Files
tbd-station-14/Content.Shared/CombatMode/SharedCombatModeSystem.cs
Cojoke ad81c30dcb Lets Hamlet Dance (#30478)
Allow Ghost Roles that have NPC to turn on Combat Mode
2024-07-29 19:48:28 -07:00

115 lines
3.8 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Mind;
using Content.Shared.MouseRotator;
using Content.Shared.Movement.Components;
using Content.Shared.Popups;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Shared.CombatMode;
public abstract class SharedCombatModeSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CombatModeComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<CombatModeComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<CombatModeComponent, ToggleCombatActionEvent>(OnActionPerform);
}
private void OnMapInit(EntityUid uid, CombatModeComponent component, MapInitEvent args)
{
_actionsSystem.AddAction(uid, ref component.CombatToggleActionEntity, component.CombatToggleAction);
Dirty(uid, component);
}
private void OnShutdown(EntityUid uid, CombatModeComponent component, ComponentShutdown args)
{
_actionsSystem.RemoveAction(uid, component.CombatToggleActionEntity);
SetMouseRotatorComponents(uid, false);
}
private void OnActionPerform(EntityUid uid, CombatModeComponent component, ToggleCombatActionEvent args)
{
if (args.Handled)
return;
args.Handled = true;
SetInCombatMode(uid, !component.IsInCombatMode, component);
// TODO better handling of predicted pop-ups.
// This probably breaks if the client has prediction disabled.
if (!_netMan.IsClient || !Timing.IsFirstTimePredicted)
return;
var msg = component.IsInCombatMode ? "action-popup-combat-enabled" : "action-popup-combat-disabled";
_popup.PopupEntity(Loc.GetString(msg), args.Performer, args.Performer);
}
public void SetCanDisarm(EntityUid entity, bool canDisarm, CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
component.CanDisarm = canDisarm;
}
public bool IsInCombatMode(EntityUid? entity, CombatModeComponent? component = null)
{
return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
}
public virtual void SetInCombatMode(EntityUid entity, bool value, CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
if (component.IsInCombatMode == value)
return;
component.IsInCombatMode = value;
Dirty(entity, component);
if (component.CombatToggleActionEntity != null)
_actionsSystem.SetToggled(component.CombatToggleActionEntity, component.IsInCombatMode);
// Change mouse rotator comps if flag is set
if (!component.ToggleMouseRotator || IsNpc(entity) && !_mind.TryGetMind(entity, out _, out _))
return;
SetMouseRotatorComponents(entity, value);
}
private void SetMouseRotatorComponents(EntityUid uid, bool value)
{
if (value)
{
EnsureComp<MouseRotatorComponent>(uid);
EnsureComp<NoRotateOnMoveComponent>(uid);
}
else
{
RemComp<MouseRotatorComponent>(uid);
RemComp<NoRotateOnMoveComponent>(uid);
}
}
// todo: When we stop making fucking garbage abstract shared components, remove this shit too.
protected abstract bool IsNpc(EntityUid uid);
}
public sealed partial class ToggleCombatActionEvent : InstantActionEvent
{
}