327 lines
14 KiB
C#
327 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.DoAfter;
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using Content.Server.Popups;
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using Content.Server.Tools.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Audio;
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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.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Tools
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{
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public partial class ToolSystem : EntitySystem
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeTilePrying();
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InitializeWelders();
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InitializeMultipleTools();
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SubscribeLocalEvent<ToolDoAfterComplete>(OnDoAfterComplete);
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SubscribeLocalEvent<ToolDoAfterCancelled>(OnDoAfterCancelled);
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}
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private void OnDoAfterComplete(ToolDoAfterComplete ev)
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{
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// Actually finish the tool use! Depending on whether that succeeds or not, either event will be broadcast.
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if(ToolFinishUse(ev.Uid, ev.UserUid, ev.Fuel))
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{
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if (ev.EventTarget != null)
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RaiseLocalEvent(ev.EventTarget.Value, ev.CompletedEvent, false);
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else
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RaiseLocalEvent(ev.CompletedEvent);
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}
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else if(ev.CancelledEvent != null)
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{
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if (ev.EventTarget != null)
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RaiseLocalEvent(ev.EventTarget.Value, ev.CancelledEvent, false);
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else
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RaiseLocalEvent(ev.CancelledEvent);
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}
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}
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private void OnDoAfterCancelled(ToolDoAfterCancelled ev)
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{
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if (ev.EventTarget != null)
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RaiseLocalEvent(ev.EventTarget.Value, ev.Event, false);
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else
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RaiseLocalEvent(ev.Event);
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}
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/// <summary>
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/// Whether a tool entity has the specified quality or not.
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/// </summary>
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public bool HasQuality(EntityUid uid, string quality, ToolComponent? tool = null)
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{
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return Resolve(uid, ref tool, false) && tool.Qualities.Contains(quality);
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}
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/// <summary>
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/// Whether a tool entity has all specified qualities or not.
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/// </summary>
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public bool HasAllQualities(EntityUid uid, IEnumerable<string> qualities, ToolComponent? tool = null)
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{
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return Resolve(uid, ref tool, false) && tool.Qualities.ContainsAll(qualities);
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}
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/// <summary>
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/// Sync version of UseTool.
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/// </summary>
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/// <param name="tool">The tool entity.</param>
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/// <param name="user">The entity using the tool.</param>
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/// <param name="target">Optionally, a target to use the tool on.</param>
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/// <param name="fuel">An optional amount of fuel or energy to consume-</param>
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/// <param name="doAfterDelay">A doAfter delay in seconds.</param>
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/// <param name="toolQualitiesNeeded">The tool qualities needed to use the tool.</param>
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/// <param name="doAfterCompleteEvent">An event to raise once the doAfter is completed successfully.</param>
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/// <param name="doAfterCancelledEvent">An event to raise once the doAfter is canceled.</param>
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/// <param name="doAfterEventTarget">Where to direct the do-after events. If null, events are broadcast</param>
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/// <param name="doAfterCheck">An optional check to perform for the doAfter.</param>
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/// <param name="toolComponent">The tool component.</param>
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/// <param name="cancelToken">Token to provide to do_after for cancelling</param>
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/// <returns>Whether initially, using the tool succeeded. If there's a doAfter delay, you'll need to listen to
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/// the <see cref="doAfterCompleteEvent"/> and <see cref="doAfterCancelledEvent"/> being broadcast
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/// to see whether using the tool succeeded or not. If the <see cref="doAfterDelay"/> is zero,
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/// this simply returns whether using the tool succeeded or not.</returns>
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public bool UseTool(
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EntityUid tool,
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EntityUid user,
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EntityUid? target,
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float fuel,
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float doAfterDelay,
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IEnumerable<string> toolQualitiesNeeded,
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object? doAfterCompleteEvent = null,
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object? doAfterCancelledEvent = null,
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EntityUid? doAfterEventTarget = null,
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Func<bool>? doAfterCheck = null,
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ToolComponent? toolComponent = null,
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CancellationToken? cancelToken = null)
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{
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// No logging here, after all that'd mean the caller would need to check if the component is there or not.
