CatStation/Content.Shared/Forensics/Systems/SharedForensicScannerSystem.cs
Prole 502af6955d
Predict Forensics V2.0 (Ready for Review) (#40693)
* What sitting on code does to a branch + no mo owner v2

* Replacing ViewVariables with AutoNetworkedField + Missed One V2

* Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2

* IProduceWidgets Review Changes & some of my own V2

* Lil Cleanup V2

* Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2

* It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later)

* Test (Removal of ServerSide VomitSystem.cs)

* Ok...

* Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors)

* Prediction

* Fix?

* No mo log error?

* Revert "No mo log error?"

This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f.

* Constructor going up

* No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash)

* For Conflicts

* Guh

* Yea

* Organization & no ErrorHell (maybe)

* Dirtying

* Dirtying take 2

* Revert "Dirtying take 2"

This reverts commit 5735012e21f43808db3ae010fce268eac24d0583.

* the dirties dont do much here

* For Conflict

* Readded

* Another Conflict Commit Fix

* Conflict Fix Thrice

* Empty Space

* Keep it simple

* Add it back in

* Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict

* Conflict fix?

* Trust the fix

* Looked at other prediction PR's, they had better code.

* To not mix up the system in client

* Removing Conflict

* For conflict

* For the conflic fix, will be removed later

* Scuffed Fix

* Removal & Adding the Decouple

* Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!!

* Cleanup & Optimizing, mostly comps.

* More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint.

* Forgot that the Print Refreshes, more of Warocks work.

* Removing Loc.GetString

* All of BloodStream to Shared, hopefully no errors.

* Sketchy Dirty Removed

* Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup.

* No mo Mispredict

* GenerateDnaEvent Predicted

* Forgot the user

* I knew it was real, bloodstutter is REAL and now GONE.

* Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again...

* Clearer

* Thank you leahcat, no more identity leak.

* Routine Maintenance

* sealing the class

* it checks for this now?!

* While im here, FileScope Namespaces & removing unused namespaces

* Update Attribute Type (SirWarock Import), it works and is much easier to read.

* Forever Fixing Conflicts

* Readonly Genocide & Partial Maxing

* LGTM, BloodstreamSystem moved to SharedBloodstreamSystem!

* Sohn

* If OG Github back push this commit

* One Billionth Commit Fix

* Removed client/server stuff

* Made implicit

* NewLine & comment on why AutoGenCompState is true

* Updatin the rest of the Popups to use Entity

* I think that's what they meant? It looks cleaner at least.

* Mass Attribute for LocalEvents that are safe to change.

* Putting it back as abstract

* maybe?

* Guhh, rolling back empty client/server of BloodStream

* Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem

* From Protected to Private

* Removed comment & made it explicit on what changed to true

* Guh, hopefully thats all of it...

* Forgot

* Review

* Test Push

* Line 316 in SharedForensicsSystem was causing the errors, better to play it safe

* Review Changes

* Update Content.Shared/Forensics/Events.cs

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>

* The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it

* The print.disabled didnt properly disable when cleared. So ill just use the old if check

* Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared

---------

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
2026-08-08 22:48:36 +00:00

260 lines
9.5 KiB
C#

using System.Linq;
using System.Text;
using Content.Shared.UserInterface;
using Content.Shared.DoAfter;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Paper;
using Content.Shared.Verbs;
using Content.Shared.Tag;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Timing;
using Content.Shared.Forensics.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Popups;
using Robust.Shared.Prototypes;
// todo: remove this stinky LINQy
namespace Content.Shared.Forensics.Systems;
public sealed partial class SharedForensicScannerSystem : EntitySystem
{
[Dependency] private IGameTiming _gameTiming = default!;
[Dependency] private SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private SharedUserInterfaceSystem _uiSystem = default!;
[Dependency] private SharedPopupSystem _popupSystem = default!;
[Dependency] private PaperSystem _paperSystem = default!;
[Dependency] private SharedHandsSystem _handsSystem = default!;
[Dependency] private SharedAudioSystem _audioSystem = default!;
[Dependency] private MetaDataSystem _metaData = default!;
[Dependency] private SharedForensicsSystem _forensicsSystem = default!;
[Dependency] private TagSystem _tag = default!;
private static readonly ProtoId<TagPrototype> DNASolutionScannableTag = "DNASolutionScannable";
[SubscribeLocalEvent]
private void OnScannerUpdate(Entity<ForensicScannerComponent> scanner, ref AfterAutoHandleStateEvent args)
{
UpdateUi(scanner);
}
private void UpdateUi(Entity<ForensicScannerComponent> scanner)
{
if (_uiSystem.TryGetOpenUi(scanner.Owner, ForensicScannerUiKey.Key, out var bui))
{
bui.Update();
}
}
[SubscribeLocalEvent]
private void OnDoAfter(Entity<ForensicScannerComponent> scanner, ref ForensicScannerDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
if (args.Args.Target != null)
{
if (TryComp<ForensicsComponent>(args.Args.Target, out var forensics))
{
scanner.Comp.Fingerprints = forensics.Fingerprints.ToList();
scanner.Comp.Fibers = forensics.Fibers.ToList();
scanner.Comp.DNAs = forensics.DNAs.ToList();
scanner.Comp.Residues = forensics.Residues.ToList();
}
else
{
scanner.Comp.Fingerprints = [];
scanner.Comp.Fibers = [];
scanner.Comp.DNAs = [];
scanner.Comp.Residues = [];
}
if (_tag.HasTag(args.Args.Target.Value, DNASolutionScannableTag))
{
scanner.Comp.DNAs.AddRange(_forensicsSystem.GetSolutionsDNA(args.Args.Target.Value));
}
scanner.Comp.LastScannedName = Identity.Name(args.Args.Target.Value, EntityManager, args.Args.User);
DirtyFields(scanner.AsNullable(),
null,
nameof(ForensicScannerComponent.Fingerprints),
nameof(ForensicScannerComponent.Fibers),
nameof(ForensicScannerComponent.DNAs),
nameof(ForensicScannerComponent.Residues),
nameof(ForensicScannerComponent.LastScannedName));
}
OpenUserInterface(args.Args.User, scanner);
}
/// <remarks>
/// Hosts logic common between OnUtilityVerb and OnAfterInteract.
/// </remarks>
private void StartScan(Entity<ForensicScannerComponent> scanner, EntityUid user, EntityUid target)
{
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, user, scanner.Comp.ScanDelay, new ForensicScannerDoAfterEvent(), scanner, target: target, used: scanner)
{
BreakOnMove = true,
NeedHand = true,
});
}
[SubscribeLocalEvent]
private void OnUtilityVerb(Entity<ForensicScannerComponent> scanner, ref GetVerbsEvent<UtilityVerb> args)
{
if (!args.CanInteract || !args.CanAccess)
return;
var evArgs = args;
var verb = new UtilityVerb()
{
Act = () => StartScan(scanner, evArgs.User, evArgs.Target),
IconEntity = GetNetEntity(scanner),
Text = Loc.GetString("forensic-scanner-verb-text"),
Message = Loc.GetString("forensic-scanner-verb-message"),
// This is important because if its true using the scanner will count as touching the object.
DoContactInteraction = false,
};
args.Verbs.Add(verb);
}
[SubscribeLocalEvent]
private void OnAfterInteract(Entity<ForensicScannerComponent> scanner, ref AfterInteractEvent args)
