CatStation/Content.Shared/Mech/EntitySystems/SharedMechSystem.cs
AndrewFenriz f327d7992e
Add generic container vehicle entry and exit handling (#45354)
* remove PilotSlot

* cleanup mechcomp

* move enter/eject to VehicleSystem

* ContainerVehicleEntryComponent

* move DragDrop to VehicleSystem.Entry

* and again

* move enter verb

* move exit...

* move to shared

* docs

* [Access(typeof(VehicleSystem))]

* Update Resources/Locale/en-US/mech/mech.ftl

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

* move popups to component

* move all events to VehicleEvents

* no more UsedImplicitly

* fix proto :0

* fix EntryDeniedPopup

* update Entry and Operator

* entityquery

---------

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
2026-08-15 00:32:39 +00:00

410 lines
14 KiB
C#

using System.Linq;
using Content.Shared.Actions;
using Content.Shared.Destructible;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.Equipment.Components;
using Content.Shared.Popups;
using Content.Shared.Storage.Components;
using Content.Shared.Vehicle;
using Content.Shared.Vehicle.Systems;
using Content.Shared.Vehicle.Components;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Mech.EntitySystems;
/// <summary>
/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="MechComponent"/>
/// </summary>
public abstract partial class SharedMechSystem : EntitySystem
{
[Dependency] private IGameTiming _timing = default!;
[Dependency] private INetManager _net = default!;
[Dependency] private SharedActionsSystem _actions = default!;
[Dependency] private SharedAppearanceSystem _appearance = default!;
[Dependency] private SharedContainerSystem _container = default!;
[Dependency] private SharedInteractionSystem _interaction = default!;
[Dependency] private SharedPopupSystem _popup = default!;
[Dependency] private SharedUserInterfaceSystem _userInterface = default!;
[Dependency] protected VehicleSystem Vehicle = default!;
[Dependency] private EntityWhitelistSystem _whitelistSystem = default!;
[SubscribeLocalEvent]
private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
{
if (args.Handled)
return;
args.Handled = true;
CycleEquipment(uid);
}
[SubscribeLocalEvent]
private void OnEjectPilotEvent(EntityUid uid, MechComponent component, MechEjectPilotEvent args)
{
if (args.Handled)
return;
args.Handled = true;
Vehicle.TryExit(uid);
}
[SubscribeLocalEvent]
private void OnOpenUi(EntityUid uid, MechComponent component, MechOpenUiEvent args)
{
args.Handled = true;
ToggleMechUi(uid, component);
}
[SubscribeLocalEvent]
private void OnAlternativeVerb(EntityUid uid, MechComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess ||
!args.CanInteract ||
component.Broken ||
Vehicle.HasOperator(uid))
return;
var openUiVerb = new AlternativeVerb
{
Act = () => ToggleMechUi(uid, component, args.User),
Text = Loc.GetString("mech-ui-open-verb")
};
args.Verbs.Add(openUiVerb);
}
[SubscribeLocalEvent]
private void RelayInteractionEvent(EntityUid uid, MechComponent component, UserActivateInWorldEvent args)
{
if (!Vehicle.HasOperator(uid))
return;
// TODO why is this being blocked?
if (!_timing.IsFirstTimePredicted)
return;
if (component.CurrentSelectedEquipment != null)
{
RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
}
}
[SubscribeLocalEvent]
private void OnStartup(EntityUid uid, MechComponent component, ComponentStartup args)
{
component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
UpdateAppearance(uid, component);
}
[SubscribeLocalEvent]
private void OnDestruction(EntityUid uid, MechComponent component, DestructionEventArgs args)
{
BreakMech(uid, component);
}
[SubscribeLocalEvent]
private void OnEntityStorageDump(Entity<MechComponent> entity, ref EntityStorageIntoContainerAttemptEvent args)
{
// There's no reason we should dump into /any/ of the mech's containers.
args.Cancelled = true;
}
private void SetupUser(EntityUid mech, EntityUid pilot, MechComponent? component = null)
{
if (!Resolve(mech, ref component))
return;
// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
var irelay = EnsureComp<InteractionRelayComponent>(pilot);
_interaction.SetRelay(pilot, mech, irelay);
if (_net.IsClient)
return;
_actions.AddAction(pilot, ref component.MechCycleActionEntity, component.MechCycleAction, mech);
_actions.AddAction(pilot, ref component.MechUiActionEntity, component.MechUiAction, mech);
_actions.AddAction(pilot, ref component.MechEjectActionEntity, component.MechEjectAction, mech);
}
private void RemoveUser(EntityUid mech, EntityUid pilot)
{
RemComp<InteractionRelayComponent>(pilot);
_actions.RemoveProvidedActions(pilot, mech);
}
/// <summary>
/// Destroys the mech, removing the user and ejecting anything contained.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public virtual void BreakMech(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
Vehicle.TryExit(uid);
var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
foreach (var ent in equipment)
{
RemoveEquipment(uid, ent, component, forced: true);
}
component.Broken = true;
UpdateAppearance(uid, component);
}
/// <summary>
/// Cycles through the currently selected equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public void CycleEquipment(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
var equipmentIndex = -1;
if (component.CurrentSelectedEquipment != null)
{
bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
equipmentIndex = allEquipment.FindIndex(StartIndex);
}
equipmentIndex++;
component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
? null
: allEquipment[equipmentIndex];
