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134 lines
4.1 KiB
C#
134 lines
4.1 KiB
C#
using System.Linq;
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using Content.Server.Store.Systems;
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using Content.Shared.PDA;
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using Content.Shared.PDA.Ringer;
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using Content.Shared.Store.Components;
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using Robust.Shared.Random;
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namespace Content.Server.PDA.Ringer;
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/// <summary>
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/// Handles the server-side logic for <see cref="SharedRingerSystem"/>.
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/// </summary>
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public sealed class RingerSystem : SharedRingerSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RingerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RingerComponent, CurrencyInsertAttemptEvent>(OnCurrencyInsert);
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SubscribeLocalEvent<RingerUplinkComponent, GenerateUplinkCodeEvent>(OnGenerateUplinkCode);
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}
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/// <summary>
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/// Randomizes a ringtone for <see cref="RingerComponent"/> on <see cref="MapInitEvent"/>.
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/// </summary>
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private void OnMapInit(Entity<RingerComponent> ent, ref MapInitEvent args)
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{
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UpdateRingerRingtone(ent, GenerateRingtone());
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}
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/// <summary>
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/// Handles the <see cref="CurrencyInsertAttemptEvent"/> for <see cref="RingerUplinkComponent"/>.
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/// </summary>
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private void OnCurrencyInsert(Entity<RingerComponent> ent, ref CurrencyInsertAttemptEvent args)
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{
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// TODO: Store isn't predicted, can't move it to shared
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if (!TryComp<RingerUplinkComponent>(ent, out var uplink))
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{
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args.Cancel();
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return;
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}
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// if the store can be locked, it must be unlocked first before inserting currency. Stops traitor checking.
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if (!uplink.Unlocked)
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args.Cancel();
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}
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/// <summary>
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/// Handles the <see cref="GenerateUplinkCodeEvent"/> for generating an uplink code.
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/// </summary>
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private void OnGenerateUplinkCode(Entity<RingerUplinkComponent> ent, ref GenerateUplinkCodeEvent ev)
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{
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var code = GenerateRingtone();
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// Set the code on the component
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ent.Comp.Code = code;
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// Return the code via the event
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ev.Code = code;
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}
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/// <inheritdoc/>
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public override bool TryToggleUplink(EntityUid uid, Note[] ringtone, EntityUid? user = null)
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{
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if (!TryComp<RingerUplinkComponent>(uid, out var uplink))
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return false;
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if (!HasComp<StoreComponent>(uid))
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return false;
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// Wasn't generated yet
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if (uplink.Code is null)
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return false;
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// On the server, we always check if the code matches
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if (!uplink.Code.SequenceEqual(ringtone))
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return false;
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return ToggleUplinkInternal((uid, uplink));
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}
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/// <summary>
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/// Generates a random ringtone using the C pentatonic scale.
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/// </summary>
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/// <returns>An array of Notes representing the ringtone.</returns>
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/// <remarks>The logic for this is on the Server so that we don't get a different result on the Client every time.</remarks>
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private Note[] GenerateRingtone()
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{
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// Default to using C pentatonic so it at least sounds not terrible.
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return GenerateRingtone(new[]
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{
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Note.C,
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Note.D,
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Note.E,
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Note.G,
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Note.A
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});
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}
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/// <summary>
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/// Generates a random ringtone using the specified notes.
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/// </summary>
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/// <param name="notes">The notes to choose from when generating the ringtone.</param>
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/// <returns>An array of Notes representing the ringtone.</returns>
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/// <remarks>The logic for this is on the Server so that we don't get a different result on the Client every time.</remarks>
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private Note[] GenerateRingtone(Note[] notes)
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{
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var ringtone = new Note[RingtoneLength];
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for (var i = 0; i < RingtoneLength; i++)
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{
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ringtone[i] = _random.Pick(notes);
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}
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return ringtone;
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}
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}
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/// <summary>
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/// Event raised to generate a new uplink code for a PDA.
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/// </summary>
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[ByRefEvent]
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public record struct GenerateUplinkCodeEvent
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{
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/// <summary>
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/// The generated uplink code (filled in by the event handler).
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/// </summary>
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public Note[]? Code;
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}
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