fish-station/Content.Shared/Mech/EntitySystems/SharedMechSystem.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

544 lines
19 KiB
C#

using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Destructible;
using Content.Shared.DoAfter;
using Content.Shared.Mobs;
using Content.Shared.DragDrop;
using Content.Shared.Emag.Components;
using Content.Shared.Emag.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.Equipment.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Shared.Mech.EntitySystems;
/// <summary>
/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="MechComponent"/>
/// </summary>
public abstract class SharedMechSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<MechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
SubscribeLocalEvent<MechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
SubscribeLocalEvent<MechComponent, MechToggleLightsEvent>(OnToggleLightsEvent);
SubscribeLocalEvent<MechComponent, UserActivateInWorldEvent>(RelayInteractionEvent);
SubscribeLocalEvent<MechComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<MechComponent, MobStateChangedEvent>(OnMobState);
SubscribeLocalEvent<MechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
SubscribeLocalEvent<MechComponent, DragDropTargetEvent>(OnDragDrop);
SubscribeLocalEvent<MechComponent, CanDropTargetEvent>(OnCanDragDrop);
SubscribeLocalEvent<MechComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<MechPilotComponent, GetMeleeWeaponEvent>(OnGetMeleeWeapon);
SubscribeLocalEvent<MechPilotComponent, CanAttackFromContainerEvent>(OnCanAttackFromContainer);
SubscribeLocalEvent<MechPilotComponent, AttackAttemptEvent>(OnAttackAttempt);
}
private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
{
if (args.Handled)
return;
args.Handled = true;
CycleEquipment(uid);
}
private void OnEjectPilotEvent(EntityUid uid, MechComponent component, MechEjectPilotEvent args)
{
if (args.Handled)
return;
args.Handled = true;
TryEject(uid, component);
}
private void OnToggleLightsEvent(EntityUid uid, MechComponent component, MechToggleLightsEvent args)
{
if (args.Handled)
return;
ToggleLights(uid, component);
args.Handled = true;
}
private void RelayInteractionEvent(EntityUid uid, MechComponent component, UserActivateInWorldEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
// TODO why is this being blocked?
if (!_timing.IsFirstTimePredicted)
return;
if (component.CurrentSelectedEquipment != null)
{
RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
}
}
private void OnStartup(EntityUid uid, MechComponent component, ComponentStartup args)
{
component.PilotSlot = _container.EnsureContainer<ContainerSlot>(uid, component.PilotSlotId);
component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
UpdateAppearance(uid, component);
}
private void OnMobState(EntityUid uid, MechComponent component, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Critical)
{
BreakMech(uid, component);
}
if (args.NewMobState == MobState.Alive)
{
component.Broken = false;
UpdateAppearance(uid, component);
}
}
private void OnGetAdditionalAccess(EntityUid uid, MechComponent component, ref GetAdditionalAccessEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
args.Entities.Add(pilot.Value);
}
private void SetupUser(EntityUid mech, EntityUid pilot, MechComponent? component = null)
{
if (!Resolve(mech, ref component))
return;
var rider = EnsureComp<MechPilotComponent>(pilot);
// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
var irelay = EnsureComp<InteractionRelayComponent>(pilot);
_mover.SetRelay(pilot, mech);
_interaction.SetRelay(pilot, mech, irelay);
rider.Mech = mech;
Dirty(pilot, rider);
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.MechLightsActionEntity, component.MechLightsAction, mech);
_actions.AddAction(pilot, ref component.MechEjectActionEntity, component.MechEjectAction, mech);
}
private void RemoveUser(EntityUid mech, EntityUid pilot)
{
if (!RemComp<MechPilotComponent>(pilot))
return;
RemComp<RelayInputMoverComponent>(pilot);
RemComp<InteractionRelayComponent>(pilot);
_actions.RemoveProvidedActions(pilot, mech);
}
public void ToggleLights(EntityUid uid, MechComponent component)
{
if (_pointLight.TryGetLight(uid, out var pointLightComponent))
{
component.Lights = !component.Lights;
_pointLight.SetEnabled(uid, component.Lights, pointLightComponent);
_actions.SetToggled(component.MechLightsActionEntity, component.Lights);
if(component.Lights)
_audioSystem.PlayPredicted(component.EnableLightSound, component.Owner, component.PilotSlot.ContainedEntity);
else
_audioSystem.PlayPredicted(component.DisableLightSound, component.Owner, component.PilotSlot.ContainedEntity);
Dirty(uid ,component);
}
}
/// <summary>
/// Destroys the mech, removing the user and ejecting all installed equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public virtual void BreakMech(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
TryEject(uid, component);
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</param>
public void RemoveEquipment(EntityUid uid, EntityUid toRemove, MechComponent? component = null,
MechEquipmentComponent? equipmentComponent = null, bool forced = false)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toRemove, ref equipmentComponent))
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);
equipmentComponent.EquipmentOwner = null;
_container.Remove(toRemove, component.EquipmentContainer);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Attempts to change the amount of energy in the mech.
