using Content.Server.Ghost.Roles.Components;
using Content.Server.Popups;
using Content.Shared.CombatMode;
using Content.Shared.Hands;
using Content.Shared.Interaction.Events;
using Content.Shared.Puppet;
using Content.Shared.StatusEffectNew;
using Robust.Shared.Prototypes;
namespace Content.Server.Puppet;
///
/// A system for interactions with ventriloquist dummies, puppets that another player can talk through when equipped in a character's hand.
///
public sealed partial class VentriloquistPuppetSystem : SharedVentriloquistPuppetSystem
{
public static readonly EntProtoId MutedEffect = "StatusEffectVentriloquistPuppetMuted";
[Dependency] private PopupSystem _popupSystem = default!;
[Dependency] private StatusEffectsSystem _statusEffects = default!;
///
/// When used user inserts hand into dummy and the dummy can speak, when used again the user removes hand
/// from dummy and the dummy cannot speak.
///
[SubscribeLocalEvent]
private void OnUseInHand(Entity ent, ref UseInHandEvent args)
{
if (args.Handled)
return;
// TODO stop using mute component as a toggle for this component's functionality.
// TODO disable dummy when the user dies or cannot interact.
// Then again, this is all quite cursed code, so maybe its a cursed ventriloquist puppet.
if (!_statusEffects.TryRemoveStatusEffect(ent, MutedEffect))
{
_popupSystem.PopupEntity(Loc.GetString("ventriloquist-puppet-remove-hand"), ent, args.User);
MuteDummy(ent);
return;
}
// TODO why does this need a combat component???
EnsureComp(ent);
_popupSystem.PopupEntity(Loc.GetString("ventriloquist-puppet-insert-hand"), ent, args.User);
_popupSystem.PopupEntity(Loc.GetString("ventriloquist-puppet-inserted-hand"), ent, ent);
if (!HasComp(ent))
{
AddComp(ent);
var ghostRole = EnsureComp(ent);
ghostRole.RoleName = Loc.GetString("ventriloquist-puppet-role-name");
ghostRole.RoleDescription = Loc.GetString("ventriloquist-puppet-role-description");
}
args.Handled = true;
}
///
/// When dropped the dummy is muted again.
///
[SubscribeLocalEvent]
private void OnDropped(Entity ent, ref DroppedEvent args)
{
if (_statusEffects.HasStatusEffect(ent, MutedEffect))
return;
_popupSystem.PopupEntity(Loc.GetString("ventriloquist-puppet-remove-hand"), ent, args.User);
MuteDummy(ent);
}
///
/// When unequipped from a hand slot the dummy is muted again.
///
[SubscribeLocalEvent]
private void OnUnequippedHand(Entity ent, ref GotUnequippedHandEvent args)
{
if (_statusEffects.HasStatusEffect(ent, MutedEffect))
return;
_popupSystem.PopupEntity(Loc.GetString("ventriloquist-puppet-remove-hand"), ent, args.User);
MuteDummy(ent);
}
///
/// Mutes the dummy.
///
private void MuteDummy(Entity ent)
{
_popupSystem.PopupEntity(Loc.GetString("ventriloquist-puppet-removed-hand"), ent, ent);
_statusEffects.TrySetStatusEffectDuration(ent, MutedEffect);
RemComp(ent);
RemComp(ent);
}
}