* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
314 lines
12 KiB
C#
314 lines
12 KiB
C#
using System;
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using Content.Server.Access.Systems;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Popups;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Medical.SuitSensor;
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using Content.Shared.MobState.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical.SuitSensors
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{
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public class SuitSensorSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IdCardSystem _idCardSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private const float UpdateRate = 0.5f;
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private float _updateDif;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SuitSensorComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SuitSensorComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SuitSensorComponent, GetInteractionVerbsEvent>(OnVerb);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// check update rate
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_updateDif += frameTime;
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if (_updateDif < UpdateRate)
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return;
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_updateDif -= UpdateRate;
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var curTime = _gameTiming.CurTime;
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var sensors = EntityManager.EntityQuery<SuitSensorComponent, DeviceNetworkComponent>();
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foreach (var (sensor, device) in sensors)
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{
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// check if sensor is ready to update
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if (curTime - sensor.LastUpdate < TimeSpan.FromSeconds(sensor.UpdateRate))
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continue;
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sensor.LastUpdate = curTime;
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// get sensor status
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var status = GetSensorState(sensor.Owner, sensor);
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if (status == null)
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continue;
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// broadcast it to device network
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var payload = SuitSensorToPacket(status);
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_deviceNetworkSystem.QueuePacket(sensor.Owner, DeviceNetworkConstants.NullAddress, device.Frequency, payload, true);
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}
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}
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private void OnMapInit(EntityUid uid, SuitSensorComponent component, MapInitEvent args)
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{
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// generate random mode
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if (component.RandomMode)
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{
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//make the sensor mode favor higher levels, except coords.
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var modesDist = new[]
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{
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SuitSensorMode.SensorOff,
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SuitSensorMode.SensorBinary, SuitSensorMode.SensorBinary,
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SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals,
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SuitSensorMode.SensorCords, SuitSensorMode.SensorCords
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};
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component.Mode = _random.Pick(modesDist);
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}
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}
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private void OnEquipped(EntityUid uid, SuitSensorComponent component, GotEquippedEvent args)
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{
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if (args.Slot != component.ActivationSlot)
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return;
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component.User = args.Equipee;
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}
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private void OnUnequipped(EntityUid uid, SuitSensorComponent component, GotUnequippedEvent args)
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{
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if (args.Slot != component.ActivationSlot)
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return;
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component.User = null;
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}
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private void OnExamine(EntityUid uid, SuitSensorComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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string msg;
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switch (component.Mode)
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{
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case SuitSensorMode.SensorOff:
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msg = "suit-sensor-examine-off";
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break;
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case SuitSensorMode.SensorBinary:
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msg = "suit-sensor-examine-binary";
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break;
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case SuitSensorMode.SensorVitals:
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msg = "suit-sensor-examine-vitals";
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break;
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case SuitSensorMode.SensorCords:
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msg = "suit-sensor-examine-cords";
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break;
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default:
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return;
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}
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args.PushMarkup(Loc.GetString(msg));
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}
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private void OnVerb(EntityUid uid, SuitSensorComponent component, GetInteractionVerbsEvent args)
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{
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// check if user can change sensor
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if (component.ControlsLocked)
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return;
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// standard interaction checks
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if (!args.CanAccess || !args.CanInteract || !_actionBlockerSystem.CanDrop(args.User))
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return;
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args.Verbs.UnionWith(new[]
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{
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorOff),
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorBinary),
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorVitals),
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorCords)
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});
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}
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private Verb CreateVerb(EntityUid uid, SuitSensorComponent component, EntityUid userUid, SuitSensorMode mode)
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{
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return new Verb()
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{
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Text = GetModeName(mode),
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Disabled = component.Mode == mode,
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Priority = -(int) mode, // sort them in descending order
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Category = VerbCategory.SetSensor,
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Act = () => SetSensor(uid, mode, userUid, component)
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};
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}
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private string GetModeName(SuitSensorMode mode)
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{
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string name;
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switch (mode)
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{
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case SuitSensorMode.SensorOff:
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name = "suit-sensor-mode-off";
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break;
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case SuitSensorMode.SensorBinary:
