* Moved pen slot to separate component * Moved it all to more generic item slot class * Add sounds * Item slots now supports many slots * Some clean-up * Refactored slots a bit * Moving ID card out * Moving pda to system * Moving PDA owner to ECS * Moved PDA flashlight to separate component * Toggle lights work through events * Fixing UI * Moving uplink to separate component * Continue moving uplink to separate component * More cleaning * Removing pda shared * Nuked shared pda component * Fixed flashlight * Pen slot now showed in UI * Light toggle now shows correctly in UI * Small refactoring of item slots * Added contained entity * Fixed tests * Finished with PDA * Moving PDA uplink to separate window * Adding-removing uplink should show new button * Working on a better debug * Debug command to add uplink * Uplink send state to UI * Almost working UI * Uplink correcty updates when you buy-sell items * Ups * Moved localization to separate file * Minor fixes * Removed item slots methods events * Removed PDA owner name * Removed one uplink event * Deleted all uplink events * Removed flashlight events * Update Content.Shared/Traitor/Uplink/UplinkVisuals.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Containers/ItemSlot/ItemSlotsSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameTicking/Presets/PresetTraitorDeathMatch.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Item slots system review * Flashlight review * PDA to XAML * Move UplinkMenu to seperate class, fix WeightedColors methods * Move UI to XAML * Moved events to entity id * Address review * Removed uplink extensions * Minor fix * Moved item slots to shared * My bad Robust... * Fixed pda sound * Fixed pda tests * Fixed pda test again Co-authored-by: Alexander Evgrashin <evgrashin.adl@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Visne <vincefvanwijk@gmail.com>
167 lines
5.7 KiB
C#
167 lines
5.7 KiB
C#
using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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using Content.Server.PDA.Managers;
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using Content.Server.Traitor.Uplink.Components;
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using Content.Server.UserInterface;
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using Content.Shared.Traitor.Uplink;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Player;
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using System;
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using System.Linq;
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namespace Content.Server.Traitor.Uplink.Systems
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{
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public class UplinkSystem : EntitySystem
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{
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[Dependency] private readonly IUplinkManager _uplinkManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<UplinkComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<UplinkComponent, ComponentRemove>(OnRemove);
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}
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public void SetAccount(UplinkComponent component, UplinkAccount account)
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{
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if (component.UplinkAccount != null)
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{
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Logger.Error("Can't init one uplink with different account!");
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return;
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}
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component.UplinkAccount = account;
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component.UplinkAccount.BalanceChanged += (acc) =>
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{
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UpdateUserInterface(component);
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};
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}
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private void OnInit(EntityUid uid, UplinkComponent component, ComponentInit args)
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{
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var ui = component.Owner.GetUIOrNull(UplinkUiKey.Key);
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if (ui != null)
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ui.OnReceiveMessage += (msg) => OnUIMessage(component, msg);
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RaiseLocalEvent(uid, new UplinkInitEvent(component));
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}
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private void OnRemove(EntityUid uid, UplinkComponent component, ComponentRemove args)
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{
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RaiseLocalEvent(uid, new UplinkRemovedEvent());
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}
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public void ToggleUplinkUI(UplinkComponent component, IPlayerSession session)
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{
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var ui = component.Owner.GetUIOrNull(UplinkUiKey.Key);
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ui?.Toggle(session);
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UpdateUserInterface(component);
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}
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private void OnUIMessage(UplinkComponent uplink, ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case UplinkRequestUpdateInterfaceMessage _:
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UpdateUserInterface(uplink);
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break;
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case UplinkBuyListingMessage buyMsg:
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{
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var player = message.Session.AttachedEntity;
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if (player == null) break;
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if (!_uplinkManager.TryPurchaseItem(uplink.UplinkAccount, buyMsg.ItemId,
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player.Transform.Coordinates, out var entity))
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{
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SoundSystem.Play(Filter.SinglePlayer(message.Session), uplink.InsufficientFundsSound.GetSound(),
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uplink.Owner, AudioParams.Default);
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RaiseNetworkEvent(new UplinkInsufficientFundsMessage(), message.Session.ConnectedClient);
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break;
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}
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if (player.TryGetComponent(out HandsComponent? hands) &&
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entity.TryGetComponent(out ItemComponent? item))
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{
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hands.PutInHandOrDrop(item);
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}
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SoundSystem.Play(Filter.SinglePlayer(message.Session), uplink.BuySuccessSound.GetSound(),
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uplink.Owner, AudioParams.Default.WithVolume(-2f));
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RaiseNetworkEvent(new UplinkBuySuccessMessage(), message.Session.ConnectedClient);
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break;
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}
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}
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}
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private void UpdateUserInterface(UplinkComponent component)
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{
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var ui = component.Owner.GetUIOrNull(UplinkUiKey.Key);
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if (ui == null)
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return;
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var listings = _uplinkManager.FetchListings.Values.ToArray();
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var acc = component.UplinkAccount;
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UplinkAccountData accData;
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if (acc != null)
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accData = new UplinkAccountData(acc.AccountHolder, acc.Balance);
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else
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accData = new UplinkAccountData(null, 0);
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ui.SetState(new UplinkUpdateState(accData, listings));
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}
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public bool AddUplink(IEntity user, UplinkAccount account, IEntity? uplinkEntity = null)
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{
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// Try to find target item
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if (uplinkEntity == null)
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{
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uplinkEntity = FindUplinkTarget(user);
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if (uplinkEntity == null)
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return false;
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}
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var uplink = uplinkEntity.EnsureComponent<UplinkComponent>();
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SetAccount(uplink, account);
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return true;
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}
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private IEntity? FindUplinkTarget(IEntity user)
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{
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// Try to find PDA in inventory
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if (user.TryGetComponent(out InventoryComponent? inventory))
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{
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var foundPDA = inventory.LookupItems<PDAComponent>().FirstOrDefault();
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if (foundPDA != null)
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return foundPDA.Owner;
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}
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// Also check hands
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if (user.TryGetComponent(out IHandsComponent? hands))
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{
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var heldItems = hands.GetAllHeldItems();
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foreach (var item in heldItems)
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{
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if (item.Owner.HasComponent<PDAComponent>())
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return item.Owner;
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}
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}
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return null;
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}
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}
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}
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