Files
tbd-station-14/Content.Server/Ame/EntitySystems/AmeControllerSystem.cs
metalgearsloth 5896e68752 Content update for UI prediction (#27214)
* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
2024-04-26 18:16:24 +10:00

384 lines
15 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Administration.Managers;
using Content.Server.Ame.Components;
using Content.Server.Chat.Managers;
using Content.Server.NodeContainer;
using Content.Server.Power.Components;
using Content.Shared.Ame.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Database;
using Content.Shared.Mind.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Ame.EntitySystems;
public sealed class AmeControllerSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AmeControllerComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<AmeControllerComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<AmeControllerComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<AmeControllerComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<AmeControllerComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<AmeControllerComponent, UiButtonPressedMessage>(OnUiButtonPressed);
}
private void OnInit(EntityUid uid, AmeControllerComponent component, ComponentInit args)
{
_itemSlots.AddItemSlot(uid, SharedAmeControllerComponent.FuelSlotId, component.FuelSlot);
UpdateUi(uid, component);
}
public override void Update(float frameTime)
{
var curTime = _gameTiming.CurTime;
var query = EntityQueryEnumerator<AmeControllerComponent, NodeContainerComponent>();
while (query.MoveNext(out var uid, out var controller, out var nodes))
{
if (controller.NextUpdate <= curTime)
UpdateController(uid, curTime, controller, nodes);
else if (controller.NextUIUpdate <= curTime)
UpdateUi(uid, controller);
}
}
private void OnRemove(EntityUid uid, AmeControllerComponent component, ComponentRemove args)
{
_itemSlots.RemoveItemSlot(uid, component.FuelSlot);
}
private void OnItemSlotChanged(EntityUid uid, AmeControllerComponent component, ContainerModifiedMessage args)
{
if (!component.Initialized)
return;
if (args.Container.ID != component.FuelSlot.ID)
return;
UpdateUi(uid, component);
}
private void UpdateController(EntityUid uid, TimeSpan curTime, AmeControllerComponent? controller = null, NodeContainerComponent? nodes = null)
{
if (!Resolve(uid, ref controller))
return;
controller.LastUpdate = curTime;
controller.NextUpdate = curTime + controller.UpdatePeriod;
// update the UI regardless of other factors to update the power readings
UpdateUi(uid, controller);
if (!controller.Injecting)
return;
if (!TryGetAMENodeGroup(uid, out var group, nodes))
return;
if (TryComp<AmeFuelContainerComponent>(controller.FuelSlot.Item, out var fuelContainer))
{
// if the jar is empty shut down the AME
if (fuelContainer.FuelAmount <= 0)
{
SetInjecting(uid, false, null, controller);
}
else
{
var availableInject = Math.Min(controller.InjectionAmount, fuelContainer.FuelAmount);
var powerOutput = group.InjectFuel(availableInject, out var overloading);
if (TryComp<PowerSupplierComponent>(uid, out var powerOutlet))
powerOutlet.MaxSupply = powerOutput;
fuelContainer.FuelAmount -= availableInject;
// only play audio if we actually had an injection
if (availableInject > 0)
_audioSystem.PlayPvs(controller.InjectSound, uid, AudioParams.Default.WithVolume(overloading ? 10f : 0f));
UpdateUi(uid, controller);
}
}
controller.Stability = group.GetTotalStability();
group.UpdateCoreVisuals();
UpdateDisplay(uid, controller.Stability, controller);
if (controller.Stability <= 0)
group.ExplodeCores();
}
public void UpdateUi(EntityUid uid, AmeControllerComponent? controller = null)