var popupString = component.CurrentSelectedEquipment != null
? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
: Loc.GetString("mech-equipment-select-none-popup");
if (_net.IsServer)
_popup.PopupEntity(popupString, uid);
Dirty(uid, component);
}
/// <summary>
/// Inserts an equipment item into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
public void InsertEquipment(EntityUid uid, EntityUid toInsert, MechComponent? component = null,
MechEquipmentComponent? equipmentComponent = null)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toInsert, ref equipmentComponent))
return;
if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
return;
if (_whitelistSystem.IsWhitelistFail(component.EquipmentWhitelist, toInsert))
return;
equipmentComponent.EquipmentOwner = uid;
_container.Insert(toInsert, component.EquipmentContainer);
var ev = new MechEquipmentInsertedEvent(uid);
RaiseLocalEvent(toInsert, ref ev);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Removes an equipment item from a mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toRemove"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
/// <param name="forced">
/// Whether or not the removal can be cancelled, and if non-mech equipment should be ejected.
/// </param>
public void RemoveEquipment(EntityUid uid, EntityUid toRemove, MechComponent? component = null,
MechEquipmentComponent? equipmentComponent = null, bool forced = false)
{
if (!Resolve(uid, ref component))
return;
// When forced, we also want to handle the possibility that the "equipment" isn't actually equipment.
// This /shouldn't/ be possible thanks to OnEntityStorageDump, but there's been quite a few regressions
// with entities being hardlock stuck inside mechs.
if (!Resolve(toRemove, ref equipmentComponent) && !forced)
return;
if (!forced)
{
var attemptev = new AttemptRemoveMechEquipmentEvent();
RaiseLocalEvent(toRemove, ref attemptev);
if (attemptev.Cancelled)
return;
}
var ev = new MechEquipmentRemovedEvent(uid);
RaiseLocalEvent(toRemove, ref ev);
if (component.CurrentSelectedEquipment == toRemove)
CycleEquipment(uid, component);
if (forced && equipmentComponent != null)
equipmentComponent.EquipmentOwner = null;
_container.Remove(toRemove, component.EquipmentContainer);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Attempts to change the amount of energy in the mech.
/// TODO: Power cells are predicted now, so no need to duplicate the charge level
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="delta">The change in energy</param>
/// <param name="component"></param>
/// <returns>If the energy was successfully changed.</returns>
public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.Energy + delta < 0)
return false;
component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
Dirty(uid, component);
UpdateUserInterface(uid, component);
return true;
}
/// <summary>
/// Sets the integrity of the mech.
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="value">The value the integrity will be set at</param>
/// <param name="component"></param>
public void SetIntegrity(EntityUid uid, FixedPoint2 value, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
if (component.Integrity <= 0)
{
BreakMech(uid, component);
}
else if (component.Broken)
{
component.Broken = false;
UpdateAppearance(uid, component);
}
Dirty(uid, component);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Updates the user interface
/// </summary>
/// <remarks>
/// This is defined here so that UI updates can be accessed from shared.
/// </remarks>
public virtual void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
{
}
private void ToggleMechUi(EntityUid uid, MechComponent? component = null, EntityUid? user = null)
{
if (!Resolve(uid, ref component))
return;
user ??= Vehicle.GetOperatorOrNull(uid);
if (user == null)
return;
_userInterface.TryToggleUi(uid, MechUiKey.Key, user.Value);
UpdateUserInterface(uid, component);
}
[SubscribeLocalEvent]
private void OnGetMeleeWeapon(Entity<VehicleOperatorComponent> ent, ref GetMeleeWeaponEvent args)
{
if (args.Handled)
return;
if (ent.Comp.Vehicle is not { } vehicle)
return;
if (!TryComp<MechComponent>(vehicle, out var mech))
return;
var weapon = mech.CurrentSelectedEquipment ?? vehicle;
args.Weapon = weapon;
args.Handled = true;
}
private void UpdateAppearance(EntityUid uid, MechComponent? component = null,
AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance, false))
return;
_appearance.SetData(uid, MechVisuals.Open, !Vehicle.HasOperator(uid), appearance);
_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
}
[SubscribeLocalEvent]
private void OnMechEntryAttempt(Entity<MechComponent> ent, ref ContainerVehicleEntryAttemptEvent args)
{
if (ent.Comp.Broken)
args.Cancelled = true;
}
[SubscribeLocalEvent]
private void OnMechExitAttempt(Entity<MechComponent> ent, ref ContainerVehicleExitAttemptEvent args)
{
if (ent.Comp.Broken)
args.Cancelled = true;
}
[SubscribeLocalEvent]
private void OnOperatorSet(Entity<MechComponent> ent, ref VehicleOperatorSetEvent args)
{
if (args.OldOperator is { } oldOperator)
{
RemoveUser(ent, oldOperator);
}
if (args.NewOperator is { } newOperator)
{
SetupUser(ent, newOperator, ent);
}
UpdateAppearance(ent);
UpdateUserInterface(ent, ent);
if (args.NewOperator is null && args.OldOperator is not null)
_userInterface.CloseUi(ent.Owner, MechUiKey.Key);
}
}
/// <summary>
/// Event raised when the battery is successfully removed from the mech,
/// on both success and failure
/// </summary>
[Serializable, NetSerializable]
public sealed partial class RemoveBatteryEvent : SimpleDoAfterEvent;