mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
200 lines
7.7 KiB
C#
200 lines
7.7 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Clothing;
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using Content.Shared.Implants;
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using Content.Shared.Inventory;
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using Content.Shared.Mindshield.Components;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Mindshield;
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/// <summary>
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/// This system handles fake mindshields represented by <see cref="FakeMindShieldComponent"/>. Works using <see cref="SharedMindshieldSystem"/>'s <see cref="RefreshMindshieldStatus"/>
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/// </summary>
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public sealed partial class FakeMindShieldSystem : EntitySystem
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{
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[Dependency] private SharedActionsSystem _actions = default!;
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[Dependency] private TagSystem _tag = default!;
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private MindShieldSystem _mindShields = default!;
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[Dependency] private SharedPopupSystem _popups = default!;
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public override void Initialize()
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{
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base.Initialize();
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// Other events
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SubscribeLocalEvent<FakeMindShieldComponent, ImplantRelayEvent<ChameleonControllerOutfitSelectedEvent>>((ent, ref relay) => OnChameleonControllerOutfitSelectedImplant(ent, ref relay.Args, relay.ImplantedEntity));
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// Toggle events
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SubscribeLocalEvent<FakeMindShieldComponent, InventoryRelayedEvent<FakeMindShieldToggleEvent>>((e, ref sk) => OnToggleMindshield(e, ref sk.Args));
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SubscribeLocalEvent<FakeMindShieldComponent, ImplantRelayEvent<FakeMindShieldToggleEvent>>((e, ref sk) => OnToggleMindshield(e, ref sk.Args));
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// Mindshield events
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SubscribeLocalEvent<FakeMindShieldComponent, ImplantRelayEvent<GetMindShieldStatusEvent>>((a, ref k) => OnQueryStatus(a, ref k.Args));
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SubscribeLocalEvent<FakeMindShieldComponent, InventoryRelayedEvent<GetMindShieldStatusEvent>>((a, ref k) => OnQueryStatus(a, ref k.Args));
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}
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/// <summary>
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/// Displays a popup to inform the player of activation or deactivation.
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/// </summary>
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/// <param name="ent">
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/// An associated tuple. The state in <see cref="FakeMindShieldComponent"/> will be used
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/// to display the appropriate popup.
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/// </param>
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/// <param name="performer">The entity that toggled the fake mindshield.</param>
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private void ShowTogglePopup(Entity<FakeMindShieldComponent> ent, EntityUid performer)
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{
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var message = ent.Comp.IsEnabled
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? Loc.GetString(ent.Comp.EnabledPopup)
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: Loc.GetString(ent.Comp.DisabledPopup);
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_popups.PopupEntity(message, performer, performer);
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}
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[SubscribeLocalEvent]
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private void OnFakeMindshieldEquip(Entity<FakeMindShieldComponent> ent, ref ClothingGotEquippedEvent args)
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{
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_mindShields.RefreshMindshieldStatus(args.Wearer);
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}
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[SubscribeLocalEvent]
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private void OnFakeMindshieldUnequip(Entity<FakeMindShieldComponent> ent, ref ClothingGotUnequippedEvent args)
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{
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_mindShields.RefreshMindshieldStatus(args.Wearer);
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}
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[SubscribeLocalEvent]
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private void OnFakeMindshieldRemoved(Entity<FakeMindShieldComponent> ent, ref ComponentRemove args)
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{
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if (!ent.Comp.IsInnate)
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return;
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_mindShields.RefreshMindshieldStatus(ent.Owner);
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}
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[SubscribeLocalEvent]
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private void OnFakeMindshieldImplantRemoved(Entity<FakeMindShieldComponent> ent, ref ImplantRemovedEvent args)
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{
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// when we reinject the mindshield, the action will be disabled (since its a fresh action)
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// which would cause it to be desynced with the state of the mindshield
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// so we just disable it here
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ent.Comp.IsEnabled = false;
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Dirty(ent);
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_mindShields.RefreshMindshieldStatus(args.Implanted);
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}
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[SubscribeLocalEvent]
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private void OnFakeMindshieldImplanted(Entity<FakeMindShieldComponent> ent, ref ImplantImplantedEvent args)
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{
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_mindShields.RefreshMindshieldStatus(args.Implanted);
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}
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[SubscribeLocalEvent]
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private void OnMapInit(Entity<FakeMindShieldComponent> ent, ref MapInitEvent args)
