Files
tbd-station-14/Content.Shared/Item/ItemToggle/SharedItemToggleSystem.cs
Leon Friedrich 8a6879bb1b Misc ItemToggleSystem changes (#26489)
* Minor ItemToggleSystem tweaks

* Update visuals on startup

* Remove SetIgnited

* Misc toggle fixes

* Update ItemToggleHotComponent.cs
2024-03-28 15:05:04 +11:00

259 lines
8.7 KiB
C#

using Content.Shared.Interaction.Events;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Popups;
using Content.Shared.Temperature;
using Content.Shared.Toggleable;
using Content.Shared.Wieldable;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
namespace Content.Shared.Item.ItemToggle;
/// <summary>
/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
/// </summary>
/// <remarks>
/// If you need extended functionality (e.g. requiring power) then add a new component and use events.
/// </remarks>
public abstract class SharedItemToggleSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ItemToggleComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ItemToggleComponent, ItemUnwieldedEvent>(TurnOffonUnwielded);
SubscribeLocalEvent<ItemToggleComponent, ItemWieldedEvent>(TurnOnonWielded);
SubscribeLocalEvent<ItemToggleComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ItemToggleHotComponent, IsHotEvent>(OnIsHotEvent);
SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggledEvent>(UpdateActiveSound);
}
private void OnStartup(Entity<ItemToggleComponent> ent, ref ComponentStartup args)
{
UpdateVisuals(ent);
}
private void OnUseInHand(EntityUid uid, ItemToggleComponent itemToggle, UseInHandEvent args)
{
if (args.Handled)
return;
args.Handled = true;
Toggle(uid, args.User, predicted: itemToggle.Predictable, itemToggle: itemToggle);
}
/// <summary>
/// Used when an item is attempted to be toggled.
/// </summary>
public void Toggle(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
{
if (!Resolve(uid, ref itemToggle))
return;
if (itemToggle.Activated)
{
TryDeactivate(uid, user, itemToggle: itemToggle, predicted: predicted);
}
else
{
TryActivate(uid, user, itemToggle: itemToggle, predicted: predicted);
}
}
/// <summary>
/// Used when an item is attempting to be activated. It returns false if the attempt fails any reason, interrupting the activation.
/// </summary>
public bool TryActivate(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
{
if (!Resolve(uid, ref itemToggle))
return false;
if (itemToggle.Activated)
return true;
if (!itemToggle.Predictable && _netManager.IsClient)
return true;
var attempt = new ItemToggleActivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (attempt.Cancelled)
{
if (predicted)
_audio.PlayPredicted(itemToggle.SoundFailToActivate, uid, user);
else
_audio.PlayPvs(itemToggle.SoundFailToActivate, uid);
if (attempt.Popup != null && user != null)
{
if (predicted)
_popup.PopupClient(attempt.Popup, uid, user.Value);
else
_popup.PopupEntity(attempt.Popup, uid, user.Value);
}
return false;
}
Activate(uid, itemToggle, predicted, user);
return true;
}
/// <summary>
/// Used when an item is attempting to be deactivated. It returns false if the attempt fails any reason, interrupting the deactivation.
/// </summary>
public bool TryDeactivate(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
{
if (!Resolve(uid, ref itemToggle))
return false;
if (!itemToggle.Predictable && _netManager.IsClient)
return true;
if (!itemToggle.Activated)
return true;
var attempt = new ItemToggleDeactivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (attempt.Cancelled)
{
return false;
}
Deactivate(uid, itemToggle, predicted, user);
return true;
}
private void Activate(EntityUid uid, ItemToggleComponent itemToggle, bool predicted, EntityUid? user = null)
{
// TODO: Fix this hardcoding
TryComp(uid, out AppearanceComponent? appearance);
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, true, appearance);
_appearance.SetData(uid, ToggleVisuals.Toggled, true, appearance);
if (_light.TryGetLight(uid, out var light))
{
_light.SetEnabled(uid, true, light);
}
var soundToPlay = itemToggle.SoundActivate;
if (predicted)
_audio.PlayPredicted(soundToPlay, uid, user);
else
_audio.PlayPvs(soundToPlay, uid);
// END FIX HARDCODING
var toggleUsed = new ItemToggledEvent(predicted, Activated: true, user);
RaiseLocalEvent(uid, ref toggleUsed);
itemToggle.Activated = true;
UpdateVisuals((uid, itemToggle));
Dirty(uid, itemToggle);
}
/// <summary>
/// Used to make the actual changes to the item's components on deactivation.
/// </summary>
private void Deactivate(EntityUid uid, ItemToggleComponent itemToggle, bool predicted, EntityUid? user = null)
{
var soundToPlay = itemToggle.SoundDeactivate;
if (predicted)
_audio.PlayPredicted(soundToPlay, uid, user);
else
_audio.PlayPvs(soundToPlay, uid);
// END FIX HARDCODING
var toggleUsed = new ItemToggledEvent(predicted, Activated: false, user);
RaiseLocalEvent(uid, ref toggleUsed);
itemToggle.Activated = false;
UpdateVisuals((uid, itemToggle));
Dirty(uid, itemToggle);
}
private void UpdateVisuals(Entity<ItemToggleComponent> ent)
{
if (TryComp(ent, out AppearanceComponent? appearance))
{
_appearance.SetData(ent, ToggleVisuals.Toggled, ent.Comp.Activated, appearance);
if (ent.Comp.ToggleLight)
_appearance.SetData(ent, ToggleableLightVisuals.Enabled, ent.Comp.Activated, appearance);
}
if (!ent.Comp.ToggleLight)
return;
if (_light.TryGetLight(ent, out var light))
_light.SetEnabled(ent, ent.Comp.Activated, light);
}
/// <summary>
/// Used for items that require to be wielded in both hands to activate. For instance the dual energy sword will turn off if not wielded.
/// </summary>
private void TurnOffonUnwielded(EntityUid uid, ItemToggleComponent itemToggle, ItemUnwieldedEvent args)
{
if (itemToggle.Activated)
TryDeactivate(uid, args.User, itemToggle: itemToggle);
}
/// <summary>
/// Wieldable items will automatically turn on when wielded.
/// </summary>
private void TurnOnonWielded(EntityUid uid, ItemToggleComponent itemToggle, ref ItemWieldedEvent args)
{
if (!itemToggle.Activated)
TryActivate(uid, itemToggle: itemToggle);
}
public bool IsActivated(EntityUid uid, ItemToggleComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return true; // assume always activated if no component
return comp.Activated;
}
/// <summary>
/// Used to make the item hot when activated.
/// </summary>
private void OnIsHotEvent(EntityUid uid, ItemToggleHotComponent itemToggleHot, IsHotEvent args)
{
args.IsHot |= IsActivated(uid);
}
/// <summary>
/// Used to update the looping active sound linked to the entity.
/// </summary>
private void UpdateActiveSound(EntityUid uid, ItemToggleActiveSoundComponent activeSound, ref ItemToggledEvent args)
{
if (args.Activated)
{
if (activeSound.ActiveSound != null && activeSound.PlayingStream == null)
{
if (args.Predicted)
activeSound.PlayingStream = _audio.PlayPredicted(activeSound.ActiveSound, uid, args.User, AudioParams.Default.WithLoop(true)).Value.Entity;
else
activeSound.PlayingStream = _audio.PlayPvs(activeSound.ActiveSound, uid, AudioParams.Default.WithLoop(true)).Value.Entity;
}
}
else
{
activeSound.PlayingStream = _audio.Stop(activeSound.PlayingStream);
}
}
}