* Land Mine is now armable, it will not explode unless armed. * Land Mine is now armable, it will not explode unless armed. * Explicitly have Armed as false * SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server" * Land Mines now blink only when armed. * Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content. * Accessing the datafield directly instead of using methods * Mines are now armed by default with a unarmed prototype * Land mine now shows if it is armed when examined and in range. * Landmine is unarmed by default with an armed variant for mapping purposes. * Removed properties that were already defined by inheritance. * Access the bool directly from the component * Add booleans to change if the Arm-verb is showed and if examining the mine shows the status. * Added status message for unarmed mine, removed using PushGroup since only one string is displayed. * Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb. * The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer. * Make the craftable land mine unarmed. * Refactored the arming mechanic into own component and system. * Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines. * Moved the examination strings from land-mines.ftl to armable.ftl. * Removed unused property. * Formatting and fixing imports * Added prefixes to the ftl naming. Moved LocId from system to component * Added documentation. Moved check for armable to HandleStepTriggerAttempt. Moved the LocId to component. * Removed the TryArming method. Added documentation. * Removed unnecessary TryComp * Simplified the logic for the trigger attempt * HasComp instead of TryComp on logic * EmoGarbage Review --------- Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me> Co-authored-by: EmoGarbage404 <retron404@gmail.com>
345 lines
11 KiB
C#
345 lines
11 KiB
C#
using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Popups;
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using Content.Shared.Temperature;
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using Content.Shared.Toggleable;
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using Content.Shared.Verbs;
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using Content.Shared.Wieldable;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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namespace Content.Shared.Item.ItemToggle;
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/// <summary>
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/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
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/// </summary>
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/// <remarks>
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/// If you need extended functionality (e.g. requiring power) then add a new component and use events.
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/// </remarks>
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public sealed class ItemToggleSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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private EntityQuery<ItemToggleComponent> _query;
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public override void Initialize()
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{
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base.Initialize();
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_query = GetEntityQuery<ItemToggleComponent>();
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SubscribeLocalEvent<ItemToggleComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ItemToggleComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ItemToggleComponent, ItemUnwieldedEvent>(TurnOffOnUnwielded);
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SubscribeLocalEvent<ItemToggleComponent, ItemWieldedEvent>(TurnOnOnWielded);
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SubscribeLocalEvent<ItemToggleComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ItemToggleComponent, GetVerbsEvent<ActivationVerb>>(OnActivateVerb);
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SubscribeLocalEvent<ItemToggleComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<ItemToggleHotComponent, IsHotEvent>(OnIsHotEvent);
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SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggledEvent>(UpdateActiveSound);
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}
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private void OnStartup(Entity<ItemToggleComponent> ent, ref ComponentStartup args)
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{
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UpdateVisuals(ent);
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}
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private void OnMapInit(Entity<ItemToggleComponent> ent, ref MapInitEvent args)
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{
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if (!ent.Comp.Activated)
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return;
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var ev = new ItemToggledEvent(Predicted: ent.Comp.Predictable, Activated: ent.Comp.Activated, User: null);
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RaiseLocalEvent(ent, ref ev);
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}
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private void OnUseInHand(Entity<ItemToggleComponent> ent, ref UseInHandEvent args)
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{
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if (args.Handled || !ent.Comp.OnUse)
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return;
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args.Handled = true;
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Toggle((ent, ent.Comp), args.User, predicted: ent.Comp.Predictable);
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}
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private void OnActivateVerb(Entity<ItemToggleComponent> ent, ref GetVerbsEvent<ActivationVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || !ent.Comp.OnActivate)
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return;
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var user = args.User;
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if (ent.Comp.Activated)
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{
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var ev = new ItemToggleActivateAttemptEvent(args.User);
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RaiseLocalEvent(ent.Owner, ref ev);
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if (ev.Cancelled)
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return;
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}
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else
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{
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var ev = new ItemToggleDeactivateAttemptEvent(args.User);
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RaiseLocalEvent(ent.Owner, ref ev);
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if (ev.Cancelled)
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return;
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}
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args.Verbs.Add(new ActivationVerb()
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{
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Text = !ent.Comp.Activated ? Loc.GetString(ent.Comp.VerbToggleOn) : Loc.GetString(ent.Comp.VerbToggleOff),
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Act = () =>
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{
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Toggle((ent.Owner, ent.Comp), user, predicted: ent.Comp.Predictable);
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}
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});
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}
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private void OnActivate(Entity<ItemToggleComponent> ent, ref ActivateInWorldEvent args)
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{
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if (args.Handled || !ent.Comp.OnActivate)
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return;
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args.Handled = true;
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Toggle((ent.Owner, ent.Comp), args.User, predicted: ent.Comp.Predictable);
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}
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/// <summary>
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/// Used when an item is attempted to be toggled.
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/// Sets its state to the opposite of what it is.
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/// </summary>
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/// <returns>Same as <see cref="TrySetActive"/></returns>
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public bool Toggle(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return false;
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return TrySetActive(ent, !ent.Comp.Activated, user, predicted);
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}
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/// <summary>
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/// Tries to set the activated bool from a value.
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/// </summary>
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/// <returns>false if the attempt fails for any reason</returns>
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public bool TrySetActive(Entity<ItemToggleComponent?> ent, bool active, EntityUid? user = null, bool predicted = true)
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{
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if (active)
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return TryActivate(ent, user, predicted: predicted);
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else
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return TryDeactivate(ent, user, predicted: predicted);
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}
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/// <summary>
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/// Used when an item is attempting to be activated. It returns false if the attempt fails any reason, interrupting the activation.
