* 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
310 lines
11 KiB
C#
310 lines
11 KiB
C#
using Content.Server.Gateway.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.UserInterface;
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using Content.Shared.Access.Systems;
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using Content.Shared.Gateway;
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using Content.Shared.Popups;
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using Content.Shared.Teleportation.Components;
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using Content.Shared.Teleportation.Systems;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Gateway.Systems;
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public sealed class GatewaySystem : EntitySystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly LinkedEntitySystem _linkedEntity = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly StationSystem _stations = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GatewayComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<GatewayComponent, ActivatableUIOpenAttemptEvent>(OnGatewayOpenAttempt);
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SubscribeLocalEvent<GatewayComponent, BoundUIOpenedEvent>(UpdateUserInterface);
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SubscribeLocalEvent<GatewayComponent, GatewayOpenPortalMessage>(OnOpenPortal);
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}
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public void SetEnabled(EntityUid uid, bool value, GatewayComponent? component = null)
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{
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if (!Resolve(uid, ref component) || component.Enabled == value)
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return;
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component.Enabled = value;
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UpdateAllGateways();
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}
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private void OnStartup(EntityUid uid, GatewayComponent comp, ComponentStartup args)
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{
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// no need to update ui since its just been created, just do portal
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UpdateAppearance(uid);
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}
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private void OnGatewayOpenAttempt(EntityUid uid, GatewayComponent component, ref ActivatableUIOpenAttemptEvent args)
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{
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if (!component.Enabled || !component.Interactable)
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args.Cancel();
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}
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private void UpdateUserInterface<T>(EntityUid uid, GatewayComponent comp, T args)
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{
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UpdateUserInterface(uid, comp);
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}
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public void UpdateAllGateways()
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{
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var query = AllEntityQuery<GatewayComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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{
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UpdateUserInterface(uid, comp, xform);
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}
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}
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private void UpdateUserInterface(EntityUid uid, GatewayComponent comp, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref xform))
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return;
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var destinations = new List<GatewayDestinationData>();
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var query = AllEntityQuery<GatewayComponent, TransformComponent>();
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var nextUnlock = TimeSpan.Zero;
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var unlockTime = TimeSpan.Zero;
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// Next unlock is based off of:
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// - Our station's unlock timer (if we have a station)
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// - If our map is a generated destination then use the generator that made it
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if (TryComp(_stations.GetOwningStation(uid), out GatewayGeneratorComponent? generatorComp) ||
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(TryComp(xform.MapUid, out GatewayGeneratorDestinationComponent? generatorDestination) &&
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TryComp(generatorDestination.Generator, out generatorComp)))
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{
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nextUnlock = generatorComp.NextUnlock;
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unlockTime = generatorComp.UnlockCooldown;
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}
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while (query.MoveNext(out var destUid, out var dest, out var destXform))
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{
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if (!dest.Enabled || destUid == uid)
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continue;
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// Show destination if either no destination comp on the map or it's ours.
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TryComp<GatewayGeneratorDestinationComponent>(destXform.MapUid, out var gatewayDestination);
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destinations.Add(new GatewayDestinationData()
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{
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Entity = GetNetEntity(destUid),
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// Fallback to grid's ID if applicable.
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Name = dest.Name.IsEmpty && destXform.GridUid != null ? FormattedMessage.FromUnformatted(MetaData(destXform.GridUid.Value).EntityName) : dest.Name ,
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Portal = HasComp<PortalComponent>(destUid),
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// If NextUnlock < CurTime it's unlocked, however
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// we'll always send the client if it's locked
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// It can just infer unlock times locally and not have to worry about it here.
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Locked = gatewayDestination != null && gatewayDestination.Locked
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});
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}
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_linkedEntity.GetLink(uid, out var current);
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var state = new GatewayBoundUserInterfaceState(
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destinations,
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GetNetEntity(current),
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comp.NextReady,
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comp.Cooldown,
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nextUnlock,
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unlockTime
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);
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_ui.SetUiState(uid, GatewayUiKey.Key, state);
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}
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private void UpdateAppearance(EntityUid uid)
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{
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_appearance.SetData(uid, GatewayVisuals.Active, HasComp<PortalComponent>(uid));
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}
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private void OnOpenPortal(EntityUid uid, GatewayComponent comp, GatewayOpenPortalMessage args)
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{
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if (GetNetEntity(uid) == args.Destination ||
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!comp.Enabled || !comp.Interactable)
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{
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return;
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}
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// if the gateway has an access reader check it before allowing opening
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var user = args.Actor;
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if (CheckAccess(user, uid, comp))
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return;
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// can't link if portal is already open on either side, the destination is invalid or on cooldown
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var desto = GetEntity(args.Destination);
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// If it's already open / not enabled / we're not ready DENY.
