Files
tbd-station-14/Content.Shared/Actions/SharedActionsSystem.cs
2025-02-12 23:46:02 -05:00

1140 lines
40 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions.Events;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Mind;
using Content.Shared.Rejuvenate;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Actions;
public abstract class SharedActionsSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InstantActionComponent, MapInitEvent>(OnActionMapInit);
SubscribeLocalEvent<EntityTargetActionComponent, MapInitEvent>(OnActionMapInit);
SubscribeLocalEvent<WorldTargetActionComponent, MapInitEvent>(OnActionMapInit);
SubscribeLocalEvent<EntityWorldTargetActionComponent, MapInitEvent>(OnActionMapInit);
SubscribeLocalEvent<InstantActionComponent, ComponentShutdown>(OnActionShutdown);
SubscribeLocalEvent<EntityTargetActionComponent, ComponentShutdown>(OnActionShutdown);
SubscribeLocalEvent<WorldTargetActionComponent, ComponentShutdown>(OnActionShutdown);
SubscribeLocalEvent<EntityWorldTargetActionComponent, ComponentShutdown>(OnActionShutdown);
SubscribeLocalEvent<ActionsComponent, ActionComponentChangeEvent>(OnActionCompChange);
SubscribeLocalEvent<ActionsComponent, RelayedActionComponentChangeEvent>(OnRelayActionCompChange);
SubscribeLocalEvent<ActionsComponent, DidEquipEvent>(OnDidEquip);
SubscribeLocalEvent<ActionsComponent, DidEquipHandEvent>(OnHandEquipped);
SubscribeLocalEvent<ActionsComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<ActionsComponent, DidUnequipHandEvent>(OnHandUnequipped);
SubscribeLocalEvent<ActionsComponent, RejuvenateEvent>(OnRejuventate);
SubscribeLocalEvent<ActionsComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ActionsComponent, ComponentGetState>(OnActionsGetState);
SubscribeLocalEvent<InstantActionComponent, ComponentGetState>(OnInstantGetState);
SubscribeLocalEvent<EntityTargetActionComponent, ComponentGetState>(OnEntityTargetGetState);
SubscribeLocalEvent<WorldTargetActionComponent, ComponentGetState>(OnWorldTargetGetState);
SubscribeLocalEvent<EntityWorldTargetActionComponent, ComponentGetState>(OnEntityWorldTargetGetState);
SubscribeLocalEvent<InstantActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeLocalEvent<EntityTargetActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeLocalEvent<WorldTargetActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeLocalEvent<EntityWorldTargetActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeAllEvent<RequestPerformActionEvent>(OnActionRequest);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var worldActionQuery = EntityQueryEnumerator<WorldTargetActionComponent>();
while (worldActionQuery.MoveNext(out var uid, out var action))
{
if (IsCooldownActive(action) || !ShouldResetCharges(action))
continue;
ResetCharges(uid, dirty: true);
}
var instantActionQuery = EntityQueryEnumerator<InstantActionComponent>();
while (instantActionQuery.MoveNext(out var uid, out var action))
{
if (IsCooldownActive(action) || !ShouldResetCharges(action))
continue;
ResetCharges(uid, dirty: true);
}
var entityActionQuery = EntityQueryEnumerator<EntityTargetActionComponent>();
while (entityActionQuery.MoveNext(out var uid, out var action))
{
if (IsCooldownActive(action) || !ShouldResetCharges(action))
continue;
ResetCharges(uid, dirty: true);
}
}
private void OnActionMapInit(EntityUid uid, BaseActionComponent component, MapInitEvent args)
{
component.OriginalIconColor = component.IconColor;
if (component.Charges == null)
return;
component.MaxCharges ??= component.Charges.Value;
Dirty(uid, component);
}
private void OnActionShutdown(EntityUid uid, BaseActionComponent component, ComponentShutdown args)
{
if (component.AttachedEntity != null && !TerminatingOrDeleted(component.AttachedEntity.Value))
RemoveAction(component.AttachedEntity.Value, uid, action: component);
}
private void OnShutdown(EntityUid uid, ActionsComponent component, ComponentShutdown args)
{
foreach (var act in component.Actions)
