Files
tbd-station-14/Content.Shared/Mech/EntitySystems/SharedMechSystem.cs
Nemanja 913e1ee676 Exosuit: Ripley (#12668)
* mechs

* interaction relay

* atmos handling

* fuck around with interaction events

SPAGHETTI CODE OH MY GOD

* more sprites and whatever the hell

* more mech shit

* more shit for equipment

* starting equipment (for nukie mechs and such)

* equipment cycling

* starting with some of the ui

* a fat chunk of ui prototyping

* done tinkering with ui

* a bunch of ui stuff and what have yous

* cleaning up grabber and state handling

* make the ui actually functional + watch me port a million icons

I swear i'll prune the sprites later blease

* start on construction

* construction yo mamma

* remove some unused files

* fix a silly

* make the graph sane

* make it actually constructible.

* print the boards as well, bozo

* rebalance part prices

* eject action

also i appease the russians by remembering to localize

* Punch Shit

* make mech integrity and repairs work

* Make the UI more based

STOMP STOMP STOMP STOMP

* make equipment even more based

* batteries and other such delights

* make the ui look pimpin af

* make the construction mega based

* UI but so epic

* equipment

* some sweat tweaks

* damage rebalancing

* restructure tech

* fix some shit

* mechs inherit access

* make icons actually use sprite specifiers

* TRAILING COMMAA!!!!!