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if (!TryComp<GatewayComponent>(desto, out var dest) ||
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!dest.Enabled ||
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_timing.CurTime < _metadata.GetPauseTime(uid) + comp.NextReady)
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{
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return;
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}
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// TODO: admin log???
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ClosePortal(uid, comp, false);
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OpenPortal(uid, comp, desto, dest);
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}
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private void OpenPortal(EntityUid uid, GatewayComponent comp, EntityUid dest, GatewayComponent destComp, TransformComponent? destXform = null)
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{
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if (!Resolve(dest, ref destXform) || destXform.MapUid == null)
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return;
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var ev = new AttemptGatewayOpenEvent(destXform.MapUid.Value, dest);
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RaiseLocalEvent(destXform.MapUid.Value, ref ev);
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if (ev.Cancelled)
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return;
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_linkedEntity.OneWayLink(uid, dest);
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var sourcePortal = EnsureComp<PortalComponent>(uid);
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var targetPortal = EnsureComp<PortalComponent>(dest);
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sourcePortal.CanTeleportToOtherMaps = true;
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targetPortal.CanTeleportToOtherMaps = true;
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sourcePortal.RandomTeleport = false;
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targetPortal.RandomTeleport = false;
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var openEv = new GatewayOpenEvent(destXform.MapUid.Value, dest);
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RaiseLocalEvent(destXform.MapUid.Value, ref openEv);
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// for ui
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comp.NextReady = _timing.CurTime + comp.Cooldown;
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_audio.PlayPvs(comp.OpenSound, uid);
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_audio.PlayPvs(comp.OpenSound, dest);
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UpdateUserInterface(uid, comp);
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UpdateAppearance(uid);
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UpdateAppearance(dest);
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}
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private void ClosePortal(EntityUid uid, GatewayComponent? comp = null, bool update = true)
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{
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if (!Resolve(uid, ref comp))
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return;
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RemComp<PortalComponent>(uid);
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if (!_linkedEntity.GetLink(uid, out var dest))
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return;
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if (TryComp<GatewayComponent>(dest, out var destComp))
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{
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// portals closed, put it on cooldown and let it eventually be opened again
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destComp.NextReady = _timing.CurTime + destComp.Cooldown;
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}
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_audio.PlayPvs(comp.CloseSound, uid);
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_audio.PlayPvs(comp.CloseSound, dest.Value);
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_linkedEntity.TryUnlink(uid, dest.Value);
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RemComp<PortalComponent>(dest.Value);
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if (update)
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{
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UpdateUserInterface(uid, comp);
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UpdateAppearance(uid);
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UpdateAppearance(dest.Value);
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}
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}
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private void OnDestinationStartup(EntityUid uid, GatewayComponent comp, ComponentStartup args)
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{
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var query = AllEntityQuery<GatewayComponent>();
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while (query.MoveNext(out var gatewayUid, out var gateway))
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{
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UpdateUserInterface(gatewayUid, gateway);
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}
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UpdateAppearance(uid);
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}
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private void OnDestinationShutdown(EntityUid uid, GatewayComponent comp, ComponentShutdown args)
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{
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var query = AllEntityQuery<GatewayComponent>();
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while (query.MoveNext(out var gatewayUid, out var gateway))
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{
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UpdateUserInterface(gatewayUid, gateway);
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}
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}
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private void TryClose(EntityUid uid, EntityUid user)
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{
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// portal already closed so cant close it
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if (!_linkedEntity.GetLink(uid, out var source))
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return;
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// not allowed to close it
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if (CheckAccess(user, source.Value))
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return;
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ClosePortal(source.Value);
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}
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/// <summary>
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/// Checks the user's access. Makes popup and plays sound if missing access.
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/// Returns whether access was missing.
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/// </summary>
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private bool CheckAccess(EntityUid user, EntityUid uid, GatewayComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return false;
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if (_accessReader.IsAllowed(user, uid))
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return false;
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_popup.PopupEntity(Loc.GetString("gateway-access-denied"), user);
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_audio.PlayPvs(comp.AccessDeniedSound, uid);
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return true;
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}
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public void SetDestinationName(EntityUid gatewayUid, FormattedMessage gatewayName, GatewayComponent? gatewayComp = null)
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{
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if (!Resolve(gatewayUid, ref gatewayComp))
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return;
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gatewayComp.Name = gatewayName;
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}
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}
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/// <summary>
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/// Raised directed on the target map when a GatewayDestination is attempted to be opened.
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/// </summary>
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[ByRefEvent]
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public record struct AttemptGatewayOpenEvent(EntityUid MapUid, EntityUid GatewayDestinationUid)
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{
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public readonly EntityUid MapUid = MapUid;
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public readonly EntityUid GatewayDestinationUid = GatewayDestinationUid;
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public bool Cancelled = false;
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}
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/// <summary>
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/// Raised directed on the target map when a gateway is opened.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GatewayOpenEvent(EntityUid MapUid, EntityUid GatewayDestinationUid);
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