{
RemoveAction(uid, act, component);
}
}
private void OnInstantGetState(EntityUid uid, InstantActionComponent component, ref ComponentGetState args)
{
args.State = new InstantActionComponentState(component, EntityManager);
}
private void OnEntityTargetGetState(EntityUid uid, EntityTargetActionComponent component, ref ComponentGetState args)
{
args.State = new EntityTargetActionComponentState(component, EntityManager);
}
private void OnWorldTargetGetState(EntityUid uid, WorldTargetActionComponent component, ref ComponentGetState args)
{
args.State = new WorldTargetActionComponentState(component, EntityManager);
}
private void OnEntityWorldTargetGetState(EntityUid uid, EntityWorldTargetActionComponent component, ref ComponentGetState args)
{
args.State = new EntityWorldTargetActionComponentState(component, EntityManager);
}
private void OnGetActionData<T>(EntityUid uid, T component, ref GetActionDataEvent args) where T : BaseActionComponent
{
args.Action = component;
}
public bool TryGetActionData(
[NotNullWhen(true)] EntityUid? uid,
[NotNullWhen(true)] out BaseActionComponent? result,
bool logError = true)
{
result = null;
if (uid == null || TerminatingOrDeleted(uid.Value))
return false;
var ev = new GetActionDataEvent();
RaiseLocalEvent(uid.Value, ref ev);
result = ev.Action;
if (result != null)
return true;
if (logError)
Log.Error($"Failed to get action from action entity: {ToPrettyString(uid.Value)}. Trace: {Environment.StackTrace}");
return false;
}
public bool ResolveActionData(
[NotNullWhen(true)] EntityUid? uid,
[NotNullWhen(true)] ref BaseActionComponent? result,
bool logError = true)
{
if (result != null)
{
DebugTools.AssertOwner(uid, result);
return true;
}
return TryGetActionData(uid, out result, logError);
}
public void SetCooldown(EntityUid? actionId, TimeSpan start, TimeSpan end)
{
if (!TryGetActionData(actionId, out var action))
return;
action.Cooldown = (start, end);
Dirty(actionId.Value, action);
}
public void SetCooldown(EntityUid? actionId, TimeSpan cooldown)
{
var start = GameTiming.CurTime;
SetCooldown(actionId, start, start + cooldown);
}
public void ClearCooldown(EntityUid? actionId)
{
if (!TryGetActionData(actionId, out var action))
return;
if (action.Cooldown is not { } cooldown)
return;
action.Cooldown = (cooldown.Start, GameTiming.CurTime);
Dirty(actionId.Value, action);
}
/// <summary>
/// Sets the cooldown for this action only if it is bigger than the one it already has.
/// </summary>
public void SetIfBiggerCooldown(EntityUid? actionId, TimeSpan? cooldown)
{
if (cooldown == null ||
cooldown.Value <= TimeSpan.Zero ||
!TryGetActionData(actionId, out var action))
{
return;
}
var start = GameTiming.CurTime;
var end = start + cooldown;
if (action.Cooldown?.End > end)
return;
action.Cooldown = (start, end.Value);
Dirty(actionId.Value, action);
}
public void StartUseDelay(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action) || action.UseDelay == null)
return;
action.Cooldown = (GameTiming.CurTime, GameTiming.CurTime + action.UseDelay.Value);
Dirty(actionId.Value, action);
}
public void SetUseDelay(EntityUid? actionId, TimeSpan? delay)
{
if (!TryGetActionData(actionId, out var action) || action.UseDelay == delay)
return;
action.UseDelay = delay;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void ReduceUseDelay(EntityUid? actionId, TimeSpan? lowerDelay)
{
if (!TryGetActionData(actionId, out var action))
return;
if (action.UseDelay != null && lowerDelay != null)
action.UseDelay = action.UseDelay - lowerDelay;
if (action.UseDelay < TimeSpan.Zero)
action.UseDelay = null;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
private void OnRejuventate(EntityUid uid, ActionsComponent component, RejuvenateEvent args)
{
foreach (var act in component.Actions)
{
ClearCooldown(act);
}
}
#region ComponentStateManagement
public virtual void UpdateAction(EntityUid? actionId, BaseActionComponent? action = null)
{
// See client-side code.
