CatStation/Content.Shared/Item/ItemToggle/ItemToggleSystem.cs
Whatstone a88d2c5164
Cleanup: Resolve remaining PopupSystem warnings in Content.Shared (#44685)
* PopupClient to PopupEntity/Coordinates

* PopupPredictedX to PopupEntity/Cursor/Coordinates

* The rest of the damn owl

* nullability fixes

* Buckle cleanup

* cleanup, address PR comments

* ExecutionSystem: one popup method

* correct my filthy lies

* Apply most of ajcm's suggestions

* return user to SharedItemRecallSystem.cs

* Fix lingering Ensnarable broadcast popups

* targeted drain popups

* fix lingering untargeted Guardian popups

I read the comment on GuardianHostRecall.  Oops.

* target stethoscope popups

* fix the PDA vibration popup

* Fix target for encryption key removal popup

* anomaly scanner: args.User, not uid

* disposal unit comment, bcast pda vibration popup
2026-07-16 21:54:33 +00:00

383 lines
14 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Popups;
using Content.Shared.Temperature;
using Content.Shared.Toggleable;
using Content.Shared.Trigger.Components.Effects;
using Content.Shared.Verbs;
using Content.Shared.Wieldable;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Shared.Item.ItemToggle;
/// <summary>
/// Handles generic item toggles, like a welder turning on and off, or an e-sword.
/// </summary>
/// <remarks>
/// If you need extended functionality (e.g. requiring power) then add a new component and use events.
/// </remarks>
public sealed partial class ItemToggleSystem : EntitySystem
{
[Dependency] private INetManager _netManager = default!;
[Dependency] private SharedAppearanceSystem _appearance = default!;
[Dependency] private SharedAudioSystem _audio = default!;
[Dependency] private SharedPopupSystem _popup = default!;
[Dependency] private ActionBlockerSystem _actionBlocker = default!;
[Dependency] private IGameTiming _gameTiming = default!;
[Dependency] private EntityQuery<ItemToggleComponent> _itemToggleQuery = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ItemToggleComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<ItemToggleComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ItemToggleComponent, ItemUnwieldedEvent>(TurnOffOnUnwielded);
SubscribeLocalEvent<ItemToggleComponent, ItemWieldedEvent>(TurnOnOnWielded);
SubscribeLocalEvent<ItemToggleComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ItemToggleComponent, GetVerbsEvent<ActivationVerb>>(OnActivateVerb);
SubscribeLocalEvent<ItemToggleComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ItemToggleHotComponent, IsHotEvent>(OnIsHotEvent);
SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggledEvent>(UpdateActiveSound);
}
private void OnStartup(Entity<ItemToggleComponent> ent, ref ComponentStartup args)
{
UpdateVisuals(ent);
}
private void OnMapInit(Entity<ItemToggleComponent> ent, ref MapInitEvent args)
{
if (!ent.Comp.Activated)
return;
var ev = new ItemToggledEvent(Predicted: ent.Comp.Predictable, Activated: ent.Comp.Activated, User: null);
RaiseLocalEvent(ent, ref ev);
}
private void OnUseInHand(Entity<ItemToggleComponent> ent, ref UseInHandEvent args)
{
if (args.Handled || !ent.Comp.OnUse)
return;
args.Handled = true;
Toggle((ent, ent.Comp), args.User, predicted: ent.Comp.Predictable);
}
private void OnActivateVerb(Entity<ItemToggleComponent> ent, ref GetVerbsEvent<ActivationVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !ent.Comp.OnActivate)
return;
if (ent.Comp.RequireComplexInteract && !args.CanComplexInteract)
return;
var user = args.User;
if (ent.Comp.Activated)
{
var ev = new ItemToggleDeactivateAttemptEvent(args.User);
RaiseLocalEvent(ent.Owner, ref ev);
if (ev.Cancelled)
return;
}
else
{
var ev = new ItemToggleActivateAttemptEvent(args.User);
RaiseLocalEvent(ent.Owner, ref ev);
if (ev.Cancelled)
return;
}
args.Verbs.Add(new ActivationVerb()
{
Text = !ent.Comp.Activated ? Loc.GetString(ent.Comp.VerbToggleOn) : Loc.GetString(ent.Comp.VerbToggleOff),
Act = () =>
{
Toggle((ent.Owner, ent.Comp), user, predicted: ent.Comp.Predictable);
}
});
}
private void OnActivate(Entity<ItemToggleComponent> ent, ref ActivateInWorldEvent args)
{
if (args.Handled || !ent.Comp.OnActivate)
return;
