Files
tbd-station-14/Content.Server/GameObjects/Components/Items/RCD/RCDComponent.cs
DrSmugleaf 8f9ed2f562 Replace usages of ISharedNotifyManager and IServerNotifyManager with extension methods (#1965)
* Replace usages of ISharedNotifyManager and IServerNotifyManager with extension methods

* Remove redundant code
2020-09-01 12:34:53 +02:00

239 lines
10 KiB
C#

using System;
using System.Threading;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Maps;
using Content.Shared.Utility;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Items.RCD
{
[RegisterComponent]
public class RCDComponent : Component, IAfterInteract, IUse, IExamine
{
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
public override string Name => "RCD";
private RcdMode _mode = 0; //What mode are we on? Can be floors, walls, deconstruct.
private readonly RcdMode[] _modes = (RcdMode[]) Enum.GetValues(typeof(RcdMode));
[ViewVariables(VVAccess.ReadWrite)] public int maxAmmo;
public int _ammo; //How much "ammo" we have left. You can refill this with RCD ammo.
[ViewVariables(VVAccess.ReadWrite)] private float _delay;
private DoAfterSystem doAfterSystem;
///Enum to store the different mode states for clarity.
private enum RcdMode
{
Floors,
Walls,
Airlock,
Deconstruct
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref maxAmmo, "maxAmmo", 5);
serializer.DataField(ref _delay, "delay", 2f);
}
public override void Initialize()
{
base.Initialize();
_ammo = maxAmmo;
doAfterSystem = EntitySystem.Get<DoAfterSystem>();
}
///<summary>
/// Method called when the RCD is clicked in-hand, this will cycle the RCD mode.
///</summary>
public bool UseEntity(UseEntityEventArgs eventArgs)
{
SwapMode(eventArgs);
return true;
}
///<summary>
///Method to allow the user to swap the mode of the RCD by clicking it in hand, the actual in hand clicking bit is done over on UseEntity()
///@param UseEntityEventArgs = The entity which triggered this method call, used to know where to play the "click" sound.
///</summary>
public void SwapMode(UseEntityEventArgs eventArgs)
{
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/genhit.ogg", Owner);
int mode = (int) _mode; //Firstly, cast our RCDmode mode to an int (enums are backed by ints anyway by default)
mode = (++mode) % _modes.Length; //Then, do a rollover on the value so it doesnt hit an invalid state
_mode = (RcdMode) mode; //Finally, cast the newly acquired int mode to an RCDmode so we can use it.
Owner.PopupMessage(eventArgs.User, Loc.GetString("The RCD is now set to {0} mode.", _mode)); //Prints an overhead message above the RCD
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
message.AddMarkup(Loc.GetString("It's currently on {0} mode, and holds {1} charges.",_mode.ToString(), _ammo));
}
public async void AfterInteract(AfterInteractEventArgs eventArgs)
{
//No changing mode mid-RCD
var startingMode = _mode;
var mapGrid = _mapManager.GetGrid(eventArgs.ClickLocation.GridID);
var tile = mapGrid.GetTileRef(eventArgs.ClickLocation);
var snapPos = mapGrid.SnapGridCellFor(eventArgs.ClickLocation, SnapGridOffset.Center);
//Using an RCD isn't instantaneous
var cancelToken = new CancellationTokenSource();
var doAfterEventArgs = new DoAfterEventArgs(eventArgs.User, _delay, cancelToken.Token, eventArgs.Target)
{
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true,
ExtraCheck = () => IsRCDStillValid(eventArgs, mapGrid, tile, snapPos, startingMode) //All of the sanity checks are here
};
var result = await doAfterSystem.DoAfter(doAfterEventArgs);
if (result == DoAfterStatus.Cancelled)
{
return;
}
switch (_mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
mapGrid.SetTile(eventArgs.ClickLocation, new Tile(_tileDefinitionManager["floor_steel"].TileId));
break;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (!tile.IsBlockedTurf(true)) //Delete the turf
{
mapGrid.SetTile(snapPos, Tile.Empty);
}
else //Delete what the user targeted
{
eventArgs.Target.Delete();
}
break;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
var ent = _serverEntityManager.SpawnEntity("solid_wall", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
break;
case RcdMode.Airlock:
var airlock = _serverEntityManager.SpawnEntity("Airlock", mapGrid.GridTileToLocal(snapPos));
airlock.Transform.LocalRotation = Owner.Transform.LocalRotation; //Now apply icon smoothing.
break;
default:
return; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
_entitySystemManager.GetEntitySystem<AudioSystem>().PlayFromEntity("/Audio/Items/deconstruct.ogg", Owner);
_ammo--;
}
private bool IsRCDStillValid(AfterInteractEventArgs eventArgs, IMapGrid mapGrid, TileRef tile, MapIndices snapPos, RcdMode startingMode)
{
//Less expensive checks first. Failing those ones, we need to check that the tile isn't obstructed.
if (_ammo <= 0)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("The RCD is out of ammo!"));
return false;
}
if (_mode != startingMode)
{
return false;
}
var coordinates = mapGrid.GridTileToLocal(tile.GridIndices);
if (coordinates == GridCoordinates.InvalidGrid || !eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
{
return false;
}
switch (_mode)
{
//Floor mode just needs the tile to be a space tile (subFloor)
case RcdMode.Floors:
if (!tile.Tile.IsEmpty)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can only build a floor on space!"));
return false;
}
return true;
//We don't want to place a space tile on something that's already a space tile. Let's do the inverse of the last check.
case RcdMode.Deconstruct:
if (tile.Tile.IsEmpty)
{
return false;
}
//They tried to decon a turf but the turf is blocked
if (eventArgs.Target == null && tile.IsBlockedTurf(true))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
return false;
}
//They tried to decon a non-turf but it's not in the whitelist
if (eventArgs.Target != null && !eventArgs.Target.TryGetComponent(out RCDDeconstructWhitelist rcd_decon))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can't deconstruct that!"));
return false;
}
return true;
//Walls are a special behaviour, and require us to build a new object with a transform rather than setting a grid tile, thus we early return to avoid the tile set code.
case RcdMode.Walls:
if (tile.Tile.IsEmpty)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You cannot build a wall on space!"));
return false;
}
if (tile.IsBlockedTurf(true))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
return false;
}
return true;
case RcdMode.Airlock:
if (tile.Tile.IsEmpty)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Cannot build an airlock on space!"));
return false;
}
if (tile.IsBlockedTurf(true))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("That tile is obstructed!"));
return false;
}
return true;
default:
return false; //I don't know why this would happen, but sure I guess. Get out of here invalid state!
}
}
}
}