}
public void SetToggled(EntityUid? actionId, bool toggled)
{
if (!TryGetActionData(actionId, out var action) ||
action.Toggled == toggled)
{
return;
}
action.Toggled = toggled;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void SetEnabled(EntityUid? actionId, bool enabled)
{
if (!TryGetActionData(actionId, out var action) ||
action.Enabled == enabled)
{
return;
}
action.Enabled = enabled;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void SetCharges(EntityUid? actionId, int? charges)
{
if (!TryGetActionData(actionId, out var action) ||
action.Charges == charges)
{
return;
}
action.Charges = charges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public int? GetCharges(EntityUid? actionId)
{
if (!TryGetActionData(actionId, out var action))
return null;
return action.Charges;
}
public void AddCharges(EntityUid? actionId, int addCharges)
{
if (!TryGetActionData(actionId, out var action) || action.Charges == null || addCharges < 1)
return;
action.Charges += addCharges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void RemoveCharges(EntityUid? actionId, int? removeCharges)
{
if (!TryGetActionData(actionId, out var action) || action.Charges == null)
return;
if (removeCharges == null)
action.Charges = removeCharges;
else
action.Charges -= removeCharges;
if (action.Charges is < 0)
action.Charges = null;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void ResetCharges(EntityUid? actionId, bool update = false, bool dirty = false)
{
if (!TryGetActionData(actionId, out var action))
return;
action.Charges = action.MaxCharges;
if (update)
UpdateAction(actionId, action);
if (dirty)
Dirty(actionId.Value, action);
}
private void OnActionsGetState(EntityUid uid, ActionsComponent component, ref ComponentGetState args)
{
args.State = new ActionsComponentState(GetNetEntitySet(component.Actions));
}
#endregion
#region Execution
/// <summary>
/// When receiving a request to perform an action, this validates whether the action is allowed. If it is, it
/// will raise the relevant <see cref="InstantActionEvent"/>
/// </summary>
private void OnActionRequest(RequestPerformActionEvent ev, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not { } user)
return;
if (!TryComp(user, out ActionsComponent? component))
return;
var actionEnt = GetEntity(ev.Action);
if (!TryComp(actionEnt, out MetaDataComponent? metaData))
return;
var name = Name(actionEnt, metaData);
// Does the user actually have the requested action?
if (!component.Actions.Contains(actionEnt))
{
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} attempted to perform an action that they do not have: {name}.");
return;
}
if (!TryGetActionData(actionEnt, out var action))
return;
DebugTools.Assert(action.AttachedEntity == user);
if (!action.Enabled)
return;
// check for action use prevention
// TODO: make code below use this event with a dedicated component
var attemptEv = new ActionAttemptEvent(user);
RaiseLocalEvent(actionEnt, ref attemptEv);
if (attemptEv.Cancelled)
return;
var curTime = GameTiming.CurTime;
if (IsCooldownActive(action, curTime))
return;
// TODO: Replace with individual charge recovery when we have the visuals to aid it
if (action is { Charges: < 1, RenewCharges: true })
ResetCharges(actionEnt, true, true);
BaseActionEvent? performEvent = null;
if (action.CheckConsciousness && !_actionBlockerSystem.CanConsciouslyPerformAction(user))
return;
// Validate request by checking action blockers and the like:
switch (action)
{
case EntityTargetActionComponent entityAction:
if (ev.EntityTarget is not { Valid: true } netTarget)
{
Log.Error($"Attempted to perform an entity-targeted action without a target! Action: {name}");
return;
}
var entityTarget = GetEntity(netTarget);
var targetWorldPos = _transformSystem.GetWorldPosition(entityTarget);
