* add interaction success/failure events * pro --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
163 lines
5.5 KiB
C#
163 lines
5.5 KiB
C#
using Content.Shared.Bed.Sleep;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Interaction;
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public sealed class InteractionPopupSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InteractionPopupComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<InteractionPopupComponent, ActivateInWorldEvent>(OnActivateInWorld);
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}
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private void OnActivateInWorld(EntityUid uid, InteractionPopupComponent component, ActivateInWorldEvent args)
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{
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if (!args.Complex)
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return;
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if (!component.OnActivate)
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return;
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SharedInteract(uid, component, args, args.Target, args.User);
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}
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private void OnInteractHand(EntityUid uid, InteractionPopupComponent component, InteractHandEvent args)
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{
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SharedInteract(uid, component, args, args.Target, args.User);
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}
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private void SharedInteract(
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EntityUid uid,
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InteractionPopupComponent component,
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HandledEntityEventArgs args,
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EntityUid target,
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EntityUid user)
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{
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if (args.Handled || user == target)
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return;
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//Handling does nothing and this thing annoyingly plays way too often.
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// HUH? What does this comment even mean?
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if (HasComp<SleepingComponent>(uid))
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return;
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if (TryComp<MobStateComponent>(uid, out var state)
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&& !_mobStateSystem.IsAlive(uid, state))
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{
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return;
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}
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args.Handled = true;
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var curTime = _gameTiming.CurTime;
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if (curTime < component.LastInteractTime + component.InteractDelay)
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return;
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component.LastInteractTime = curTime;
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// TODO: Should be an attempt event
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// TODO: Need to handle pausing with an accumulator.
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var msg = ""; // Stores the text to be shown in the popup message
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SoundSpecifier? sfx = null; // Stores the filepath of the sound to be played
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var predict = component.SuccessChance is 0 or 1
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&& component.InteractSuccessSpawn == null
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&& component.InteractFailureSpawn == null;
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if (_netMan.IsClient && !predict)
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return;
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if (_random.Prob(component.SuccessChance))
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{
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if (component.InteractSuccessString != null)
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msg = Loc.GetString(component.InteractSuccessString, ("target", Identity.Entity(uid, EntityManager))); // Success message (localized).
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if (component.InteractSuccessSound != null)
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sfx = component.InteractSuccessSound;
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if (component.InteractSuccessSpawn != null)
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Spawn(component.InteractSuccessSpawn, _transform.GetMapCoordinates(uid));
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var ev = new InteractionSuccessEvent(user);
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RaiseLocalEvent(target, ref ev);
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}
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else
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{
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if (component.InteractFailureString != null)
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msg = Loc.GetString(component.InteractFailureString, ("target", Identity.Entity(uid, EntityManager))); // Failure message (localized).
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if (component.InteractFailureSound != null)
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sfx = component.InteractFailureSound;
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if (component.InteractFailureSpawn != null)
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Spawn(component.InteractFailureSpawn, _transform.GetMapCoordinates(uid));
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var ev = new InteractionFailureEvent(user);
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RaiseLocalEvent(target, ref ev);
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}
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if (!string.IsNullOrEmpty(component.MessagePerceivedByOthers))
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{
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var msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
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("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(uid, EntityManager)));
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_popupSystem.PopupEntity(msgOthers, uid, Filter.PvsExcept(user, entityManager: EntityManager), true);
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}
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if (!predict)
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{
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_popupSystem.PopupEntity(msg, uid, user);
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if (component.SoundPerceivedByOthers)
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_audio.PlayPvs(sfx, target);
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else
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_audio.PlayEntity(sfx, Filter.Entities(user, target), target, false);
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return;
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}
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_popupSystem.PopupClient(msg, uid, user);
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if (sfx == null)
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return;
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if (component.SoundPerceivedByOthers)
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{
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_audio.PlayPredicted(sfx, target, user);
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return;
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}
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if (_netMan.IsClient)
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{
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if (_gameTiming.IsFirstTimePredicted)
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_audio.PlayEntity(sfx, Filter.Local(), target, true);
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}
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else
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{
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_audio.PlayEntity(sfx, Filter.Empty().FromEntities(target), target, false);
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}
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}
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}
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