args.Handled = true;
Toggle((ent.Owner, ent.Comp), args.User, predicted: ent.Comp.Predictable);
}
/// <summary>
/// Used when an item is attempted to be toggled.
/// Sets its state to the opposite of what it is.
/// </summary>
/// <returns>Same as <see cref="TrySetActive"/></returns>
public bool Toggle(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true, bool showPopup = true)
{
if (!_itemToggleQuery.Resolve(ent, ref ent.Comp, false))
return false;
return TrySetActive(ent, !ent.Comp.Activated, user, predicted, showPopup);
}
/// <summary>
/// Tries to set the activated bool from a value.
/// </summary>
/// <returns>false if the attempt fails for any reason</returns>
public bool TrySetActive(Entity<ItemToggleComponent?> ent, bool active, EntityUid? user = null, bool predicted = true, bool showPopup = true)
{
if (active)
return TryActivate(ent, user, predicted: predicted, showPopup);
else
return TryDeactivate(ent, user, predicted: predicted, showPopup);
}
/// <summary>
/// Used when an item is attempting to be activated. It returns false if the attempt fails any reason, interrupting the activation.
/// </summary>
/// <param name="ent">The item to activate, with an optional resolved <see cref="ItemToggleComponent"/>.</param>
/// <param name="user">The entity attempting the activation, if any.</param>
/// <param name="predicted">Whether to predict feedback (sounds/popups) on the client.</param>
/// <param name="showPopup">Whether to show a popup with the action outcome.</param>
/// <param name="consciousAction">Whether this is a deliberate action, or a trigger activation. See <see cref="ItemToggleOnTriggerComponent.ConsciousAction"/>.</param>
public bool TryActivate(Entity<ItemToggleComponent?> ent, EntityUid? user, bool predicted, bool showPopup, bool consciousAction = true)
{
if (!_itemToggleQuery.Resolve(ent, ref ent.Comp, false))
return false;
var uid = ent.Owner;
var comp = ent.Comp;
if (comp.Activated)
return true;
// Check the complex interact requirement, or bypass it with consciousAction.
// Handles things like mice triggering mousetraps while not being able to set them with verbs.
if (user != null && ent.Comp.RequireComplexInteract && consciousAction && !_actionBlocker.CanComplexInteract(user.Value))
return false;
var attempt = new ItemToggleActivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (!comp.Predictable)
predicted = false;
if (!predicted && _netManager.IsClient)
return false;
if (attempt.Cancelled)
{
if (attempt.Silent)
return false;
if (predicted)
_audio.PlayPredicted(comp.SoundFailToActivate, uid, user);
else
_audio.PlayPvs(comp.SoundFailToActivate, uid);
if (showPopup && attempt.Popup != null && user != null)
{
_popup.PopupEntity(attempt.Popup, uid, user.Value);
}
return false;
}
Activate((uid, comp), predicted, user, showPopup);
return true;
}
/// <inheritdoc cref="ItemToggleSystem.TryActivate"/>
public bool TryActivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true, bool showPopup = true)
{
return TryActivate(ent, user, predicted, showPopup, consciousAction: true);
}
/// <summary>
/// Used when an item is attempting to be deactivated. It returns false if the attempt fails any reason, interrupting the deactivation.
/// </summary>
/// <param name="ent">The item to activate, with an optional resolved <see cref="ItemToggleComponent"/>.</param>
/// <param name="user">The entity attempting the activation, if any.</param>
/// <param name="predicted">Whether to predict feedback (sounds/popups) on the client.</param>
/// <param name="showPopup">Whether to show a popup with the action outcome.</param>
/// <param name="consciousAction">Whether this is a deliberate action, or a trigger activation. See <see cref="ItemToggleOnTriggerComponent.ConsciousAction"/>.</param>
public bool TryDeactivate(Entity<ItemToggleComponent?> ent, EntityUid? user = null, bool predicted = true, bool showPopup = true, bool consciousAction = true)
{
if (!_itemToggleQuery.Resolve(ent, ref ent.Comp, false))
return false;
var uid = ent.Owner;
var comp = ent.Comp;
if (!comp.Activated)
return true;
if (!comp.Predictable)
predicted = false;
// Check the complex interact requirement, or bypass it with consciousAction.