_rotateToFaceSystem.TryFaceCoordinates(user, targetWorldPos);
if (!ValidateEntityTarget(user, entityTarget, (actionEnt, entityAction)))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action (provided by {ToPrettyString(action.Container ?? user):provider}) targeted at {ToPrettyString(entityTarget):target}.");
if (entityAction.Event != null)
{
entityAction.Event.Target = entityTarget;
Dirty(actionEnt, entityAction);
performEvent = entityAction.Event;
}
break;
case WorldTargetActionComponent worldAction:
if (ev.EntityCoordinatesTarget is not { } netCoordinatesTarget)
{
Log.Error($"Attempted to perform a world-targeted action without a target! Action: {name}");
return;
}
var entityCoordinatesTarget = GetCoordinates(netCoordinatesTarget);
_rotateToFaceSystem.TryFaceCoordinates(user, _transformSystem.ToMapCoordinates(entityCoordinatesTarget).Position);
if (!ValidateWorldTarget(user, entityCoordinatesTarget, (actionEnt, worldAction)))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action (provided by {ToPrettyString(action.Container ?? user):provider}) targeted at {entityCoordinatesTarget:target}.");
if (worldAction.Event != null)
{
worldAction.Event.Target = entityCoordinatesTarget;
Dirty(actionEnt, worldAction);
performEvent = worldAction.Event;
}
break;
case EntityWorldTargetActionComponent entityWorldAction:
{
var actionEntity = GetEntity(ev.EntityTarget);
var actionCoords = GetCoordinates(ev.EntityCoordinatesTarget);
if (actionEntity is null && actionCoords is null)
{
Log.Error($"Attempted to perform an entity-world-targeted action without an entity or world coordinates! Action: {name}");
return;
}
var entWorldAction = new Entity<EntityWorldTargetActionComponent>(actionEnt, entityWorldAction);
if (!ValidateEntityWorldTarget(user, actionEntity, actionCoords, entWorldAction))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action (provided by {ToPrettyString(action.Container ?? user):provider}) targeted at {ToPrettyString(actionEntity):target} {actionCoords:target}.");
if (entityWorldAction.Event != null)
{
entityWorldAction.Event.Entity = actionEntity;
entityWorldAction.Event.Coords = actionCoords;
Dirty(actionEnt, entityWorldAction);
performEvent = entityWorldAction.Event;
}
break;
}
case InstantActionComponent instantAction:
if (action.CheckCanInteract && !_actionBlockerSystem.CanInteract(user, null))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action provided by {ToPrettyString(action.Container ?? user):provider}.");
performEvent = instantAction.Event;
break;
}
// All checks passed. Perform the action!
PerformAction(user, component, actionEnt, action, performEvent, curTime);
}
public bool ValidateEntityTarget(EntityUid user, EntityUid target, Entity<EntityTargetActionComponent> actionEnt)
{
var comp = actionEnt.Comp;
if (!ValidateEntityTargetBase(user,
target,
comp.Whitelist,
comp.Blacklist,
comp.CheckCanInteract,
comp.CanTargetSelf,
comp.CheckCanAccess,
comp.Range))
return false;
var ev = new ValidateActionEntityTargetEvent(user, target);
RaiseLocalEvent(actionEnt, ref ev);
return !ev.Cancelled;
}
private bool ValidateEntityTargetBase(EntityUid user,
EntityUid? targetEntity,
EntityWhitelist? whitelist,
EntityWhitelist? blacklist,
bool checkCanInteract,
bool canTargetSelf,
bool checkCanAccess,
float range)
{
if (targetEntity is not { } target || !target.IsValid() || Deleted(target))
return false;
if (_whitelistSystem.IsWhitelistFail(whitelist, target))
return false;
if (_whitelistSystem.IsBlacklistPass(blacklist, target))
return false;
if (checkCanInteract && !_actionBlockerSystem.CanInteract(user, target))
return false;
if (user == target)
return canTargetSelf;
if (!checkCanAccess)
{
// even if we don't check for obstructions, we may still need to check the range.