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if (!Resolve(tool, ref toolComponent, false))
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return false;
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if (!ToolStartUse(tool, user, fuel, toolQualitiesNeeded, toolComponent))
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return false;
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if (doAfterDelay > 0f)
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{
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var doAfterArgs = new DoAfterEventArgs(user, doAfterDelay / toolComponent.SpeedModifier, cancelToken ?? default, target)
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{
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ExtraCheck = doAfterCheck,
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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BroadcastFinishedEvent = doAfterCompleteEvent != null ? new ToolDoAfterComplete(doAfterCompleteEvent, doAfterCancelledEvent, tool, user, fuel, doAfterEventTarget) : null,
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BroadcastCancelledEvent = doAfterCancelledEvent != null ? new ToolDoAfterCancelled(doAfterCancelledEvent, doAfterEventTarget) : null,
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};
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_doAfterSystem.DoAfter(doAfterArgs);
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return true;
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}
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return ToolFinishUse(tool, user, fuel, toolComponent);
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}
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// This is hilariously long.
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/// <inheritdoc cref="UseTool(Robust.Shared.GameObjects.EntityUid,Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.GameObjects.EntityUid},float,float,System.Collections.Generic.IEnumerable{string},Robust.Shared.GameObjects.EntityUid,object,object,System.Func{bool}?,Content.Server.Tools.Components.ToolComponent?)"/>
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public bool UseTool(EntityUid tool, EntityUid user, EntityUid? target, float fuel,
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float doAfterDelay, string toolQualityNeeded, object doAfterCompleteEvent, object doAfterCancelledEvent, EntityUid? doAfterEventTarget = null,
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Func<bool>? doAfterCheck = null, ToolComponent? toolComponent = null)
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{
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return UseTool(tool, user, target, fuel, doAfterDelay, new[] { toolQualityNeeded },
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doAfterCompleteEvent, doAfterCancelledEvent, doAfterEventTarget, doAfterCheck, toolComponent);
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}
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/// <summary>
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/// Async version of UseTool.
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/// </summary>
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/// <param name="tool">The tool entity.</param>
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/// <param name="user">The entity using the tool.</param>
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/// <param name="target">Optionally, a target to use the tool on.</param>
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/// <param name="fuel">An optional amount of fuel or energy to consume-</param>
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/// <param name="doAfterDelay">A doAfter delay in seconds.</param>
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/// <param name="toolQualitiesNeeded">The tool qualities needed to use the tool.</param>
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/// <param name="doAfterCheck">An optional check to perform for the doAfter.</param>
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/// <param name="toolComponent">The tool component.</param>
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/// <returns>Whether using the tool succeeded or not.</returns>
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public async Task<bool> UseTool(EntityUid tool, EntityUid user, EntityUid? target, float fuel,
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float doAfterDelay, IEnumerable<string> toolQualitiesNeeded, Func<bool>? doAfterCheck = null,
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ToolComponent? toolComponent = null)
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{
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// No logging here, after all that'd mean the caller would need to check if the component is there or not.
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if (!Resolve(tool, ref toolComponent, false))
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return false;
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if (!ToolStartUse(tool, user, fuel, toolQualitiesNeeded, toolComponent))
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return false;
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if (doAfterDelay > 0f)
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{
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var doAfterArgs = new DoAfterEventArgs(user, doAfterDelay / toolComponent.SpeedModifier, default, target)
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{
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ExtraCheck = doAfterCheck,
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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};
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var result = await _doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result == DoAfterStatus.Cancelled)
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return false;
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}
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return ToolFinishUse(tool, user, fuel, toolComponent);
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}
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// This is hilariously long.
