<MechComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<MechComponent, DestructionEventArgs>(OnDestruction);
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SubscribeLocalEvent<MechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
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SubscribeLocalEvent<MechComponent, DragDropTargetEvent>(OnDragDrop);
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SubscribeLocalEvent<MechComponent, CanDropTargetEvent>(OnCanDragDrop);
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SubscribeLocalEvent<MechPilotComponent, GetMeleeWeaponEvent>(OnGetMeleeWeapon);
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SubscribeLocalEvent<MechPilotComponent, CanAttackFromContainerEvent>(OnCanAttackFromContainer);
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SubscribeLocalEvent<MechPilotComponent, AttackAttemptEvent>(OnAttackAttempt);
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}
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private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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CycleEquipment(uid);
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}
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private void OnEjectPilotEvent(EntityUid uid, MechComponent component, MechEjectPilotEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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TryEject(uid, component);
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}
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private void RelayInteractionEvent(EntityUid uid, MechComponent component, InteractNoHandEvent args)
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{
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var pilot = component.PilotSlot.ContainedEntity;
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if (pilot == null)
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return;
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// TODO why is this being blocked?
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if (!_timing.IsFirstTimePredicted)
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return;
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if (component.CurrentSelectedEquipment != null)
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{
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RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
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}
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}
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private void OnStartup(EntityUid uid, MechComponent component, ComponentStartup args)
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{
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component.PilotSlot = _container.EnsureContainer<ContainerSlot>(uid, component.PilotSlotId);
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component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
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component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
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UpdateAppearance(uid, component);
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}
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private void OnDestruction(EntityUid uid, MechComponent component, DestructionEventArgs args)
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{
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BreakMech(uid, component);
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}
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private void OnGetAdditionalAccess(EntityUid uid, MechComponent component, ref GetAdditionalAccessEvent args)
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{
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var pilot = component.PilotSlot.ContainedEntity;
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if (pilot == null)
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return;
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args.Entities.Add(pilot.Value);
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}
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private void SetupUser(EntityUid mech, EntityUid pilot, MechComponent? component = null)
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{
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if (!Resolve(mech, ref component))
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return;
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var rider = EnsureComp<MechPilotComponent>(pilot);
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// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
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var irelay = EnsureComp<InteractionRelayComponent>(pilot);
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_mover.SetRelay(pilot, mech);
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_interaction.SetRelay(pilot, mech, irelay);
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rider.Mech = mech;
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Dirty(pilot, rider);
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if (_net.IsClient)
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return;
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_actions.AddAction(pilot, ref component.MechCycleActionEntity, component.MechCycleAction, mech);
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_actions.AddAction(pilot, ref component.MechUiActionEntity, component.MechUiAction, mech);
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_actions.AddAction(pilot, ref component.MechEjectActionEntity, component.MechEjectAction, mech);
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}
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private void RemoveUser(EntityUid mech, EntityUid pilot)
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{
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if (!RemComp<MechPilotComponent>(pilot))
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return;
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RemComp<RelayInputMoverComponent>(pilot);
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RemComp<InteractionRelayComponent>(pilot);
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_actions.RemoveProvidedActions(pilot, mech);
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}
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/// <summary>
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/// Destroys the mech, removing the user and ejecting all installed equipment.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public virtual void BreakMech(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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TryEject(uid, component);
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var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
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foreach (var ent in equipment)
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{
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RemoveEquipment(uid, ent, component, forced: true);
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}
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component.Broken = true;
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UpdateAppearance(uid, component);
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}
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/// <summary>
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/// Cycles through the currently selected equipment.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public void CycleEquipment(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
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var equipmentIndex = -1;
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if (component.CurrentSelectedEquipment != null)
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{
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bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
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equipmentIndex = allEquipment.FindIndex(StartIndex);
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}
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equipmentIndex++;
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component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
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? null
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: allEquipment[equipmentIndex];
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var popupString = component.CurrentSelectedEquipment != null
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? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
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: Loc.GetString("mech-equipment-select-none-popup");
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if (_net.IsServer)
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_popup.PopupEntity(popupString, uid);
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Dirty(uid, component);
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}
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/// <summary>
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/// Inserts an equipment item into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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public void InsertEquipment(EntityUid uid, EntityUid toInsert, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Resolve(toInsert, ref equipmentComponent))
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return;
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if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
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return;
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if (component.EquipmentWhitelist != null && !component.EquipmentWhitelist.IsValid(toInsert))
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return;
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equipmentComponent.EquipmentOwner = uid;
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_container.Insert(toInsert, component.EquipmentContainer);
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var ev = new MechEquipmentInsertedEvent(uid);
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RaiseLocalEvent(toInsert, ref ev);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Removes an equipment item from a mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toRemove"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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/// <param name="forced">Whether or not the removal can be cancelled</param>
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public void RemoveEquipment(EntityUid uid, EntityUid toRemove, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null, bool forced = false)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Resolve(toRemove, ref equipmentComponent))
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return;
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if (!forced)
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{
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var attemptev = new AttemptRemoveMechEquipmentEvent();
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RaiseLocalEvent(toRemove, ref attemptev);
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if (attemptev.Cancelled)
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return;
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}
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var ev = new MechEquipmentRemovedEvent(uid);
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RaiseLocalEvent(toRemove, ref ev);
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if (component.CurrentSelectedEquipment == toRemove)
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CycleEquipment(uid, component);
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equipmentComponent.EquipmentOwner = null;
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_container.Remove(toRemove, component.EquipmentContainer);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Attempts to change the amount of energy in the mech.