{
if (args.Target == null || !args.CanReach)
return;
StartScan(scanner, args.User, args.Target.Value);
}
[SubscribeLocalEvent]
private void OnAfterInteractUsing(Entity<ForensicScannerComponent> scanner, ref AfterInteractUsingEvent args)
{
if (args.Handled || !args.CanReach)
return;
if (!TryComp<ForensicPadComponent>(args.Used, out var pad))
return;
foreach (var fiber in scanner.Comp.Fibers)
{
if (fiber != pad.Sample)
continue;
_audioSystem.PlayPredicted(scanner.Comp.SoundMatch, scanner.Owner, args.User);
_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-match-fiber"), scanner, args.User);
return;
}
foreach (var fingerprint in scanner.Comp.Fingerprints)
{
if (fingerprint != pad.Sample)
continue;
_audioSystem.PlayPredicted(scanner.Comp.SoundMatch, scanner.Owner, args.User);
_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-match-fingerprint"), scanner, args.User);
return;
}
_audioSystem.PlayPredicted(scanner.Comp.SoundNoMatch, scanner.Owner, args.User);
_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-match-none"), scanner, args.User);
}
[SubscribeLocalEvent]
private void OnBeforeActivatableUIOpen(Entity<ForensicScannerComponent> scanner, ref BeforeActivatableUIOpenEvent args)
{
UpdateUi(scanner);
}
private void OpenUserInterface(EntityUid user, Entity<ForensicScannerComponent> scanner)
{
_uiSystem.OpenUi(scanner.Owner, ForensicScannerUiKey.Key, user, true);
UpdateUi(scanner);
}
[SubscribeLocalEvent]
private void OnPrint(Entity<ForensicScannerComponent> scanner, ref ForensicScannerPrintMessage args)
{
var user = args.Actor;
if (_gameTiming.CurTime < scanner.Comp.PrintReadyAt)
{
// This shouldn't occur due to the UI guarding against it, but
// if it does, tell the user why nothing happened.
_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-printer-not-ready"), scanner, user);
return;
}
// Spawn a piece of paper.
var printed = PredictedSpawnAtPosition(scanner.Comp.PaperPrototypeID, Transform(scanner).Coordinates);
_handsSystem.PickupOrDrop(user, printed, checkActionBlocker: false);
if (!TryComp<PaperComponent>(printed, out var paperComp))
{
Log.Error("Printed paper did not have PaperComponent.");
return;
}
_metaData.SetEntityName(printed, Loc.GetString("forensic-scanner-report-title", ("entity", scanner.Comp.LastScannedName)));
var text = new StringBuilder();
text.AppendLine(Loc.GetString("forensic-scanner-interface-fingerprints"));
foreach (var fingerprint in scanner.Comp.Fingerprints)
{
text.AppendLine(fingerprint);
}
text.AppendLine();
text.AppendLine(Loc.GetString("forensic-scanner-interface-fibers"));
foreach (var fiber in scanner.Comp.Fibers)
{
text.AppendLine(fiber);
}
text.AppendLine();
text.AppendLine(Loc.GetString("forensic-scanner-interface-dnas"));
foreach (var dna in scanner.Comp.DNAs)
{
text.AppendLine(dna);
}
text.AppendLine();
text.AppendLine(Loc.GetString("forensic-scanner-interface-residues"));
foreach (var residue in scanner.Comp.Residues)
{
text.AppendLine(residue);
}
_paperSystem.SetContent((printed, paperComp), text.ToString());
var audioParams = scanner.Comp.SoundPrint?.Params ?? AudioParams.Default;
audioParams = audioParams.WithVariation(0.25f).AddVolume(3f).WithRolloffFactor(2.8f).WithMaxDistance(4.5f);
_audioSystem.PlayPredicted(scanner.Comp.SoundPrint, scanner, user, audioParams);
scanner.Comp.PrintReadyAt = _gameTiming.CurTime + scanner.Comp.PrintCooldown;
DirtyField(scanner.AsNullable(), nameof(ForensicScannerComponent.PrintReadyAt));
UpdateUi(scanner);
}
[SubscribeLocalEvent]
private void OnClear(Entity<ForensicScannerComponent> scanner, ref ForensicScannerClearMessage args)
{
scanner.Comp.Fingerprints = [];
scanner.Comp.Fibers = [];
scanner.Comp.DNAs = [];
scanner.Comp.LastScannedName = string.Empty;
DirtyFields(scanner.AsNullable(),
null,
nameof(ForensicScannerComponent.Fingerprints),
nameof(ForensicScannerComponent.Fibers),
nameof(ForensicScannerComponent.DNAs),
nameof(ForensicScannerComponent.LastScannedName));
UpdateUi(scanner);
}
}