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/// <inheritdoc cref="UseTool(Robust.Shared.GameObjects.EntityUid,Robust.Shared.GameObjects.EntityUid,System.Nullable{Robust.Shared.GameObjects.EntityUid},float,float,System.Collections.Generic.IEnumerable{string},Robust.Shared.GameObjects.EntityUid,object,object,System.Func{bool}?,Content.Server.Tools.Components.ToolComponent?)"/>
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public Task<bool> UseTool(EntityUid tool, EntityUid user, EntityUid? target, float fuel,
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float doAfterDelay, string toolQualityNeeded, Func<bool>? doAfterCheck = null,
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ToolComponent? toolComponent = null)
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{
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return UseTool(tool, user, target, fuel, doAfterDelay, new [] {toolQualityNeeded}, doAfterCheck, toolComponent);
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}
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private bool ToolStartUse(EntityUid tool, EntityUid user, float fuel, IEnumerable<string> toolQualitiesNeeded, ToolComponent? toolComponent = null)
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{
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if (!Resolve(tool, ref toolComponent))
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return false;
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if (!toolComponent.Qualities.ContainsAll(toolQualitiesNeeded) || !_actionBlockerSystem.CanInteract(user))
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return false;
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var beforeAttempt = new ToolUseAttemptEvent(fuel, user);
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RaiseLocalEvent(tool, beforeAttempt, false);
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return !beforeAttempt.Cancelled;
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}
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private bool ToolFinishUse(EntityUid tool, EntityUid user, float fuel, ToolComponent? toolComponent = null)
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{
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if (!Resolve(tool, ref toolComponent))
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return false;
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var afterAttempt = new ToolUseFinishAttemptEvent(fuel, user);
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RaiseLocalEvent(tool, afterAttempt, false);
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if (afterAttempt.Cancelled)
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return false;
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if (toolComponent.UseSound != null)
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PlayToolSound(tool, toolComponent);
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return true;
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}
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public void PlayToolSound(EntityUid uid, ToolComponent? tool = null)
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{
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if (!Resolve(uid, ref tool))
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return;
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if (tool.UseSound is not {} sound)
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return;
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// Pass tool.Owner to Filter.Pvs to avoid a TryGetEntity call.
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SoundSystem.Play(Filter.Pvs(tool.Owner), sound.GetSound(), uid,
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AudioHelpers.WithVariation(0.175f).WithVolume(-5f));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateWelders(frameTime);
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}
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private class ToolDoAfterComplete : EntityEventArgs
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{
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public readonly object CompletedEvent;
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public readonly object? CancelledEvent;
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public readonly EntityUid Uid;
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public readonly EntityUid UserUid;
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public readonly float Fuel;
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public readonly EntityUid? EventTarget;
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public ToolDoAfterComplete(object completedEvent, object? cancelledEvent, EntityUid uid, EntityUid userUid, float fuel, EntityUid? eventTarget = null)
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{
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CompletedEvent = completedEvent;
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Uid = uid;
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UserUid = userUid;
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Fuel = fuel;
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CancelledEvent = cancelledEvent;
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EventTarget = eventTarget;
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}
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}
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private class ToolDoAfterCancelled : EntityEventArgs
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{
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public readonly object Event;
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public readonly EntityUid? EventTarget;
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public ToolDoAfterCancelled(object @event, EntityUid? eventTarget = null)
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{
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Event = @event;
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EventTarget = eventTarget;
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}
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}
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}
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/// <summary>
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/// Attempt event called *before* any do afters to see if the tool usage should succeed or not.
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/// You can change the fuel consumption by changing the Fuel property.
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/// </summary>
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public class ToolUseAttemptEvent : CancellableEntityEventArgs
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{
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public float Fuel { get; set; }
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public EntityUid User { get; }
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public ToolUseAttemptEvent(float fuel, EntityUid user)
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{
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Fuel = fuel;
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User = user;
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}
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}
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/// <summary>
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/// Attempt event called *after* any do afters to see if the tool usage should succeed or not.
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/// You can use this event to consume any fuel needed.
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/// </summary>
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public class ToolUseFinishAttemptEvent : CancellableEntityEventArgs
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{
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public float Fuel { get; }
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public EntityUid User { get; }
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public ToolUseFinishAttemptEvent(float fuel, EntityUid user)
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{
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Fuel = fuel;
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}
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}
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}
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