CatStation/Content.Shared/PDA/SharedPdaSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

102 lines
4 KiB
C#

using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Containers.ItemSlots;
using Robust.Shared.Containers;
namespace Content.Shared.PDA
{
public abstract partial class SharedPdaSystem : EntitySystem
{
[Dependency] protected ItemSlotsSystem ItemSlotsSystem = default!;
[Dependency] protected SharedAppearanceSystem Appearance = default!;
[Dependency] private SharedJobStatusSystem _jobStatus = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PdaComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<PdaComponent, ComponentRemove>(OnComponentRemove);
SubscribeLocalEvent<PdaComponent, EntInsertedIntoContainerMessage>(OnItemInserted);
SubscribeLocalEvent<PdaComponent, EntRemovedFromContainerMessage>(OnItemRemoved);
SubscribeLocalEvent<PdaComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
}
protected virtual void OnComponentInit(EntityUid uid, PdaComponent pda, ComponentInit args)
{
if (pda.IdCard != null)
pda.IdSlot.StartingItem = pda.IdCard;
ItemSlotsSystem.AddItemSlot(uid, PdaComponent.PdaIdSlotId, pda.IdSlot);
ItemSlotsSystem.AddItemSlot(uid, PdaComponent.PdaPenSlotId, pda.PenSlot);
ItemSlotsSystem.AddItemSlot(uid, PdaComponent.PdaPaiSlotId, pda.PaiSlot);
UpdatePdaAppearance(uid, pda);
}
private void OnComponentRemove(EntityUid uid, PdaComponent pda, ComponentRemove args)
{
ItemSlotsSystem.RemoveItemSlot(uid, pda.IdSlot);
ItemSlotsSystem.RemoveItemSlot(uid, pda.PenSlot);
ItemSlotsSystem.RemoveItemSlot(uid, pda.PaiSlot);
}
protected virtual void OnItemInserted(EntityUid uid, PdaComponent pda, EntInsertedIntoContainerMessage args)
{
if (args.Container.ID == PdaComponent.PdaIdSlotId)
pda.ContainedId = args.Entity;
UpdatePdaAppearance(uid, pda);
UpdateJobStatus(uid);
}
protected virtual void OnItemRemoved(EntityUid uid, PdaComponent pda, EntRemovedFromContainerMessage args)
{
if (args.Container.ID == pda.IdSlot.ID)
pda.ContainedId = null;
UpdatePdaAppearance(uid, pda);
UpdateJobStatus(uid);
}
private void OnGetAdditionalAccess(EntityUid uid, PdaComponent component, ref GetAdditionalAccessEvent args)
{
if (component.ContainedId is { } id)
args.Entities.Add(id);
}
private void UpdatePdaAppearance(EntityUid uid, PdaComponent pda)
{
Appearance.SetData(uid, PdaVisuals.IdCardInserted, pda.ContainedId != null);
}
// update the status icon of the player that has the pda currently equipped
private void UpdateJobStatus(EntityUid uid)
{
// Only the player who has the pda currently equipped can insert or remove Ids
var parent = Transform(uid).ParentUid;
_jobStatus.UpdateStatus(parent);
}
public virtual void UpdatePdaUi(EntityUid uid, PdaComponent? pda = null)
{
// This does nothing yet while I finish up PDA prediction
// Overriden by the server
}
/// <summary>
/// Sets the owner of a PDA to a given entity, with a given name.
/// </summary>
/// <param name="uid">Pda Entity</param>
/// <param name="pda">Pda Component</param>
/// <param name="owner">New entity owner of the PDA, this is probably an ID card</param>
/// <param name="ownerName">Name of the new owner, this is probably the name on the ID card</param>
public void SetOwner(EntityUid uid, PdaComponent pda, EntityUid owner, string ownerName)
{
pda.OwnerName = ownerName;
pda.PdaOwner = owner;
UpdatePdaUi(uid, pda);
}
}
}