104 lines
4.0 KiB
C#
104 lines
4.0 KiB
C#
using Content.Shared.IdentityManagement;
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using Content.Shared.Mindshield.Components;
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using Content.Shared.Popups;
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using Content.Shared.Revolutionary.Components;
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using Content.Shared.Stunnable;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Content.Shared.Antag;
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namespace Content.Shared.Revolutionary;
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public abstract class SharedRevolutionarySystem : EntitySystem
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{
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedStunSystem _sharedStun = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MindShieldComponent, MapInitEvent>(MindShieldImplanted);
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SubscribeLocalEvent<RevolutionaryComponent, ComponentGetStateAttemptEvent>(OnRevCompGetStateAttempt);
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SubscribeLocalEvent<HeadRevolutionaryComponent, ComponentGetStateAttemptEvent>(OnRevCompGetStateAttempt);
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SubscribeLocalEvent<RevolutionaryComponent, ComponentStartup>(DirtyRevComps);
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SubscribeLocalEvent<HeadRevolutionaryComponent, ComponentStartup>(DirtyRevComps);
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SubscribeLocalEvent<ShowAntagIconsComponent, ComponentStartup>(DirtyRevComps);
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}
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/// <summary>
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/// When the mindshield is implanted in the rev it will popup saying they were deconverted. In Head Revs it will remove the mindshield component.
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/// </summary>
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private void MindShieldImplanted(EntityUid uid, MindShieldComponent comp, MapInitEvent init)
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{
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if (HasComp<HeadRevolutionaryComponent>(uid))
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{
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RemCompDeferred<MindShieldComponent>(uid);
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return;
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}
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if (HasComp<RevolutionaryComponent>(uid))
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{
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var stunTime = TimeSpan.FromSeconds(4);
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var name = Identity.Entity(uid, EntityManager);
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RemComp<RevolutionaryComponent>(uid);
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_sharedStun.TryParalyze(uid, stunTime, true);
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_popupSystem.PopupEntity(Loc.GetString("rev-break-control", ("name", name)), uid);
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}
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}
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/// <summary>
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/// Determines if a HeadRev component should be sent to the client.
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/// </summary>
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private void OnRevCompGetStateAttempt(EntityUid uid, HeadRevolutionaryComponent comp, ref ComponentGetStateAttemptEvent args)
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{
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args.Cancelled = !CanGetState(args.Player);
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}
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/// <summary>
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/// Determines if a Rev component should be sent to the client.
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/// </summary>
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private void OnRevCompGetStateAttempt(EntityUid uid, RevolutionaryComponent comp, ref ComponentGetStateAttemptEvent args)
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{
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args.Cancelled = !CanGetState(args.Player);
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}
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/// <summary>
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/// The criteria that determine whether a Rev/HeadRev component should be sent to a client.
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/// </summary>
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/// <param name="player"> The Player the component will be sent to.</param>
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/// <returns></returns>
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private bool CanGetState(ICommonSession? player)
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{
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//Apparently this can be null in replays so I am just returning true.
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if (player?.AttachedEntity is not {} uid)
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return true;
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if (HasComp<RevolutionaryComponent>(uid) || HasComp<HeadRevolutionaryComponent>(uid))
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return true;
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return HasComp<ShowAntagIconsComponent>(uid);
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}
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/// <summary>
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/// Dirties all the Rev components so they are sent to clients.
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///
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/// We need to do this because if a rev component was not earlier sent to a client and for example the client
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/// becomes a rev then we need to send all the components to it. To my knowledge there is no way to do this on a
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/// per client basis so we are just dirtying all the components.
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/// </summary>
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private void DirtyRevComps<T>(EntityUid someUid, T someComp, ComponentStartup ev)
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{
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var revComps = AllEntityQuery<RevolutionaryComponent>();
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while (revComps.MoveNext(out var uid, out var comp))
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{
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Dirty(uid, comp);
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}
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var headRevComps = AllEntityQuery<HeadRevolutionaryComponent>();
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while (headRevComps.MoveNext(out var uid, out var comp))
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{
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Dirty(uid, comp);
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}
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}
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}
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