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name = "suit-sensor-mode-binary";
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break;
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case SuitSensorMode.SensorVitals:
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name = "suit-sensor-mode-vitals";
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break;
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case SuitSensorMode.SensorCords:
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name = "suit-sensor-mode-cords";
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break;
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default:
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return "";
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}
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return Loc.GetString(name);
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}
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public void SetSensor(EntityUid uid, SuitSensorMode mode, EntityUid? userUid = null,
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SuitSensorComponent? 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.Mode = mode;
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if (userUid != null)
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{
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var msg = Loc.GetString("suit-sensor-mode-state", ("mode", GetModeName(mode)));
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_popupSystem.PopupEntity(msg, uid, Filter.Entities(userUid.Value));
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}
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}
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public SuitSensorStatus? GetSensorState(EntityUid uid, SuitSensorComponent? sensor = null, TransformComponent? transform = null)
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{
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if (!Resolve(uid, ref sensor, ref transform))
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return null;
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// check if sensor is enabled and worn by user
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if (sensor.Mode == SuitSensorMode.SensorOff || sensor.User == null)
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return null;
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// try to get mobs id from ID slot
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var userName = Loc.GetString("suit-sensor-component-unknown-name");
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var userJob = Loc.GetString("suit-sensor-component-unknown-job");
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if (_idCardSystem.TryFindIdCard(sensor.User.Value, out var card))
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{
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if (card.FullName != null)
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userName = card.FullName;
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if (card.JobTitle != null)
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userJob = card.JobTitle;
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}
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// get health mob state
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var isAlive = false;
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if (EntityManager.TryGetComponent(sensor.User.Value, out MobStateComponent? mobState))
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{
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isAlive = mobState.IsAlive();
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}
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// get mob total damage
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var totalDamage = 0;
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if (EntityManager.TryGetComponent(sensor.User.Value, out DamageableComponent? damageable))
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{
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totalDamage = damageable.TotalDamage.Int();
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}
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// finally, form suit sensor status
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var status = new SuitSensorStatus(userName, userJob);
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switch (sensor.Mode)
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{
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case SuitSensorMode.SensorBinary:
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status.IsAlive = isAlive;
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break;
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case SuitSensorMode.SensorVitals:
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status.IsAlive = isAlive;
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status.TotalDamage = totalDamage;
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break;
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case SuitSensorMode.SensorCords:
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status.IsAlive = isAlive;
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status.TotalDamage = totalDamage;
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status.Coordinates = transform.MapPosition;
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break;
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}
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return status;
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}
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/// <summary>
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/// Serialize suit sensor status into device network package.
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/// </summary>
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public NetworkPayload SuitSensorToPacket(SuitSensorStatus status)
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{
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var payload = new NetworkPayload()
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{
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[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
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[SuitSensorConstants.NET_NAME] = status.Name,
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[SuitSensorConstants.NET_JOB] = status.Job,
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[SuitSensorConstants.NET_IS_ALIVE] = status.IsAlive,
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};
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if (status.TotalDamage != null)
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payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE, status.TotalDamage);
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if (status.Coordinates != null)
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payload.Add(SuitSensorConstants.NET_CORDINATES, status.Coordinates);
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return payload;
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}
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/// <summary>
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/// Try to deserialize device network message into suit sensor status
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/// </summary>
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public SuitSensorStatus? PacketToSuitSensor(NetworkPayload payload)
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{
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// check command
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if (!payload.TryGetValue(DeviceNetworkConstants.Command, out string? command))
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return null;
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if (command != DeviceNetworkConstants.CmdUpdatedState)
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return null;
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// check name, job and alive
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if (!payload.TryGetValue(SuitSensorConstants.NET_NAME, out string? name)) return null;
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if (!payload.TryGetValue(SuitSensorConstants.NET_JOB, out string? job)) return null;
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if (!payload.TryGetValue(SuitSensorConstants.NET_IS_ALIVE, out bool? isAlive)) return null;
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// try get total damage and cords (optionals)
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payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE, out int? totalDamage);
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payload.TryGetValue(SuitSensorConstants.NET_CORDINATES, out MapCoordinates? cords);
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var status = new SuitSensorStatus(name, job)
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{
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IsAlive = isAlive.Value,
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TotalDamage = totalDamage,
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Coordinates = cords
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};
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return status;
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}
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}
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}
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