var xform = Transform(user);
var targetXform = Transform(target);
if (xform.MapID != targetXform.MapID)
return false;
if (range <= 0)
return true;
var distance = (_transformSystem.GetWorldPosition(xform) - _transformSystem.GetWorldPosition(targetXform)).Length();
return distance <= range;
}
return _interactionSystem.InRangeAndAccessible(user, target, range: range);
}
public bool ValidateWorldTarget(EntityUid user, EntityCoordinates coords, Entity<WorldTargetActionComponent> action)
{
var comp = action.Comp;
if (!ValidateWorldTargetBase(user, coords, comp.CheckCanInteract, comp.CheckCanAccess, comp.Range))
return false;
var ev = new ValidateActionWorldTargetEvent(user, coords);
RaiseLocalEvent(action, ref ev);
return !ev.Cancelled;
}
private bool ValidateWorldTargetBase(EntityUid user,
EntityCoordinates? entityCoordinates,
bool checkCanInteract,
bool checkCanAccess,
float range)
{
if (entityCoordinates is not { } coords)
return false;
if (checkCanInteract && !_actionBlockerSystem.CanInteract(user, null))
return false;
if (!checkCanAccess)
{
// even if we don't check for obstructions, we may still need to check the range.
var xform = Transform(user);
if (xform.MapID != coords.GetMapId(EntityManager))
return false;
if (range <= 0)
return true;
return coords.InRange(EntityManager, _transformSystem, Transform(user).Coordinates, range);
}
return _interactionSystem.InRangeUnobstructed(user, coords, range: range);
}
public bool ValidateEntityWorldTarget(EntityUid user,
EntityUid? entity,
EntityCoordinates? coords,
Entity<EntityWorldTargetActionComponent> action)
{
var comp = action.Comp;
var entityValidated = ValidateEntityTargetBase(user,
entity,
comp.Whitelist,
null,
comp.CheckCanInteract,
comp.CanTargetSelf,
comp.CheckCanAccess,
comp.Range);
var worldValidated
= ValidateWorldTargetBase(user, coords, comp.CheckCanInteract, comp.CheckCanAccess, comp.Range);
if (!entityValidated && !worldValidated)
return false;
var ev = new ValidateActionEntityWorldTargetEvent(user,
entityValidated ? entity : null,
worldValidated ? coords : null);
RaiseLocalEvent(action, ref ev);
return !ev.Cancelled;
}
public void PerformAction(EntityUid performer, ActionsComponent? component, EntityUid actionId, BaseActionComponent action, BaseActionEvent? actionEvent, TimeSpan curTime, bool predicted = true)
{
var handled = false;
var toggledBefore = action.Toggled;
// Note that attached entity and attached container are allowed to be null here.
if (action.AttachedEntity != null && action.AttachedEntity != performer)
{
Log.Error($"{ToPrettyString(performer)} is attempting to perform an action {ToPrettyString(actionId)} that is attached to another entity {ToPrettyString(action.AttachedEntity.Value)}");
return;
}
if (actionEvent != null)
{
// This here is required because of client-side prediction (RaisePredictiveEvent results in event re-use).
actionEvent.Handled = false;
var target = performer;
actionEvent.Performer = performer;
actionEvent.Action = (actionId, action);
if (!action.RaiseOnUser && action.Container != null && !HasComp<MindComponent>(action.Container))
target = action.Container.Value;
if (action.RaiseOnAction)
target = actionId;
RaiseLocalEvent(target, (object) actionEvent, broadcast: true);
handled = actionEvent.Handled;
}
if (!handled)
return; // no interaction occurred.
