Files
tbd-station-14/Content.Server/GameObjects/Components/Watercloset/ToiletComponent.cs
Alex Evgrashin 02ea6ce57c Toilet (#3012)
* Ported sprites from eris

* Added yml

* lid open/close logic

* interactivity

* Working on new secret stash component

* Object will drop on destruction

* Can get item and examine message

* Reagent container and some cleaning

* Moved potted plant to stash

* New base prefab

* Now you can deconstruct toilet

* Small fixes

* Fixed unknown components errors

* Fixed grammar errors

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>

* Now use prob

* More grammar

* Update Content.Server/Construction/Conditions/ToiletLidClosed.cs

Aaaaaaaa

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* No delays

* Amazing sound design

* Moved sound to mono

* Toilet viz

Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-01-20 18:02:34 +11:00

175 lines
5.8 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Strap;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Utility;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Body.Part;
using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.Components.Watercloset;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using System.Threading.Tasks;
namespace Content.Server.GameObjects.Components.Watercloset
{
[RegisterComponent]
public class ToiletComponent : Component, IInteractUsing,
IInteractHand, IMapInit, IExamine, ISuicideAct
{
public sealed override string Name => "Toilet";
private const float PryLidTime = 1f;
private bool _isPrying = false;
[ViewVariables] public bool LidOpen { get; private set; }
[ViewVariables] public bool IsSeatUp { get; private set; }
[ViewVariables] private SecretStashComponent _secretStash = default!;
public override void Initialize()
{
base.Initialize();
_secretStash = Owner.EnsureComponent<SecretStashComponent>();
}
public void MapInit()
{
// roll is toilet seat will be up or down
var random = IoCManager.Resolve<IRobustRandom>();
IsSeatUp = random.Prob(0.5f);
UpdateSprite();
}
public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
// are player trying place or lift of cistern lid?
if (eventArgs.Using.TryGetComponent(out ToolComponent? tool)
&& tool!.HasQuality(ToolQuality.Prying))
{
// check if someone is already prying this toilet
if (_isPrying)
return false;
_isPrying = true;
if (!await tool.UseTool(eventArgs.User, Owner, PryLidTime, ToolQuality.Prying))
{
_isPrying = false;
return false;
}
_isPrying = false;
// all cool - toggle lid
LidOpen = !LidOpen;
UpdateSprite();
return true;
}
// maybe player trying to hide something inside cistern?
else if (LidOpen)
{
return _secretStash.TryHideItem(eventArgs.User, eventArgs.Using);
}
return false;
}
public bool InteractHand(InteractHandEventArgs eventArgs)
{
// trying get something from stash?
if (LidOpen)
{
var gotItem = _secretStash.TryGetItem(eventArgs.User);
if (gotItem)
return true;
}
// just want to up/down seat?
// check that nobody seats on seat right now
if (Owner.TryGetComponent(out StrapComponent? strap))
{
if (strap.BuckledEntities.Count != 0)
return false;
}
ToggleToiletSeat();
return true;
}
public void Examine(FormattedMessage message, bool inDetailsRange)
{
if (inDetailsRange && LidOpen)
{
if (_secretStash.HasItemInside())
{
message.AddMarkup(Loc.GetString("There is [color=darkgreen]something[/color] inside cistern!"));
}
}
}
public void ToggleToiletSeat()
{
IsSeatUp = !IsSeatUp;
EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/Effects/toilet_seat_down.ogg", Owner, AudioHelpers.WithVariation(0.05f));
UpdateSprite();
}
private void UpdateSprite()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(ToiletVisuals.LidOpen, LidOpen);
appearance.SetData(ToiletVisuals.SeatUp, IsSeatUp);
}
}
public SuicideKind Suicide(IEntity victim, IChatManager chat)
{
// check that victim even have head
if (victim.TryGetComponent<IBody>(out var body) &&
body.GetPartsOfType(BodyPartType.Head).Count != 0)
{
var othersMessage = Loc.GetString("{0:theName} sticks their head into {1:theName} and flushes it!", victim, Owner);
victim.PopupMessageOtherClients(othersMessage);
var selfMessage = Loc.GetString("You stick your head into {0:theName} and flush it!", Owner);
victim.PopupMessage(selfMessage);
return SuicideKind.Asphyxiation;
}
else
{
var othersMessage = Loc.GetString("{0:theName} bashes themselves with {1:theName}!", victim, Owner);
victim.PopupMessageOtherClients(othersMessage);
var selfMessage = Loc.GetString("You bash yourself with {0:theName}!", Owner);
victim.PopupMessage(selfMessage);
return SuicideKind.Blunt;
}
}
}
}