* fix a mild indentation sin

* undo this change because it isn't needed

* actually fix this

* secret webeditting shhhh

* place this tech here

* comments

* foo
2022-12-10 11:05:39 -06:00

464 lines
17 KiB
C#

using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Body.Components;
using Content.Shared.Destructible;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.Equipment.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Mech.EntitySystems;
/// <summary>
/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="SharedMechComponent"/>
/// </summary>
public abstract class SharedMechSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<SharedMechComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<SharedMechComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<MechPilotComponent, ComponentGetState>(OnPilotGetState);
SubscribeLocalEvent<MechPilotComponent, ComponentHandleState>(OnPilotHandleState);
SubscribeLocalEvent<SharedMechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
SubscribeLocalEvent<SharedMechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
SubscribeLocalEvent<SharedMechComponent, InteractNoHandEvent>(RelayInteractionEvent);
SubscribeLocalEvent<SharedMechComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<SharedMechComponent, DestructionEventArgs>(OnDestruction);
SubscribeLocalEvent<SharedMechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
SubscribeLocalEvent<MechPilotComponent, GetMeleeWeaponEvent>(OnGetMeleeWeapon);
SubscribeLocalEvent<MechPilotComponent, CanAttackFromContainerEvent>(OnCanAttackFromContainer);
}
#region State Handling
private void OnGetState(EntityUid uid, SharedMechComponent component, ref ComponentGetState args)
{
args.State = new MechComponentState
{
Integrity = component.Integrity,
MaxIntegrity = component.MaxIntegrity,
Energy = component.Energy,
MaxEnergy = component.MaxEnergy,
CurrentSelectedEquipment = component.CurrentSelectedEquipment,
Broken = component.Broken
};
}
private void OnHandleState(EntityUid uid, SharedMechComponent component, ref ComponentHandleState args)
{
if (args.Current is not MechComponentState state)
return;
component.Integrity = state.Integrity;
component.MaxIntegrity = state.MaxIntegrity;
component.Energy = state.Energy;
component.MaxEnergy = state.MaxEnergy;
component.CurrentSelectedEquipment = state.CurrentSelectedEquipment;
component.Broken = state.Broken;
}
private void OnPilotGetState(EntityUid uid, MechPilotComponent component, ref ComponentGetState args)
{
args.State = new MechPilotComponentState
{
Mech = component.Mech
};
}
private void OnPilotHandleState(EntityUid uid, MechPilotComponent component, ref ComponentHandleState args)
{
if (args.Current is not MechPilotComponentState state)
return;
component.Mech = state.Mech;
}
#endregion
private void OnToggleEquipmentAction(EntityUid uid, SharedMechComponent component, MechToggleEquipmentEvent args)
{
if (args.Handled)
return;
args.Handled = true;
CycleEquipment(uid);
}
private void OnEjectPilotEvent(EntityUid uid, SharedMechComponent component, MechEjectPilotEvent args)
{
if (args.Handled)
return;
args.Handled = true;
TryEject(uid, component);
}
private void RelayInteractionEvent(EntityUid uid, SharedMechComponent component, InteractNoHandEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
if (!_timing.IsFirstTimePredicted)
return;
if (component.CurrentSelectedEquipment != null)
{
RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
}
}
private void OnStartup(EntityUid uid, SharedMechComponent component, ComponentStartup args)
{
component.PilotSlot = _container.EnsureContainer<ContainerSlot>(uid, component.PilotSlotId);
component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
UpdateAppearance(uid, component);
}
private void OnDestruction(EntityUid uid, SharedMechComponent component, DestructionEventArgs args)
{
BreakMech(uid, component);
}
private void OnGetAdditionalAccess(EntityUid uid, SharedMechComponent component, ref GetAdditionalAccessEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
args.Entities.Add(pilot.Value);
_access.FindAccessItemsInventory(pilot.Value, out var items);
args.Entities = args.Entities.Union(items).ToHashSet();
}
private void SetupUser(EntityUid mech, EntityUid pilot, SharedMechComponent? component = null)
{
if (!Resolve(mech, ref component))
return;
var rider = EnsureComp<MechPilotComponent>(pilot);
var relay = EnsureComp<RelayInputMoverComponent>(pilot);
var irelay = EnsureComp<InteractionRelayComponent>(pilot);
_mover.SetRelay(pilot, mech, relay);
_interaction.SetRelay(pilot, mech, irelay);
rider.Mech = mech;
Dirty(rider);
_actions.AddAction(pilot, new InstantAction(_prototype.Index<InstantActionPrototype>(component.MechCycleAction)), mech);
_actions.AddAction(pilot, new InstantAction(_prototype.Index<InstantActionPrototype>(component.MechUiAction)), mech);
_actions.AddAction(pilot, new InstantAction(_prototype.Index<InstantActionPrototype>(component.MechEjectAction)), mech);
}
private void RemoveUser(EntityUid mech, EntityUid pilot)
{
if (!RemComp<MechPilotComponent>(pilot))
return;
RemComp<RelayInputMoverComponent>(pilot);
RemComp<InteractionRelayComponent>(pilot);
_actions.RemoveProvidedActions(pilot, mech);
}
/// <summary>
/// Destroys the mech, removing the user and ejecting all installed equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public virtual void BreakMech(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
TryEject(uid, component);
var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
foreach (var ent in equipment)
{
RemoveEquipment(uid, ent, component, forced: true);
}
component.Broken = true;
UpdateAppearance(uid, component);
}
/// <summary>
/// Cycles through the currently selected equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public void CycleEquipment(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