// play sound, reduce charges, start cooldown, and mark as dirty (if required).
if (actionEvent?.Toggle == true)
{
action.Toggled = !action.Toggled;
}
_audio.PlayPredicted(action.Sound, performer, predicted ? performer : null);
var dirty = toggledBefore != action.Toggled;
if (action.Charges != null)
{
dirty = true;
action.Charges--;
if (action is { Charges: 0, RenewCharges: false })
action.Enabled = false;
}
action.Cooldown = null;
if (action is { UseDelay: not null, Charges: null or < 1 })
{
dirty = true;
action.Cooldown = (curTime, curTime + action.UseDelay.Value);
}
if (dirty)
{
Dirty(actionId, action);
UpdateAction(actionId, action);
}
var ev = new ActionPerformedEvent(performer);
RaiseLocalEvent(actionId, ref ev);
}
#endregion
#region AddRemoveActions
public EntityUid? AddAction(EntityUid performer,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
EntityUid? actionId = null;
AddAction(performer, ref actionId, out _, actionPrototypeId, container, component);
return actionId;
}
/// <summary>
/// Adds an action to an action holder. If the given entity does not exist, it will attempt to spawn one.
/// If the holder has no actions component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="actionId">Action entity to add</param>
/// <param name="component">The <see cref="performer"/>'s action component of </param>
/// <param name="actionPrototypeId">The action entity prototype id to use if <see cref="actionId"/> is invalid.</param>
/// <param name="container">The entity that contains/enables this action (e.g., flashlight).</param>
public bool AddAction(EntityUid performer,
[NotNullWhen(true)] ref EntityUid? actionId,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
return AddAction(performer, ref actionId, out _, actionPrototypeId, container, component);
}
/// <inheritdoc cref="AddAction(Robust.Shared.GameObjects.EntityUid,ref System.Nullable{Robust.Shared.GameObjects.EntityUid},string?,Robust.Shared.GameObjects.EntityUid,Content.Shared.Actions.ActionsComponent?)"/>
public bool AddAction(EntityUid performer,
[NotNullWhen(true)] ref EntityUid? actionId,
[NotNullWhen(true)] out BaseActionComponent? action,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
if (!container.IsValid())
container = performer;
if (!_actionContainer.EnsureAction(container, ref actionId, out action, actionPrototypeId))
return false;
return AddActionDirect(performer, actionId.Value, component, action);
}
/// <summary>
/// Adds a pre-existing action.
/// </summary>
public bool AddAction(EntityUid performer,
EntityUid actionId,
EntityUid container,
ActionsComponent? comp = null,
BaseActionComponent? action = null,
ActionsContainerComponent? containerComp = null
)
{
if (!ResolveActionData(actionId, ref action))
return false;
if (action.Container != container
|| !Resolve(container, ref containerComp)
|| !containerComp.Container.Contains(actionId))
{
Log.Error($"Attempted to add an action with an invalid container: {ToPrettyString(actionId)}");
return false;
}
return AddActionDirect(performer, actionId, comp, action);
}
/// <summary>
/// Adds a pre-existing action. This also bypasses the requirement that the given action must be stored in a
/// valid action container.
/// </summary>
public bool AddActionDirect(EntityUid performer,
EntityUid actionId,
ActionsComponent? comp = null,
BaseActionComponent? action = null)
{
if (!ResolveActionData(actionId, ref action))
return false;
DebugTools.Assert(action.Container == null ||
(TryComp(action.Container, out ActionsContainerComponent? containerComp)
&& containerComp.Container.Contains(actionId)));
if (action.AttachedEntity != null)
RemoveAction(action.AttachedEntity.Value, actionId, action: action);
if (action.StartDelay && action.UseDelay != null)
SetCooldown(actionId, action.UseDelay.Value);
DebugTools.AssertOwner(performer, comp);
comp ??= EnsureComp<ActionsComponent>(performer);
action.AttachedEntity = performer;
comp.Actions.Add(actionId);
Dirty(actionId, action);
Dirty(performer, comp);
ActionAdded(performer, actionId, comp, action);
return true;
}
/// <summary>
/// This method gets called after a new action got added.
/// </summary>
protected virtual void ActionAdded(EntityUid performer, EntityUid actionId, ActionsComponent comp, BaseActionComponent action)
{
// See client-side system for UI code.
