Files
tbd-station-14/Content.Server/Tools/Components/ToolComponent.cs

103 lines
3.1 KiB
C#

using System;
using System.Threading.Tasks;
using Content.Server.DoAfter;
using Content.Shared.ActionBlocker;
using Content.Shared.Audio;
using Content.Shared.Interaction.Events;
using Content.Shared.Sound;
using Content.Shared.Tool;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Tools.Components
{
public interface IToolComponent
{
ToolQuality Qualities { get; set; }
}
[RegisterComponent]
[ComponentReference(typeof(IToolComponent))]
public class ToolComponent : SharedToolComponent, IToolComponent
{
[DataField("qualities")]
protected ToolQuality _qualities = ToolQuality.None;
[ViewVariables]
public override ToolQuality Qualities
{
get => _qualities;
set
{
_qualities = value;
Dirty();
}
}
/// <summary>
/// For tool interactions that have a delay before action this will modify the rate, time to wait is divided by this value
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speed")]
public float SpeedModifier { get; set; } = 1;
[DataField("useSound", required: true)]
public SoundSpecifier UseSound { get; set; } = default!;
public void AddQuality(ToolQuality quality)
{
_qualities |= quality;
Dirty();
}
public void RemoveQuality(ToolQuality quality)
{
_qualities &= ~quality;
Dirty();
}
public bool HasQuality(ToolQuality quality)
{
return _qualities.HasFlag(quality);
}
public virtual async Task<bool> UseTool(IEntity user, IEntity? target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool>? doAfterCheck = null)
{
if (!HasQuality(toolQualityNeeded) || !EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
return false;
if (doAfterDelay > 0f)
{
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
var doAfterArgs = new DoAfterEventArgs(user, doAfterDelay / SpeedModifier, default, target)
{
ExtraCheck = doAfterCheck,
BreakOnDamage = false, // TODO: Change this to true once breathing is fixed.
BreakOnStun = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
};
var result = await doAfterSystem.WaitDoAfter(doAfterArgs);
if (result == DoAfterStatus.Cancelled)
return false;
}
PlayUseSound();
return true;
}
public void PlayUseSound(float volume = -5f)
{
SoundSystem.Play(Filter.Pvs(Owner), UseSound.GetSound(), Owner, AudioHelpers.WithVariation(0.15f).WithVolume(volume));
}
}
}