192 lines
7.0 KiB
C#
192 lines
7.0 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Actions;
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using Content.Shared.Alert;
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using Content.Shared.FixedPoint;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Timing;
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namespace Content.Shared.CombatMode.Pacification;
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public sealed class PacificationSystem : EntitySystem
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{
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PacifiedComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<PacifiedComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<PacifiedComponent, BeforeThrowEvent>(OnBeforeThrow);
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SubscribeLocalEvent<PacifiedComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<PacifiedComponent, ShotAttemptedEvent>(OnShootAttempt);
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SubscribeLocalEvent<PacifismDangerousAttackComponent, AttemptPacifiedAttackEvent>(OnPacifiedDangerousAttack);
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}
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private bool PacifiedCanAttack(EntityUid user, EntityUid target, [NotNullWhen(false)] out string? reason)
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{
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var ev = new AttemptPacifiedAttackEvent(user);
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RaiseLocalEvent(target, ref ev);
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if (ev.Cancelled)
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{
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reason = ev.Reason;
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return false;
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}
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reason = null;
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return true;
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}
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private void ShowPopup(Entity<PacifiedComponent> user, EntityUid target, string reason)
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{
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// Popup logic.
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// Cooldown is needed because the input events for melee/shooting etc. will fire continuously
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if (target == user.Comp.LastAttackedEntity
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&& !(_timing.CurTime > user.Comp.NextPopupTime))
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return;
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_popup.PopupClient(Loc.GetString(reason, ("entity", target)), user, user);
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user.Comp.NextPopupTime = _timing.CurTime + user.Comp.PopupCooldown;
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user.Comp.LastAttackedEntity = target;
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}
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private void OnShootAttempt(Entity<PacifiedComponent> ent, ref ShotAttemptedEvent args)
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{
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// Disallow firing guns in all cases.
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ShowPopup(ent, args.Used, "pacified-cannot-fire-gun");
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args.Cancel();
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}
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private void OnAttackAttempt(EntityUid uid, PacifiedComponent component, AttackAttemptEvent args)
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{
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if (component.DisallowAllCombat || args.Disarm && component.DisallowDisarm)
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{
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args.Cancel();
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return;
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}
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// If it's a disarm, let it go through (unless we disallow them, which is handled earlier)
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if (args.Disarm)
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return;
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// Allow attacking with no target. This should be fine.
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// If it's a wide swing, that will be handled with a later AttackAttemptEvent raise.
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if (args.Target == null)
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return;
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// If we would do zero damage, it should be fine.
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if (args.Weapon != null && args.Weapon.Value.Comp.Damage.GetTotal() == FixedPoint2.Zero)
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return;
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if (PacifiedCanAttack(uid, args.Target.Value, out var reason))
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return;
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ShowPopup((uid, component), args.Target.Value, reason);
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args.Cancel();
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}
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private void OnStartup(EntityUid uid, PacifiedComponent component, ComponentStartup args)
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{
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if (!TryComp<CombatModeComponent>(uid, out var combatMode))
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return;
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if (component.DisallowDisarm && combatMode.CanDisarm != null)
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_combatSystem.SetCanDisarm(uid, false, combatMode);
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if (component.DisallowAllCombat)
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{
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_combatSystem.SetInCombatMode(uid, false, combatMode);
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_actionsSystem.SetEnabled(combatMode.CombatToggleActionEntity, false);
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}
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_alertsSystem.ShowAlert(uid, component.PacifiedAlert);
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}
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private void OnShutdown(EntityUid uid, PacifiedComponent component, ComponentShutdown args)
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{
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if (!TryComp<CombatModeComponent>(uid, out var combatMode))
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return;
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if (combatMode.CanDisarm != null)
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_combatSystem.SetCanDisarm(uid, true, combatMode);
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_actionsSystem.SetEnabled(combatMode.CombatToggleActionEntity, true);
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_alertsSystem.ClearAlert(uid, component.PacifiedAlert);
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}
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private void OnBeforeThrow(Entity<PacifiedComponent> ent, ref BeforeThrowEvent args)
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{
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var thrownItem = args.ItemUid;
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var itemName = Identity.Entity(thrownItem, EntityManager);
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// Raise an AttemptPacifiedThrow event and rely on other systems to check
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// whether the candidate item is OK to throw:
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var ev = new AttemptPacifiedThrowEvent(thrownItem, ent);
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RaiseLocalEvent(thrownItem, ref ev);
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if (!ev.Cancelled)
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return;
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args.Cancelled = true;
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// Tell the player why they can’t throw stuff:
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var cannotThrowMessage = ev.CancelReasonMessageId ?? "pacified-cannot-throw";
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_popup.PopupEntity(Loc.GetString(cannotThrowMessage, ("projectile", itemName)), ent, ent);
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}
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private void OnPacifiedDangerousAttack(Entity<PacifismDangerousAttackComponent> ent, ref AttemptPacifiedAttackEvent args)
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{
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args.Cancelled = true;
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args.Reason = "pacified-cannot-harm-indirect";
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}
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}
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/// <summary>
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/// Raised when a Pacified entity attempts to throw something.
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/// The throw is only permitted if this event is not cancelled.
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/// </summary>
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[ByRefEvent]
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public struct AttemptPacifiedThrowEvent
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{
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public EntityUid ItemUid;
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public EntityUid PlayerUid;
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public AttemptPacifiedThrowEvent(EntityUid itemUid, EntityUid playerUid)
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{
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ItemUid = itemUid;
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PlayerUid = playerUid;
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}
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public bool Cancelled { get; private set; } = false;
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public string? CancelReasonMessageId { get; private set; }
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/// <param name="reasonMessageId">
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/// Localization string ID for the reason this event has been cancelled.
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/// If null, a generic message will be shown to the player.
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/// Note that any supplied localization string MUST accept a '$projectile'
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/// parameter specifying the name of the thrown entity.
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/// </param>
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public void Cancel(string? reasonMessageId = null)
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{
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Cancelled = true;
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CancelReasonMessageId = reasonMessageId;
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}
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}
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/// <summary>
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/// Raised ref directed on an entity when a pacified user is attempting to attack it.
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/// If <see cref="Cancelled"/> is true, don't allow attacking.
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/// <see cref="Reason"/> should be a loc string, if there needs to be special text for why the user isn't able to attack this.
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/// </summary>
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[ByRefEvent]
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public record struct AttemptPacifiedAttackEvent(EntityUid User, bool Cancelled = false, string Reason = "pacified-cannot-harm-directly");
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