{
if (!Resolve(uid, ref controller))
return;
if (!_userInterfaceSystem.HasUi(uid, AmeControllerUiKey.Key))
return;
var state = GetUiState(uid, controller);
_userInterfaceSystem.SetUiState(uid, AmeControllerUiKey.Key, state);
controller.NextUIUpdate = _gameTiming.CurTime + controller.UpdateUIPeriod;
}
private AmeControllerBoundUserInterfaceState GetUiState(EntityUid uid, AmeControllerComponent controller)
{
var powered = !TryComp<ApcPowerReceiverComponent>(uid, out var powerSource) || powerSource.Powered;
var coreCount = 0;
// how much power can be produced at the current settings, in kW
// we don't use max. here since this is what is set in the Controller, not what the AME is actually producing
float targetedPowerSupply = 0;
if (TryGetAMENodeGroup(uid, out var group))
{
coreCount = group.CoreCount;
targetedPowerSupply = group.CalculatePower(controller.InjectionAmount, group.CoreCount) / 1000;
}
// set current power statistics in kW
float currentPowerSupply = 0;
if (TryComp<PowerSupplierComponent>(uid, out var powerOutlet) && coreCount > 0)
{
currentPowerSupply = powerOutlet.CurrentSupply / 1000;
}
var fuelContainerInSlot = controller.FuelSlot.Item;
var hasFuelContainerInSlot = Exists(fuelContainerInSlot);
if (!hasFuelContainerInSlot || !TryComp<AmeFuelContainerComponent>(fuelContainerInSlot, out var fuelContainer))
return new AmeControllerBoundUserInterfaceState(powered,
IsMasterController(uid),
false,
hasFuelContainerInSlot,
0,
controller.InjectionAmount,
coreCount,
currentPowerSupply,
targetedPowerSupply);
return new AmeControllerBoundUserInterfaceState(powered,
IsMasterController(uid),
controller.Injecting,
hasFuelContainerInSlot,
fuelContainer.FuelAmount,
controller.InjectionAmount,
coreCount,
currentPowerSupply,
targetedPowerSupply);
}
private bool IsMasterController(EntityUid uid)
{
return TryGetAMENodeGroup(uid, out var group) && group.MasterController == uid;
}
private bool TryGetAMENodeGroup(EntityUid uid, [MaybeNullWhen(false)] out AmeNodeGroup group, NodeContainerComponent? nodes = null)
{
if (!Resolve(uid, ref nodes))
{
group = null;
return false;
}
group = nodes.Nodes.Values
.Select(node => node.NodeGroup)
.OfType<AmeNodeGroup>()
.FirstOrDefault();
return group != null;
}
public void TryEject(EntityUid uid, EntityUid? user = null, AmeControllerComponent? controller = null)
{
if (!Resolve(uid, ref controller))
return;
if (controller.Injecting)
return;
if (!Exists(controller.FuelSlot.Item))
return;
_itemSlots.TryEjectToHands(uid, controller.FuelSlot, user);
UpdateUi(uid, controller);
}
public void SetInjecting(EntityUid uid, bool value, EntityUid? user = null, AmeControllerComponent? controller = null)
{
if (!Resolve(uid, ref controller))
return;
if (controller.Injecting == value)
return;
controller.Injecting = value;
UpdateDisplay(uid, controller.Stability, controller);
if (!value && TryComp<PowerSupplierComponent>(uid, out var powerOut))
powerOut.MaxSupply = 0;
UpdateUi(uid, controller);
_itemSlots.SetLock(uid, controller.FuelSlot, value);
// Logging
if (!HasComp<MindContainerComponent>(user))
return;
var humanReadableState = value ? "Inject" : "Not inject";
_adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{EntityManager.ToPrettyString(user.Value):player} has set the AME to {humanReadableState}");
}
public void ToggleInjecting(EntityUid uid, EntityUid? user = null, AmeControllerComponent? controller = null)
{
if (!Resolve(uid, ref controller))
return;
SetInjecting(uid, !controller.Injecting, user, controller);
}
public void SetInjectionAmount(EntityUid uid, int value, EntityUid? user = null, AmeControllerComponent? controller = null)