}
/// <summary>
/// Grant pre-existing actions. If the entity has no action component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="actions">The actions to add</param>
/// <param name="container">The entity that enables these actions (e.g., flashlight). May be null (innate actions).</param>
public void GrantActions(EntityUid performer, IEnumerable<EntityUid> actions, EntityUid container, ActionsComponent? comp = null, ActionsContainerComponent? containerComp = null)
{
if (!Resolve(container, ref containerComp))
return;
DebugTools.AssertOwner(performer, comp);
comp ??= EnsureComp<ActionsComponent>(performer);
foreach (var actionId in actions)
{
AddAction(performer, actionId, container, comp, containerComp: containerComp);
}
}
/// <summary>
/// Grants all actions currently contained in some action-container. If the target entity has no action
/// component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="container">The entity that contains thee actions.</param>
public void GrantContainedActions(Entity<ActionsComponent?> performer, Entity<ActionsContainerComponent?> container)
{
if (!Resolve(container, ref container.Comp))
return;
performer.Comp ??= EnsureComp<ActionsComponent>(performer);
foreach (var actionId in container.Comp.Container.ContainedEntities)
{
if (TryGetActionData(actionId, out var action))
AddActionDirect(performer, actionId, performer.Comp, action);
}
}
/// <summary>
/// Grants the provided action from the container to the target entity. If the target entity has no action
/// component, this will give them one.
/// </summary>
/// <param name="performer"></param>
/// <param name="container"></param>
/// <param name="actionId"></param>
public void GrantContainedAction(Entity<ActionsComponent?> performer, Entity<ActionsContainerComponent?> container, EntityUid actionId)
{
if (!Resolve(container, ref container.Comp))
return;
performer.Comp ??= EnsureComp<ActionsComponent>(performer);
if (TryGetActionData(actionId, out var action))
AddActionDirect(performer, actionId, performer.Comp, action);
}
public IEnumerable<(EntityUid Id, BaseActionComponent Comp)> GetActions(EntityUid holderId, ActionsComponent? actions = null)
{
if (!Resolve(holderId, ref actions, false))
yield break;
foreach (var actionId in actions.Actions)
{
if (!TryGetActionData(actionId, out var action))
continue;
yield return (actionId, action);
}
}
/// <summary>
/// Remove any actions that were enabled by some other entity. Useful when unequiping items that grant actions.
/// </summary>
public void RemoveProvidedActions(EntityUid performer, EntityUid container, ActionsComponent? comp = null)
{
if (!Resolve(performer, ref comp, false))
return;
foreach (var actionId in comp.Actions.ToArray())
{
if (!TryGetActionData(actionId, out var action))
return;
if (action.Container == container)
RemoveAction(performer, actionId, comp);
}
}
/// <summary>
/// Removes a single provided action provided by another entity.
/// </summary>
public void RemoveProvidedAction(EntityUid performer, EntityUid container, EntityUid actionId, ActionsComponent? comp = null)
{
if (!Resolve(performer, ref comp, false) || !TryGetActionData(actionId, out var action))
return;
if (action.Container == container)
RemoveAction(performer, actionId, comp);
}
public void RemoveAction(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action))
return;
if (!TryComp(action.AttachedEntity, out ActionsComponent? comp))
return;
RemoveAction(action.AttachedEntity.Value, actionId, comp, action);
}
public void RemoveAction(EntityUid performer, EntityUid? actionId, ActionsComponent? comp = null, BaseActionComponent? action = null)
{
if (actionId == null)
return;
if (!ResolveActionData(actionId, ref action))
return;
if (action.AttachedEntity != performer)
{
DebugTools.Assert(!Resolve(performer, ref comp, false)
|| comp.LifeStage >= ComponentLifeStage.Stopping
|| !comp.Actions.Contains(actionId.Value));
if (!GameTiming.ApplyingState)
Log.Error($"Attempted to remove an action {ToPrettyString(actionId)} from an entity that it was never attached to: {ToPrettyString(performer)}. Trace: {Environment.StackTrace}");
return;
}
if (!Resolve(performer, ref comp, false))
{
DebugTools.Assert(action.AttachedEntity == null || TerminatingOrDeleted(action.AttachedEntity.Value));
action.AttachedEntity = null;
return;
}
if (action.AttachedEntity == null)
{
// action was already removed?