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/// </summary>
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public bool TryActivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return false;
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var uid = ent.Owner;
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var comp = ent.Comp;
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if (comp.Activated)
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return true;
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var attempt = new ItemToggleActivateAttemptEvent(user);
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RaiseLocalEvent(uid, ref attempt);
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if (!comp.Predictable)
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predicted = false;
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if (!predicted && _netManager.IsClient)
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return false;
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if (attempt.Cancelled)
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{
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if (attempt.Silent)
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return false;
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if (predicted)
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_audio.PlayPredicted(comp.SoundFailToActivate, uid, user);
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else
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_audio.PlayPvs(comp.SoundFailToActivate, uid);
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if (attempt.Popup != null && user != null)
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{
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if (predicted)
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_popup.PopupClient(attempt.Popup, uid, user.Value);
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else
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_popup.PopupEntity(attempt.Popup, uid, user.Value);
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}
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return false;
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}
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Activate((uid, comp), predicted, user);
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return true;
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}
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/// <summary>
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/// Used when an item is attempting to be deactivated. It returns false if the attempt fails any reason, interrupting the deactivation.
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/// </summary>
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public bool TryDeactivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return false;
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var uid = ent.Owner;
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var comp = ent.Comp;
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if (!comp.Activated)
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return true;
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if (!comp.Predictable)
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predicted = false;
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var attempt = new ItemToggleDeactivateAttemptEvent(user);
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RaiseLocalEvent(uid, ref attempt);
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if (!predicted && _netManager.IsClient)
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return false;
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if (attempt.Cancelled)
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{
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if (attempt.Silent)
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return false;
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if (attempt.Popup != null && user != null)
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{
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if (predicted)
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_popup.PopupClient(attempt.Popup, uid, user.Value);
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else
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_popup.PopupEntity(attempt.Popup, uid, user.Value);
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}
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return false;
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}
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Deactivate((uid, comp), predicted, user);
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return true;
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}
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private void Activate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null)
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{
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var (uid, comp) = ent;
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var soundToPlay = comp.SoundActivate;
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if (predicted)
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_audio.PlayPredicted(soundToPlay, uid, user);
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else
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_audio.PlayPvs(soundToPlay, uid);
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comp.Activated = true;
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UpdateVisuals((uid, comp));
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Dirty(uid, comp);
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var toggleUsed = new ItemToggledEvent(predicted, Activated: true, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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}
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/// <summary>
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/// Used to make the actual changes to the item's components on deactivation.
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/// </summary>
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private void Deactivate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null)
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{
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var (uid, comp) = ent;
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var soundToPlay = comp.SoundDeactivate;
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if (predicted)
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_audio.PlayPredicted(soundToPlay, uid, user);
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else
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_audio.PlayPvs(soundToPlay, uid);
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comp.Activated = false;
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UpdateVisuals((uid, comp));
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Dirty(uid, comp);
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var toggleUsed = new ItemToggledEvent(predicted, Activated: false, user);
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RaiseLocalEvent(uid, ref toggleUsed);
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}
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/// <summary>
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/// Sets if this toggleable item can be activated in world by pressing "e"
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/// </summary>
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public void SetOnActivate(Entity<ItemToggleComponent?> ent, bool val)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (ent.Comp.OnActivate == val)
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return;
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ent.Comp.OnActivate = val;
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Dirty(ent);
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}
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private void UpdateVisuals(Entity<ItemToggleComponent> ent)
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{
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if (TryComp(ent, out AppearanceComponent? appearance))
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{
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_appearance.SetData(ent, ToggleVisuals.Toggled, ent.Comp.Activated, appearance);
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}
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}
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/// <summary>
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/// Used for items that require to be wielded in both hands to activate. For instance the dual energy sword will turn off if not wielded.
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/// </summary>
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private void TurnOffOnUnwielded(Entity<ItemToggleComponent> ent, ref ItemUnwieldedEvent args)
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{
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TryDeactivate((ent, ent.Comp), args.User);
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}
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/// <summary>
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/// Wieldable items will automatically turn on when wielded.
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/// </summary>
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private void TurnOnOnWielded(Entity<ItemToggleComponent> ent, ref ItemWieldedEvent args)
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{
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// FIXME: for some reason both client and server play sound
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TryActivate((ent, ent.Comp));
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}
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public bool IsActivated(Entity<ItemToggleComponent?> ent)
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{
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if (!_query.Resolve(ent, ref ent.Comp, false))
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return true; // assume always activated if no component
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return ent.Comp.Activated;
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}
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/// <summary>
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/// Used to make the item hot when activated.
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/// </summary>
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private void OnIsHotEvent(Entity<ItemToggleHotComponent> ent, ref IsHotEvent args)
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{
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args.IsHot |= IsActivated(ent.Owner);
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}
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/// <summary>
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/// Used to update the looping active sound linked to the entity.
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/// </summary>
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private void UpdateActiveSound(Entity<ItemToggleActiveSoundComponent> ent, ref ItemToggledEvent args)
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{
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var (uid, comp) = ent;
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if (!args.Activated)
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{
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comp.PlayingStream = _audio.Stop(comp.PlayingStream);
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return;
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}
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if (comp.ActiveSound != null && comp.PlayingStream == null)
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{
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var loop = comp.ActiveSound.Params.WithLoop(true);
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var stream = args.Predicted
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? _audio.PlayPredicted(comp.ActiveSound, uid, args.User, loop)
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: _audio.PlayPvs(comp.ActiveSound, uid, loop);
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if (stream?.Entity is {} entity)
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comp.PlayingStream = entity;
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}
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}
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}
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