107 lines
3.8 KiB
C#
107 lines
3.8 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Alert;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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namespace Content.Shared.CombatMode.Pacification;
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/// <summary>
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/// Raised when a Pacified entity attempts to throw something.
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/// The throw is only permitted if this event is not cancelled.
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/// </summary>
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[ByRefEvent]
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public struct AttemptPacifiedThrowEvent
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{
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public EntityUid ItemUid;
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public EntityUid PlayerUid;
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public AttemptPacifiedThrowEvent(EntityUid itemUid, EntityUid playerUid)
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{
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ItemUid = itemUid;
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PlayerUid = playerUid;
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}
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public bool Cancelled { get; private set; } = false;
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public string? CancelReasonMessageId { get; private set; }
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/// <param name="reasonMessageId">
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/// Localization string ID for the reason this event has been cancelled.
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/// If null, a generic message will be shown to the player.
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/// Note that any supplied localization string MUST accept a '$projectile'
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/// parameter specifying the name of the thrown entity.
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/// </param>
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public void Cancel(string? reasonMessageId = null)
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{
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Cancelled = true;
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CancelReasonMessageId = reasonMessageId;
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}
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}
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public sealed class PacificationSystem : EntitySystem
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{
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PacifiedComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<PacifiedComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<PacifiedComponent, BeforeThrowEvent>(OnBeforeThrow);
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SubscribeLocalEvent<PacifiedComponent, AttackAttemptEvent>(OnAttackAttempt);
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}
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private void OnAttackAttempt(EntityUid uid, PacifiedComponent component, AttackAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnStartup(EntityUid uid, PacifiedComponent component, ComponentStartup args)
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{
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if (!TryComp<CombatModeComponent>(uid, out var combatMode))
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return;
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if (combatMode.CanDisarm != null)
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_combatSystem.SetCanDisarm(uid, false, combatMode);
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_combatSystem.SetInCombatMode(uid, false, combatMode);
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_actionsSystem.SetEnabled(combatMode.CombatToggleActionEntity, false);
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_alertsSystem.ShowAlert(uid, AlertType.Pacified);
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}
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private void OnShutdown(EntityUid uid, PacifiedComponent component, ComponentShutdown args)
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{
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if (!TryComp<CombatModeComponent>(uid, out var combatMode))
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return;
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if (combatMode.CanDisarm != null)
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_combatSystem.SetCanDisarm(uid, true, combatMode);
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_actionsSystem.SetEnabled(combatMode.CombatToggleActionEntity, true);
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_alertsSystem.ClearAlert(uid, AlertType.Pacified);
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}
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private void OnBeforeThrow(Entity<PacifiedComponent> ent, ref BeforeThrowEvent args)
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{
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var thrownItem = args.ItemUid;
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var itemName = Identity.Entity(thrownItem, EntityManager);
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// Raise an AttemptPacifiedThrow event and rely on other systems to check
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// whether the candidate item is OK to throw:
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var ev = new AttemptPacifiedThrowEvent(thrownItem, ent);
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RaiseLocalEvent(thrownItem, ref ev);
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if (!ev.Cancelled)
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return;
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args.Cancelled = true;
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// Tell the player why they can’t throw stuff:
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var cannotThrowMessage = ev.CancelReasonMessageId ?? "pacified-cannot-throw";
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_popup.PopupEntity(Loc.GetString(cannotThrowMessage, ("projectile", itemName)), ent, ent);
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}
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}
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