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{
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if (!ent.Comp.IsInnate)
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return;
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_actions.AddAction(ent.Owner, ent.Comp.Action);
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_mindShields.RefreshMindshieldStatus(ent.Owner);
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}
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[SubscribeLocalEvent]
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private void OnQueryStatus(Entity<FakeMindShieldComponent> ent, ref GetMindShieldStatusEvent args)
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{
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args.IsVisible |= ent.Comp.IsEnabled;
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}
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[SubscribeLocalEvent]
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private void OnToggleMindshield(Entity<FakeMindShieldComponent> ent, ref FakeMindShieldToggleEvent args)
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{
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if (args.ActionTag != ent.Comp.ActionTag)
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return;
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ent.Comp.IsEnabled = !ent.Comp.IsEnabled;
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args.Toggle = true;
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args.Handled = true;
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ShowTogglePopup(ent, args.Performer);
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Dirty(ent.Owner, ent.Comp);
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_mindShields.RefreshMindshieldStatus(args.Performer);
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}
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[SubscribeLocalEvent]
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private void OnChameleonControllerOutfitSelected(Entity<FakeMindShieldComponent> ent, ref ChameleonControllerOutfitSelectedEvent args)
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{
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HandleChameleonOutfit(ent, ent.Comp, ent.Owner, ent.Owner, ref args);
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}
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private void OnChameleonControllerOutfitSelectedImplant(Entity<FakeMindShieldComponent> ent, ref ChameleonControllerOutfitSelectedEvent args, EntityUid implantedEntity)
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{
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HandleChameleonOutfit(ent, ent.Comp, implantedEntity, implantedEntity, ref args);
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}
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private void HandleChameleonOutfit(EntityUid fakeMindshieldUid, FakeMindShieldComponent component, EntityUid actionOwner, EntityUid statusOwner, ref ChameleonControllerOutfitSelectedEvent args)
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{
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if (!component.ChameleonControllable)
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return;
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if (component.IsEnabled == args.ChameleonOutfit.HasMindShield)
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return;
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// This assumes there is only one fake mindshield action per entity (This is currently enforced)
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if (!TryComp<ActionsComponent>(actionOwner, out var actionsComp))
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return;
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// In case the fake mindshield ever doesn't have an action.
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var actionFound = false;
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foreach (var action in actionsComp.Actions)
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{
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if (!_tag.HasTag(action, component.ActionTag))
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continue;
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if (!TryComp<ActionComponent>(action, out var actionComp))
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continue;
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actionFound = true;
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if (_actions.IsCooldownActive(actionComp, _timing.CurTime))
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continue;
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component.IsEnabled = args.ChameleonOutfit.HasMindShield;
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_actions.SetToggled(action, args.ChameleonOutfit.HasMindShield);
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Dirty(fakeMindshieldUid, component);
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if (actionComp.UseDelay != null)
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_actions.SetCooldown(action, actionComp.UseDelay.Value);
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_mindShields.RefreshMindshieldStatus(statusOwner);
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return;
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}
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// If they don't have the action for some reason, still set it correctly.
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if (!actionFound)
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{
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component.IsEnabled = args.ChameleonOutfit.HasMindShield;
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Dirty(fakeMindshieldUid, component);
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_mindShields.RefreshMindshieldStatus(statusOwner);
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}
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}
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}
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/// <summary>
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/// Inventory relayed event telling all fake mindshields with the same ActionTag to try to toggle themselves.
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/// </summary>
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public sealed partial class FakeMindShieldToggleEvent : InstantActionEvent, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots => SlotFlags.WITHOUT_POCKET;
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/// <summary>
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/// The tag the fake mindshield needs to have to be successfully toggled.
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/// We seperate it out to allow an entity to, for example, have an implant one and a store bought one without conflicts.
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/// </summary>
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[DataField]
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public ProtoId<TagPrototype> ActionTag = "FakeMindShieldImplant";
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}
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