/// </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>
/// Checks if the pilot is present
/// </summary>
/// <param name="component"></param>
/// <returns>Whether or not the pilot is present</returns>
public bool IsEmpty(MechComponent component)
{
return component.PilotSlot.ContainedEntity == null;
}
/// <summary>
/// Checks if an entity can be inserted into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns></returns>
public bool CanInsert(EntityUid uid, EntityUid toInsert, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
return IsEmpty(component) && _actionBlocker.CanMove(toInsert);
}
/// <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)
{
}
/// <summary>
/// Attempts to insert a pilot into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns>Whether or not the entity was inserted</returns>
public bool TryInsert(EntityUid uid, EntityUid? toInsert, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
return false;
if (!CanInsert(uid, toInsert.Value, component))
return false;
SetupUser(uid, toInsert.Value);
_audioSystem.PlayPredicted(component.HelloSound, component.Owner, toInsert.Value);
_container.Insert(toInsert.Value, component.PilotSlot);
UpdateAppearance(uid, component);
return true;
}
/// <summary>
/// Attempts to eject the current pilot from the mech
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <returns>Whether or not the pilot was ejected.</returns>
public bool TryEject(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.PilotSlot.ContainedEntity == null)
return false;
if (HasComp<NoRotateOnMoveComponent>(uid))
{
RemComp<NoRotateOnMoveComponent>(uid);
}
var pilot = component.PilotSlot.ContainedEntity.Value;
RemoveUser(uid, pilot);
_container.RemoveEntity(uid, pilot);
UpdateAppearance(uid, component);
return true;
}
private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
{
if (args.Handled)
return;
if (!TryComp<MechComponent>(component.Mech, out var mech))
return;
var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
args.Weapon = weapon;
args.Handled = true;
}
private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
{
args.CanAttack = true;
}
private void OnAttackAttempt(EntityUid uid, MechPilotComponent component, AttackAttemptEvent args)
{
if (args.Target == component.Mech)
args.Cancel();
}
public void UpdateAppearance(EntityUid uid, MechComponent? component = null,
AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance, false))
return;
_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
var ev = new UpdateAppearanceEvent();
RaiseLocalEvent(uid, ev);
}
private void OnDragDrop(EntityUid uid, MechComponent component, ref DragDropTargetEvent args)
{
if (args.Handled)
return;
args.Handled = true;
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.Dragged, component.EntryDelay, new MechEntryEvent(), uid, target: uid)
{
BreakOnMove = true,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
private void OnCanDragDrop(EntityUid uid, MechComponent component, ref CanDropTargetEvent args)
{
args.Handled = true;
args.CanDrop |= !component.Broken && CanInsert(uid, args.Dragged, component);
}
private void OnEmagged(EntityUid uid, MechComponent component, ref GotEmaggedEvent args)
{
if (!component.BreakOnEmag)
return;
args.Handled = true;
component.EquipmentWhitelist = null;
Dirty(uid, component);
}
}
/// <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
{
}
/// <summary>
/// Event raised when a person removes someone from a mech,
/// on both success and failure
/// </summary>
[Serializable, NetSerializable]
public sealed partial class MechExitEvent : SimpleDoAfterEvent
{
}
/// <summary>
/// Event raised when a person enters a mech, on both success and failure
/// </summary>
[Serializable, NetSerializable]
public sealed partial class MechEntryEvent : SimpleDoAfterEvent
{
}
[Serializable, NetSerializable]
public sealed partial class UpdateAppearanceEvent : EntityEventArgs
{
}