// Handles things like mice triggering mousetraps while not being able to set them with verbs.
if (user != null && ent.Comp.RequireComplexInteract && consciousAction && !_actionBlocker.CanComplexInteract(user.Value))
return false;
var attempt = new ItemToggleDeactivateAttemptEvent(user);
RaiseLocalEvent(uid, ref attempt);
if (!predicted && _netManager.IsClient)
return false;
if (attempt.Cancelled)
{
if (attempt.Silent)
return false;
if (showPopup && attempt.Popup != null && user != null)
{
_popup.PopupEntity(attempt.Popup, uid, user.Value);
}
return false;
}
Deactivate((uid, comp), predicted, user, showPopup);
return true;
}
private void Activate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null, bool showPopup = true)
{
var (uid, comp) = ent;
var soundToPlay = comp.SoundActivate;
if (predicted)
_audio.PlayPredicted(soundToPlay, uid, user);
else
_audio.PlayPvs(soundToPlay, uid);
if (showPopup && ent.Comp.PopupActivate != null && user != null)
_popup.PopupEntity(Loc.GetString(ent.Comp.PopupActivate), user.Value, user.Value);
comp.Activated = true;
UpdateVisuals((uid, comp));
Dirty(uid, comp);
var toggleUsed = new ItemToggledEvent(predicted, Activated: true, user);
RaiseLocalEvent(uid, ref toggleUsed);
}
/// <summary>
/// Used to make the actual changes to the item's components on deactivation.
/// </summary>
private void Deactivate(Entity<ItemToggleComponent> ent, bool predicted, EntityUid? user = null, bool showPopup = true)
{
var (uid, comp) = ent;
var soundToPlay = comp.SoundDeactivate;
if (predicted)
{
_audio.PlayPredicted(soundToPlay, uid, user);
if (showPopup && ent.Comp.PopupDeactivate != null && user != null)
_popup.PopupEntity(Loc.GetString(ent.Comp.PopupDeactivate), user.Value, user.Value);
}
else
{
_audio.PlayPvs(soundToPlay, uid);
if (showPopup && ent.Comp.PopupDeactivate != null && user != null)
_popup.PopupEntity(Loc.GetString(ent.Comp.PopupDeactivate), user.Value, user.Value);
}
comp.Activated = false;
UpdateVisuals((uid, comp));
Dirty(uid, comp);
var toggleUsed = new ItemToggledEvent(predicted, Activated: false, user);
RaiseLocalEvent(uid, ref toggleUsed);
}
/// <summary>
/// Sets if this toggleable item can be activated in world by pressing "e"
/// </summary>
public void SetOnActivate(Entity<ItemToggleComponent?> ent, bool val)
{
if (!Resolve(ent, ref ent.Comp))
return;
if (ent.Comp.OnActivate == val)
return;
ent.Comp.OnActivate = val;
Dirty(ent);
}
private void UpdateVisuals(Entity<ItemToggleComponent> ent)
{
if (TryComp(ent, out AppearanceComponent? appearance))
{
_appearance.SetData(ent, ToggleableVisuals.Enabled, ent.Comp.Activated, appearance);
}
}
/// <summary>
/// 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.
/// </summary>
private void TurnOffOnUnwielded(Entity<ItemToggleComponent> ent, ref ItemUnwieldedEvent args)
{
TryDeactivate((ent, ent.Comp), args.User);
}
/// <summary>
/// Wieldable items will automatically turn on when wielded.
/// </summary>
private void TurnOnOnWielded(Entity<ItemToggleComponent> ent, ref ItemWieldedEvent args)
{
TryActivate((ent, ent.Comp), args.User);
}
public bool IsActivated(Entity<ItemToggleComponent?> ent)
{
if (!_itemToggleQuery.Resolve(ent, ref ent.Comp, false))
return true; // assume always activated if no component
return ent.Comp.Activated;
}
/// <summary>
/// Used to make the item hot when activated.
/// </summary>
private void OnIsHotEvent(Entity<ItemToggleHotComponent> ent, ref IsHotEvent args)
{
args.IsHot |= IsActivated(ent.Owner);
}
/// <summary>
/// Used to update the looping active sound linked to the entity.
/// </summary>
private void UpdateActiveSound(Entity<ItemToggleActiveSoundComponent> ent, ref ItemToggledEvent args)
{
if (!_gameTiming.IsFirstTimePredicted)
return;
var (uid, comp) = ent;
if (!args.Activated)
{
comp.PlayingStream = _audio.Stop(comp.PlayingStream);
return;
}
if (comp.ActiveSound != null && comp.PlayingStream == null)
{
var loop = comp.ActiveSound.Params.WithLoop(true);
var stream = args.Predicted
? _audio.PlayPredicted(comp.ActiveSound, uid, args.User, loop)
: _audio.PlayPvs(comp.ActiveSound, uid, loop);
if (stream?.Entity is {} entity)
comp.PlayingStream = entity;
}
}
}