fish-station/Content.Shared/CombatMode/SharedCombatModeSystem.cs
Rinary b6920aec99
Рефактор мехов, правки в системе медицины (#507)
* mech system, fix hands, fix fraction

* fix

* fix fake hypo

* fix triple airlocks big sizing

* fix

* upd clown hulk

* xd fix 2

* bigger exit delay

* mechs reflect changes

* guns changes

* draike up

* mechs in another category

* add equipment

* Revert "upd clown hulk"

This reverts commit b8084967040be5d442b2d4770cf7fdece1daa2a8.

* SPIN MY MECH ASS

* mech no rot

* some resprite

* no injections in hardsuits

* some species can not be injectable

* medipans can ignore armor, admeme hypospray ignore armor

* fix

* fix admeme hypo

* mob fraction fix

* rover + nt gygax add

* fix description

* fix id

* some better dome effects

* если пустая гильза в стволе -> Кнопки "казнь" не будет

* phazon added

* fix server crashes

* full rework mechs on mobstates, coils fix mechs, diagnostic hud show health bar for mechs, mechs fastest repair, add mech analyzer

* some fixes

* configure health of all mechs

* upd

* add rover to uplink

* translate bundle

* change price

* phazon construction

* fix

* fix

* Finish phazon construction

* add phazon research and recipes

* phazon construction translate

* fix

* Mech lights

* fix

* translate light action

* Mech sounds, fix damage

* fix

* fix hello sound

* upd

* fix linter

* change damagePercentage

* fix

* fix hello sound

* temp disable damage sounds

* fix battery needed on construct

* some changes

* add mech painting system as DEBUG(in dev)

* Fix yaml, durand paintings

* mech spray cans textures

* change sprite

* fix

* ripley, clarke new textures

* ripley,clarke paints

* fix

* sec pod texture

---------

Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
2024-10-30 10:53:00 +03:00

125 lines
4.3 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Mind;
using Content.Shared.MouseRotator;
using Content.Shared.Mech.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Popups;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Shared.CombatMode;
public abstract class SharedCombatModeSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CombatModeComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<CombatModeComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<CombatModeComponent, ToggleCombatActionEvent>(OnActionPerform);
}
private void OnMapInit(EntityUid uid, CombatModeComponent component, MapInitEvent args)
{
_actionsSystem.AddAction(uid, ref component.CombatToggleActionEntity, component.CombatToggleAction);
Dirty(uid, component);
}
private void OnShutdown(EntityUid uid, CombatModeComponent component, ComponentShutdown args)
{
_actionsSystem.RemoveAction(uid, component.CombatToggleActionEntity);
SetMouseRotatorComponents(uid, false);
}
private void OnActionPerform(EntityUid uid, CombatModeComponent component, ToggleCombatActionEvent args)
{
if (args.Handled)
return;
args.Handled = true;
SetInCombatMode(uid, !component.IsInCombatMode, component);
// TODO better handling of predicted pop-ups.
// This probably breaks if the client has prediction disabled.
if (!_netMan.IsClient || !Timing.IsFirstTimePredicted)
return;
var msg = component.IsInCombatMode ? "action-popup-combat-enabled" : "action-popup-combat-disabled";
_popup.PopupEntity(Loc.GetString(msg), args.Performer, args.Performer);
}
public void SetCanDisarm(EntityUid entity, bool canDisarm, CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
component.CanDisarm = canDisarm;
}
public bool IsInCombatMode(EntityUid? entity, CombatModeComponent? component = null)
{
return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
}
public virtual void SetInCombatMode(EntityUid entity, bool value, CombatModeComponent? component = null)
{
if (!Resolve(entity, ref component))
return;
if (component.IsInCombatMode == value)
return;
component.IsInCombatMode = value;
Dirty(entity, component);
if (component.CombatToggleActionEntity != null)
_actionsSystem.SetToggled(component.CombatToggleActionEntity, component.IsInCombatMode);
// Change mouse rotator comps if flag is set
if (!component.ToggleMouseRotator || IsNpc(entity) && !_mind.TryGetMind(entity, out _, out _))
return;
SetMouseRotatorComponents(entity, value);
}
private void SetMouseRotatorComponents(EntityUid uid, bool value)
{
if (value)
{
if (TryComp<MechPilotComponent>(uid, out var mechPilot) && !HasComp<NoRotateOnMoveComponent>(mechPilot.Mech))
{
EnsureComp<NoRotateOnMoveComponent>(mechPilot.Mech);
}
EnsureComp<MouseRotatorComponent>(uid);
EnsureComp<NoRotateOnMoveComponent>(uid);
}
else
{
if (TryComp<MechPilotComponent>(uid, out var mechPilot) && HasComp<NoRotateOnMoveComponent>(mechPilot.Mech))
{
RemComp<NoRotateOnMoveComponent>(mechPilot.Mech);
}
RemComp<MouseRotatorComponent>(uid);
RemComp<NoRotateOnMoveComponent>(uid);
}
}
// todo: When we stop making fucking garbage abstract shared components, remove this shit too.
protected abstract bool IsNpc(EntityUid uid);
}
public sealed partial class ToggleCombatActionEvent : InstantActionEvent
{
}