Files
tbd-station-14/Content.Server/Interaction/InteractionPopupSystem.cs
metalgearsloth 0286b88388 NPC refactor (#10122)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-09-06 00:28:23 +10:00

89 lines
3.6 KiB
C#

using Content.Server.Interaction.Components;
using Content.Server.Popups;
using Content.Shared.Bed.Sleep;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Interaction;
public sealed class InteractionPopupSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InteractionPopupComponent, InteractHandEvent>(OnInteractHand);
}
private void OnInteractHand(EntityUid uid, InteractionPopupComponent component, InteractHandEvent args)
{
if (args.Handled || args.User == args.Target)
return;
//Handling does nothing and this thing annoyingly plays way too often.
if (HasComp<SleepingComponent>(uid))
return;
var curTime = _gameTiming.CurTime;
if (curTime < component.LastInteractTime + component.InteractDelay)
return;
if (TryComp<MobStateComponent>(uid, out var state) // if it has a MobStateComponent,
&& !state.IsAlive()) // AND if that state is not Alive (e.g. dead/incapacitated/critical)
return;
// TODO: Should be an attempt event
// TODO: Need to handle pausing with an accumulator.
string msg = ""; // Stores the text to be shown in the popup message
string? sfx = null; // Stores the filepath of the sound to be played
if (_random.Prob(component.SuccessChance))
{
if (component.InteractSuccessString != null)
msg = Loc.GetString(component.InteractSuccessString, ("target", Identity.Entity(uid, EntityManager))); // Success message (localized).
if (component.InteractSuccessSound != null)
sfx = component.InteractSuccessSound.GetSound();
}
else
{
if (component.InteractFailureString != null)
msg = Loc.GetString(component.InteractFailureString, ("target", Identity.Entity(uid, EntityManager))); // Failure message (localized).
if (component.InteractFailureSound != null)
sfx = component.InteractFailureSound.GetSound();
}
if (component.MessagePerceivedByOthers != null)
{
string msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
("user", Identity.Entity(args.User, EntityManager)), ("target", Identity.Entity(uid, EntityManager)));
_popupSystem.PopupEntity(msg, uid, Filter.Entities(args.User));
_popupSystem.PopupEntity(msgOthers, uid, Filter.Pvs(uid, 2F, EntityManager).RemoveWhereAttachedEntity(puid => puid == args.User));
}
else
_popupSystem.PopupEntity(msg, uid, Filter.Entities(args.User)); //play only for the initiating entity.
if (sfx is not null) //not all cases will have sound.
{
if (component.SoundPerceivedByOthers)
SoundSystem.Play(sfx, Filter.Pvs(args.Target), args.Target); //play for everyone in range
else
SoundSystem.Play(sfx, Filter.Entities(args.User, args.Target), args.Target); //play only for the initiating entity and its target.
}
component.LastInteractTime = curTime;
args.Handled = true;
}
}