var equipmentIndex = -1;
if (component.CurrentSelectedEquipment != null)
{
bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
equipmentIndex = allEquipment.FindIndex(StartIndex);
}
equipmentIndex++;
component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
? null
: allEquipment[equipmentIndex];
var popupString = component.CurrentSelectedEquipment != null
? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
: Loc.GetString("mech-equipment-select-none-popup");
if (_timing.IsFirstTimePredicted)
_popup.PopupEntity(popupString, uid, Filter.Pvs(uid));
Dirty(component);
}
/// <summary>
/// Inserts an equipment item into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
public void InsertEquipment(EntityUid uid, EntityUid toInsert, SharedMechComponent? component = null, MechEquipmentComponent? equipmentComponent = null)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toInsert, ref equipmentComponent))
return;
if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
return;
if (component.EquipmentWhitelist != null && !component.EquipmentWhitelist.IsValid(uid))
return;
equipmentComponent.EquipmentOwner = uid;
component.EquipmentContainer.Insert(toInsert, EntityManager);
var ev = new MechEquipmentInsertedEvent(uid);
RaiseLocalEvent(toInsert, ref ev);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Removes an equipment item from a mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toRemove"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
/// <param name="forced">Whether or not the removal can be cancelled</param>
public void RemoveEquipment(EntityUid uid, EntityUid toRemove, SharedMechComponent? component = null, MechEquipmentComponent? equipmentComponent = null, bool forced = false)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toRemove, ref equipmentComponent))
return;
if (!forced)
{
var attemptev = new AttemptRemoveMechEquipmentEvent();
RaiseLocalEvent(toRemove, ref attemptev);
if (attemptev.Cancelled)
return;
}
equipmentComponent.EquipmentOwner = null;
component.EquipmentContainer.Remove(toRemove, EntityManager);
var ev = new MechEquipmentRemovedEvent(uid);
RaiseLocalEvent(toRemove, ref ev);
if (component.CurrentSelectedEquipment == toRemove)
CycleEquipment(uid, component);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Attempts to change the amount of energy in the mech.
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="delta">The change in energy</param>
/// <param name="component"></param>
/// <returns>If the energy was successfully changed.</returns>
public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.Energy + delta < 0)
return false;
component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
Dirty(component);
UpdateUserInterface(uid, component);
return true;
}
/// <summary>
/// Sets the integrity of the mech.
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="value">The value the integrity will be set at</param>
/// <param name="component"></param>
public void SetIntegrity(EntityUid uid, FixedPoint2 value, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
if (component.Integrity <= 0)
{
BreakMech(uid, component);
}
else if (component.Broken)
{
component.Broken = false;
UpdateAppearance(uid, component);
}
Dirty(component);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Checks if the pilot is present
/// </summary>
/// <param name="component"></param>
/// <returns>Whether or not the pilot is present</returns>
public bool IsEmpty(SharedMechComponent component)
{
return component.PilotSlot.ContainedEntity == null;
}
/// <summary>
/// Checks if an entity can be inserted into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns></returns>
public bool CanInsert(EntityUid uid, EntityUid toInsert, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
return IsEmpty(component) && _actionBlocker.CanMove(toInsert) && HasComp<BodyComponent>(toInsert);
}
/// <summary>
/// Updates the user interface
/// </summary>
/// <remarks>
/// This is defined here so that UI updates can be accessed from shared.
/// </remarks>
public virtual void UpdateUserInterface(EntityUid uid, SharedMechComponent? component = null)
{
}
/// <summary>
/// Attempts to insert a pilot into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns>Whether or not the entity was inserted</returns>
public virtual bool TryInsert(EntityUid uid, EntityUid? toInsert, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
return false;
if (!CanInsert(uid, toInsert.Value, component))
return false;
SetupUser(uid, toInsert.Value);
component.PilotSlot.Insert(toInsert.Value, EntityManager);
UpdateAppearance(uid, component);
return true;
}
/// <summary>
/// Attempts to eject the current pilot from the mech
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <returns>Whether or not the pilot was ejected.</returns>
public virtual bool TryEject(EntityUid uid, SharedMechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.PilotSlot.ContainedEntity == null)
return false;
var pilot = component.PilotSlot.ContainedEntity.Value;
RemoveUser(uid, pilot);
_container.RemoveEntity(uid, pilot);
UpdateAppearance(uid, component);
return true;
}
private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
{
if (args.Handled)
return;
if (!TryComp<SharedMechComponent>(component.Mech, out var mech))
return;
var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
args.Weapon = weapon;
args.Handled = true;
}
private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
{
args.CanAttack = true;
}
private void UpdateAppearance(EntityUid uid, SharedMechComponent ? component = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance, false))
return;
_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
}
}