Files
tbd-station-14/Content.Server/Tools/Systems/WeldableSystem.cs
Moony f98df73fae Adds even more smites and a bunch of tools. (#9825)
* Adds three new smites, headstand, locker stuff, and reptilian species swap.

* Localize all the smites.

* save work

* More smites...

* Final tweaks.

* oops

* !PLEH

* Adds disarm prone and improved hand removal options.

* fix chances.

* take out the trash.

* Add some admin TRICKS instead of more smites.

* oop

* Implements the admin test arena and associated trick.

* Tricks for granting/revoking access.

* e

* mfw

* Implement quick dialogs, for when you don't want to spend 20 minutes writing a simple dialog prompt.

* Forgot the rejuv icon.

* E

* docs

* augh

* Add rename/redescribe buttons.

* Adds objects menu, implements a couple tricks for stations.

* 1984

* Adds a trick for effectively infinite power.

* fixes some icon uggo.

* a

* HALT!

* Pause/unpause buttons.

* Forgor the textures.

* they broke every bone in their body.

* i added more

* more battery actions, touch up battery icon.

* Address reviews.
2022-07-21 17:30:00 -05:00

171 lines
5.1 KiB
C#

using Content.Server.Tools.Components;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Tools.Components;
namespace Content.Server.Tools.Systems;
public sealed class WeldableSystem : EntitySystem
{
[Dependency] private readonly ToolSystem _toolSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WeldableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<WeldableComponent, WeldFinishedEvent>(OnWeldFinished);
SubscribeLocalEvent<WeldableComponent, WeldCancelledEvent>(OnWeldCanceled);
SubscribeLocalEvent<WeldableComponent, ExaminedEvent>(OnExamine);
}
private void OnExamine(EntityUid uid, WeldableComponent component, ExaminedEvent args)
{
if (component.IsWelded && component.WeldedExamineMessage != null)
args.PushText(Loc.GetString(component.WeldedExamineMessage));
}
private void OnInteractUsing(EntityUid uid, WeldableComponent component, InteractUsingEvent args)
{
if (args.Handled)
return;
args.Handled = TryWeld(uid, args.Used, args.User, component);
}
private bool CanWeld(EntityUid uid, EntityUid tool, EntityUid user, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
// Basic checks
if (!component.Weldable || component.BeingWelded)
return false;
if (!_toolSystem.HasQuality(tool, component.WeldingQuality))
return false;
// Other component systems
var attempt = new WeldableAttemptEvent(user, tool);
RaiseLocalEvent(uid, attempt, true);
if (attempt.Cancelled)
return false;
return true;
}
private bool TryWeld(EntityUid uid, EntityUid tool, EntityUid user, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!CanWeld(uid, tool, user, component))
return false;
component.BeingWelded = _toolSystem.UseTool(tool, user, uid, component.FuelConsumption,
component.WeldingTime.Seconds, component.WeldingQuality,
new WeldFinishedEvent(user, tool), new WeldCancelledEvent(), uid);
return true;
}
private void OnWeldFinished(EntityUid uid, WeldableComponent component, WeldFinishedEvent args)
{
component.BeingWelded = false;
// Check if target is still valid
if (!CanWeld(uid, args.Tool, args.User, component))
return;
component.IsWelded = !component.IsWelded;
RaiseLocalEvent(uid, new WeldableChangedEvent(component.IsWelded), true);
UpdateAppearance(uid, component);
}
private void OnWeldCanceled(EntityUid uid, WeldableComponent component, WeldCancelledEvent args)
{
component.BeingWelded = false;
}
private void UpdateAppearance(EntityUid uid, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!TryComp(uid, out AppearanceComponent? appearance))
return;
appearance.SetData(WeldableVisuals.IsWelded, component.IsWelded);
}
public void ForceWeldedState(EntityUid uid, bool state, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.IsWelded = state;
RaiseLocalEvent(uid, new WeldableChangedEvent(component.IsWelded));
UpdateAppearance(uid, component);
}
public void SetWeldingTime(EntityUid uid, TimeSpan time, WeldableComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.WeldingTime = time;
}
/// <summary>
/// Raised after welding do_after has finished. It doesn't guarantee success,
/// use <see cref="WeldableChangedEvent"/> to get updated status.
/// </summary>
private sealed class WeldFinishedEvent : EntityEventArgs
{
public readonly EntityUid User;
public readonly EntityUid Tool;
public WeldFinishedEvent(EntityUid user, EntityUid tool)
{
User = user;
Tool = tool;
}
}
/// <summary>
/// Raised when entity welding has failed.
/// </summary>
private sealed class WeldCancelledEvent : EntityEventArgs
{
}
}
/// <summary>
/// Checks that entity can be weld/unweld.
/// Raised twice: before do_after and after to check that entity still valid.
/// </summary>
public sealed class WeldableAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid User;
public readonly EntityUid Tool;
public WeldableAttemptEvent(EntityUid user, EntityUid tool)
{
User = user;
Tool = tool;
}
}
/// <summary>
/// Raised when <see cref="WeldableComponent.IsWelded"/> has changed.
/// </summary>
public sealed class WeldableChangedEvent : EntityEventArgs
{
public readonly bool IsWelded;
public WeldableChangedEvent(bool isWelded)
{
IsWelded = isWelded;
}
}