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/// </summary>
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/// <param name="uid">The mech itself</param>
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/// <param name="delta">The change in energy</param>
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/// <param name="component"></param>
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/// <returns>If the energy was successfully changed.</returns>
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public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? 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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if (component.Energy + delta < 0)
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return false;
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component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
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Dirty(uid, component);
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UpdateUserInterface(uid, component);
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return true;
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}
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/// <summary>
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/// Sets the integrity of the mech.
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/// </summary>
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/// <param name="uid">The mech itself</param>
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/// <param name="value">The value the integrity will be set at</param>
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/// <param name="component"></param>
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public void SetIntegrity(EntityUid uid, FixedPoint2 value, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
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if (component.Integrity <= 0)
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{
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BreakMech(uid, component);
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}
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else if (component.Broken)
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{
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component.Broken = false;
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UpdateAppearance(uid, component);
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}
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Dirty(uid, component);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Checks if the pilot is present
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/// </summary>
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/// <param name="component"></param>
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/// <returns>Whether or not the pilot is present</returns>
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public bool IsEmpty(MechComponent component)
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{
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return component.PilotSlot.ContainedEntity == null;
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}
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/// <summary>
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/// Checks if an entity can be inserted into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <returns></returns>
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public bool CanInsert(EntityUid uid, EntityUid toInsert, MechComponent? 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 IsEmpty(component) && _actionBlocker.CanMove(toInsert);
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}
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/// <summary>
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/// Updates the user interface
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/// </summary>
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/// <remarks>
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/// This is defined here so that UI updates can be accessed from shared.
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/// </remarks>
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public virtual void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
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{
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}
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/// <summary>
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/// Attempts to insert a pilot into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <returns>Whether or not the entity was inserted</returns>
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public bool TryInsert(EntityUid uid, EntityUid? toInsert, MechComponent? 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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if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
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return false;
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if (!CanInsert(uid, toInsert.Value, component))
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return false;
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SetupUser(uid, toInsert.Value);
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_container.Insert(toInsert.Value, component.PilotSlot);
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UpdateAppearance(uid, component);
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return true;
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}
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/// <summary>
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/// Attempts to eject the current pilot from the mech
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns>Whether or not the pilot was ejected.</returns>
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public bool TryEject(EntityUid uid, MechComponent? 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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if (component.PilotSlot.ContainedEntity == null)
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return false;
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var pilot = component.PilotSlot.ContainedEntity.Value;
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RemoveUser(uid, pilot);
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_container.RemoveEntity(uid, pilot);
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UpdateAppearance(uid, component);
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return true;
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}
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private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<MechComponent>(component.Mech, out var mech))
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return;
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var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
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args.Weapon = weapon;
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args.Handled = true;
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}
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private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
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{
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args.CanAttack = true;
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}
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private void OnAttackAttempt(EntityUid uid, MechPilotComponent component, AttackAttemptEvent args)
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{
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if (args.Target == component.Mech)
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args.Cancel();
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}
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private void UpdateAppearance(EntityUid uid, MechComponent? component = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref component, ref appearance, false))
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return;
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_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
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_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
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}
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private void OnDragDrop(EntityUid uid, MechComponent component, ref DragDropTargetEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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var doAfterEventArgs = new DoAfterArgs(EntityManager, args.Dragged, component.EntryDelay, new MechEntryEvent(), uid, target: uid)
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{
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BreakOnMove = true,
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};
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_doAfter.TryStartDoAfter(doAfterEventArgs);
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}
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private void OnCanDragDrop(EntityUid uid, MechComponent component, ref CanDropTargetEvent args)
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{
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args.Handled = true;
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args.CanDrop |= !component.Broken && CanInsert(uid, args.Dragged, component);
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}
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}
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/// <summary>
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/// Event raised when the battery is successfully removed from the mech,
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/// on both success and failure
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class RemoveBatteryEvent : SimpleDoAfterEvent
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{
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}
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/// <summary>
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/// Event raised when a person removes someone from a mech,
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/// on both success and failure
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class MechExitEvent : SimpleDoAfterEvent
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{
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}
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/// <summary>
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/// Event raised when a person enters a mech, on both success and failure
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class MechEntryEvent : SimpleDoAfterEvent
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{
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}
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