{
if (!Resolve(uid, ref controller))
return;
if (controller.InjectionAmount == value)
return;
var oldValue = controller.InjectionAmount;
controller.InjectionAmount = value;
UpdateUi(uid, controller);
// Logging
if (!TryComp<MindContainerComponent>(user, out var mindContainer))
return;
var humanReadableState = controller.Injecting ? "Inject" : "Not inject";
_adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{EntityManager.ToPrettyString(user.Value):player} has set the AME to inject {controller.InjectionAmount} while set to {humanReadableState}");
// Admin alert
var safeLimit = 0;
if (TryGetAMENodeGroup(uid, out var group))
safeLimit = group.CoreCount * 2;
if (oldValue <= safeLimit && value > safeLimit)
{
if (_gameTiming.CurTime > controller.EffectCooldown)
{
_chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}");
_audioSystem.PlayGlobal("/Audio/Misc/adminlarm.ogg",
Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false, AudioParams.Default.WithVolume(-8f));
controller.EffectCooldown = _gameTiming.CurTime + controller.CooldownDuration;
}
}
}
public void AdjustInjectionAmount(EntityUid uid, int delta, int min = 0, int max = int.MaxValue, EntityUid? user = null, AmeControllerComponent? controller = null)
{
if (Resolve(uid, ref controller))
SetInjectionAmount(uid, MathHelper.Clamp(controller.InjectionAmount + delta, min, max), user, controller);
}
private void UpdateDisplay(EntityUid uid, int stability, AmeControllerComponent? controller = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref controller, ref appearance))
return;
var ameControllerState = stability switch
{
< 10 => AmeControllerState.Fuck,
< 50 => AmeControllerState.Critical,
< 80 => AmeControllerState.Warning,
_ => AmeControllerState.On,
};
if (!controller.Injecting)
ameControllerState = AmeControllerState.Off;
_appearanceSystem.SetData(
uid,
AmeControllerVisuals.DisplayState,
ameControllerState,
appearance
);
}
private void OnPowerChanged(EntityUid uid, AmeControllerComponent comp, ref PowerChangedEvent args)
{
UpdateUi(uid, comp);
}
private void OnUiButtonPressed(EntityUid uid, AmeControllerComponent comp, UiButtonPressedMessage msg)
{
var user = msg.Actor;
if (!Exists(user))
return;
var needsPower = msg.Button switch
{
UiButton.Eject => false,
_ => true,
};
if (!PlayerCanUseController(uid, user, needsPower, comp))
return;
_audioSystem.PlayPvs(comp.ClickSound, uid, AudioParams.Default.WithVolume(-2f));
switch (msg.Button)
{
case UiButton.Eject:
TryEject(uid, user: user, controller: comp);
break;
case UiButton.ToggleInjection:
ToggleInjecting(uid, user: user, controller: comp);
break;
case UiButton.IncreaseFuel:
AdjustInjectionAmount(uid, +2, user: user, controller: comp);
break;
case UiButton.DecreaseFuel:
AdjustInjectionAmount(uid, -2, user: user, controller: comp);
break;
}
if (TryGetAMENodeGroup(uid, out var group))
group.UpdateCoreVisuals();
UpdateUi(uid, comp);
}
/// <summary>
/// Checks whether the player entity is able to use the controller.
/// </summary>
/// <param name="playerEntity">The player entity.</param>
/// <returns>Returns true if the entity can use the controller, and false if it cannot.</returns>
private bool PlayerCanUseController(EntityUid uid, EntityUid playerEntity, bool needsPower = true, AmeControllerComponent? controller = null)
{
if (!Resolve(uid, ref controller))
return false;
//Need player entity to check if they are still able to use the dispenser
if (!Exists(playerEntity))
return false;
//Check if device is powered
if (needsPower && TryComp<ApcPowerReceiverComponent>(uid, out var powerSource) && !powerSource.Powered)
return false;
return true;
}
}