DebugTools.Assert(!comp.Actions.Contains(actionId.Value) || GameTiming.ApplyingState);
return;
}
comp.Actions.Remove(actionId.Value);
action.AttachedEntity = null;
Dirty(actionId.Value, action);
Dirty(performer, comp);
ActionRemoved(performer, actionId.Value, comp, action);
if (action.Temporary)
QueueDel(actionId.Value);
}
/// <summary>
/// This method gets called after an action got removed.
/// </summary>
protected virtual void ActionRemoved(EntityUid performer, EntityUid actionId, ActionsComponent comp, BaseActionComponent action)
{
// See client-side system for UI code.
}
public bool ValidAction(BaseActionComponent action, bool canReach = true)
{
if (!action.Enabled)
return false;
if (action.Charges.HasValue && action.Charges <= 0)
return false;
var curTime = GameTiming.CurTime;
if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)
return false;
return canReach || action is BaseTargetActionComponent { CheckCanAccess: false };
}
#endregion
private void OnRelayActionCompChange(Entity<ActionsComponent> ent, ref RelayedActionComponentChangeEvent args)
{
if (args.Handled)
return;
var ev = new AttemptRelayActionComponentChangeEvent();
RaiseLocalEvent(ent.Owner, ref ev);
var target = ev.Target ?? ent.Owner;
args.Handled = true;
args.Toggle = true;
if (!args.Action.Comp.Toggled)
{
EntityManager.AddComponents(target, args.Components);
}
else
{
EntityManager.RemoveComponents(target, args.Components);
}
}
private void OnActionCompChange(Entity<ActionsComponent> ent, ref ActionComponentChangeEvent args)
{
if (args.Handled)
return;
args.Handled = true;
args.Toggle = true;
var target = ent.Owner;
if (!args.Action.Comp.Toggled)
{
EntityManager.AddComponents(target, args.Components);
}
else
{
EntityManager.RemoveComponents(target, args.Components);
}
}
#region EquipHandlers
private void OnDidEquip(EntityUid uid, ActionsComponent component, DidEquipEvent args)
{
if (GameTiming.ApplyingState)
return;
var ev = new GetItemActionsEvent(_actionContainer, args.Equipee, args.Equipment, args.SlotFlags);
RaiseLocalEvent(args.Equipment, ev);
if (ev.Actions.Count == 0)
return;
GrantActions(args.Equipee, ev.Actions, args.Equipment, component);
}
private void OnHandEquipped(EntityUid uid, ActionsComponent component, DidEquipHandEvent args)
{
if (GameTiming.ApplyingState)
return;
var ev = new GetItemActionsEvent(_actionContainer, args.User, args.Equipped);
RaiseLocalEvent(args.Equipped, ev);
if (ev.Actions.Count == 0)
return;
GrantActions(args.User, ev.Actions, args.Equipped, component);
}
private void OnDidUnequip(EntityUid uid, ActionsComponent component, DidUnequipEvent args)
{
if (GameTiming.ApplyingState)
return;
RemoveProvidedActions(uid, args.Equipment, component);
}
private void OnHandUnequipped(EntityUid uid, ActionsComponent component, DidUnequipHandEvent args)
{
if (GameTiming.ApplyingState)
return;
RemoveProvidedActions(uid, args.Unequipped, component);
}
#endregion
public void SetEntityIcon(EntityUid uid, EntityUid? icon, BaseActionComponent? action = null)
{
if (!Resolve(uid, ref action))
return;
action.EntityIcon = icon;
Dirty(uid, action);
}
/// <summary>
/// Checks if the action has a cooldown and if it's still active
/// </summary>
protected bool IsCooldownActive(BaseActionComponent action, TimeSpan? curTime = null)
{
curTime ??= GameTiming.CurTime;
// TODO: Check for charge recovery timer
return action.Cooldown.HasValue && action.Cooldown.Value.End > curTime;
}
protected bool ShouldResetCharges(BaseActionComponent action)
{
return action is { Charges: < 1, RenewCharges: true };
}
}