Files
tbd-station-14/Content.Server/Nutrition/EntitySystems/OpenableSystem.cs
2023-10-29 14:58:23 +11:00

143 lines
4.8 KiB
C#

using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Nutrition.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Nutrition.Components;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameObjects;
namespace Content.Server.Nutrition.EntitySystems;
/// <summary>
/// Provides API for openable food and drinks, handles opening on use and preventing transfer when closed.
/// </summary>
public sealed class OpenableSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<OpenableComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<OpenableComponent, UseInHandEvent>(OnUse);
SubscribeLocalEvent<OpenableComponent, ExaminedEvent>(OnExamined, after: new[] { typeof(PuddleSystem) });
SubscribeLocalEvent<OpenableComponent, SolutionTransferAttemptEvent>(OnTransferAttempt);
SubscribeLocalEvent<OpenableComponent, MeleeHitEvent>(HandleIfClosed);
SubscribeLocalEvent<OpenableComponent, AfterInteractEvent>(HandleIfClosed);
}
private void OnInit(EntityUid uid, OpenableComponent comp, ComponentInit args)
{
UpdateAppearance(uid, comp);
}
private void OnUse(EntityUid uid, OpenableComponent comp, UseInHandEvent args)
{
if (args.Handled || !comp.OpenableByHand)
return;
args.Handled = TryOpen(uid, comp);
}
private void OnExamined(EntityUid uid, OpenableComponent comp, ExaminedEvent args)
{
if (!comp.Opened || !args.IsInDetailsRange)
return;
var text = Loc.GetString(comp.ExamineText);
args.PushMarkup(text);
}
private void OnTransferAttempt(EntityUid uid, OpenableComponent comp, SolutionTransferAttemptEvent args)
{
if (!comp.Opened)
{
// message says its just for drinks, shouldn't matter since you typically dont have a food that is openable and can be poured out
args.Cancel(Loc.GetString("drink-component-try-use-drink-not-open", ("owner", uid)));
}
}
private void HandleIfClosed(EntityUid uid, OpenableComponent comp, HandledEntityEventArgs args)
{
// prevent spilling/pouring/whatever drinks when closed
args.Handled = !comp.Opened;
}
/// <summary>
/// Returns true if the entity either does not have OpenableComponent or it is opened.
/// Drinks that don't have OpenableComponent are automatically open, so it returns true.
/// </summary>
public bool IsOpen(EntityUid uid, OpenableComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return true;
return comp.Opened;
}
/// <summary>
/// Returns true if the entity both has OpenableComponent and is not opened.
/// Drinks that don't have OpenableComponent are automatically open, so it returns false.
/// If user is not null a popup will be shown to them.
/// </summary>
public bool IsClosed(EntityUid uid, EntityUid? user = null, OpenableComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return false;
if (comp.Opened)
return false;
if (user != null)
_popup.PopupEntity(Loc.GetString(comp.ClosedPopup, ("owner", uid)), user.Value, user.Value);
return true;
}
/// <summary>
/// Update open visuals to the current value.
/// </summary>
public void UpdateAppearance(EntityUid uid, OpenableComponent? comp = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref comp))
return;
_appearance.SetData(uid, OpenableVisuals.Opened, comp.Opened, appearance);
}
/// <summary>
/// Sets the opened field and updates open visuals.
/// </summary>
public void SetOpen(EntityUid uid, bool opened = true, OpenableComponent? comp = null)
{
if (!Resolve(uid, ref comp) || opened == comp.Opened)
return;
comp.Opened = opened;
UpdateAppearance(uid, comp);
}
/// <summary>
/// If closed, opens it and plays the sound.
/// </summary>
/// <returns>Whether it got opened</returns>
public bool TryOpen(EntityUid uid, OpenableComponent? comp = null)
{
if (!Resolve(uid, ref comp) || comp.Opened)
return false;
SetOpen(uid, true, comp);
_audio.PlayPvs(comp.Sound, uid);
return true;
}
}