* checkpoint * pt 2 * pt... i forgot * pt 4 * patch * More test fixes * optimization!!! * the REAL hand system * fix RetractableItemActionSystem.cs oversight * the review * test * remove test usage of body prototype * Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * hellcode * hellcode 2 * Minor cleanup * test * Chasing the last of the bugs * changes --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
137 lines
4.8 KiB
C#
137 lines
4.8 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Examine;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Popups;
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using Robust.Shared.Timing;
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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] private readonly SharedCombatModeSystem _combatMode = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedSpaceNinjaSystem _ninja = 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, ToggleClothingCheckEvent>(OnToggleCheck);
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SubscribeLocalEvent<NinjaGlovesComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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SubscribeLocalEvent<NinjaGlovesComponent, ItemToggledEvent>(OnToggled);
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SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
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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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private void DisableGloves(Entity<NinjaGlovesComponent> ent)
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{
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var (uid, comp) = ent;
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// already disabled?
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if (comp.User is not {} user)
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return;
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comp.User = null;
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Dirty(uid, comp);
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foreach (var ability in comp.Abilities)
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{
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EntityManager.RemoveComponents(user, ability.Components);
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}
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}
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/// <summary>
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/// Adds the toggle action when equipped by a ninja only.
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/// </summary>
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private void OnToggleCheck(Entity<NinjaGlovesComponent> ent, ref ToggleClothingCheckEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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args.Cancelled = true;
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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(Entity<NinjaGlovesComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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var on = _toggle.IsActivated(ent.Owner) ? "on" : "off";
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args.PushText(Loc.GetString($"ninja-gloves-examine-{on}"));
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}
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private void OnActivateAttempt(Entity<NinjaGlovesComponent> ent, ref ItemToggleActivateAttemptEvent args)
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{
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if (args.User is not {} user
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|| !_ninja.NinjaQuery.TryComp(user, out var ninja)
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// need to wear suit to enable gloves
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|| !HasComp<NinjaSuitComponent>(ninja.Suit))
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{
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args.Cancelled = true;
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args.Popup = Loc.GetString("ninja-gloves-not-wearing-suit");
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return;
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}
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}
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private void OnToggled(Entity<NinjaGlovesComponent> ent, ref ItemToggledEvent args)
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{
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if ((args.User ?? ent.Comp.User) is not {} user)
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return;
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var message = Loc.GetString(args.Activated ? "ninja-gloves-on" : "ninja-gloves-off");
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_popup.PopupClient(message, user, user);
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if (args.Activated && _ninja.NinjaQuery.TryComp(user, out var ninja))
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EnableGloves(ent, (user, ninja));
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else
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DisableGloves(ent);
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}
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protected virtual void EnableGloves(Entity<NinjaGlovesComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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var (uid, comp) = ent;
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comp.User = user;
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Dirty(uid, comp);
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_ninja.AssignGloves(user, uid);
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// yeah this is just ComponentToggler but with objective checking
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foreach (var ability in comp.Abilities)
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{
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// can't predict the objective related abilities
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if (ability.Objective == null)
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EntityManager.AddComponents(user, ability.Components);
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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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&& _hands.GetActiveItem(uid) == null
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&& _interaction.InRangeUnobstructed(uid, target);
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}
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}
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