294 lines
11 KiB
C#
294 lines
11 KiB
C#
|
|
using Content.Shared.Interaction.Events;
|
||
|
|
using Content.Shared.Toggleable;
|
||
|
|
using Content.Shared.Temperature;
|
||
|
|
using Content.Shared.Wieldable;
|
||
|
|
using Content.Shared.Wieldable.Components;
|
||
|
|
using Robust.Shared.Audio;
|
||
|
|
using Robust.Shared.Audio.Systems;
|
||
|
|
using Robust.Shared.Prototypes;
|
||
|
|
using Robust.Shared.Network;
|
||
|
|
|
||
|
|
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 abstract class SharedItemToggleSystem : EntitySystem
|
||
|
|
{
|
||
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||
|
|
[Dependency] private readonly SharedPointLightSystem _light = default!;
|
||
|
|
[Dependency] private readonly INetManager _netManager = default!;
|
||
|
|
|
||
|
|
public override void Initialize()
|
||
|
|
{
|
||
|
|
base.Initialize();
|
||
|
|
|
||
|
|
SubscribeLocalEvent<ItemToggleComponent, ItemUnwieldedEvent>(TurnOffonUnwielded);
|
||
|
|
SubscribeLocalEvent<ItemToggleComponent, ItemWieldedEvent>(TurnOnonWielded);
|
||
|
|
SubscribeLocalEvent<ItemToggleComponent, UseInHandEvent>(OnUseInHand);
|
||
|
|
SubscribeLocalEvent<ItemToggleHotComponent, IsHotEvent>(OnIsHotEvent);
|
||
|
|
SubscribeLocalEvent<ItemToggleActiveSoundComponent, ItemToggleActiveSoundUpdateEvent>(UpdateActiveSound);
|
||
|
|
SubscribeLocalEvent<AppearanceComponent, ItemToggleAppearanceUpdateEvent>(UpdateAppearance);
|
||
|
|
SubscribeLocalEvent<ItemToggleComponent, ItemToggleLightUpdateEvent>(UpdateLight);
|
||
|
|
SubscribeLocalEvent<ItemToggleComponent, ItemTogglePlayToggleSoundEvent>(PlayToggleSound);
|
||
|
|
SubscribeLocalEvent<ItemToggleComponent, ItemTogglePlayFailSoundEvent>(PlayFailToggleSound);
|
||
|
|
}
|
||
|
|
|
||
|
|
private void OnUseInHand(EntityUid uid, ItemToggleComponent itemToggle, UseInHandEvent args)
|
||
|
|
{
|
||
|
|
if (args.Handled)
|
||
|
|
return;
|
||
|
|
|
||
|
|
args.Handled = true;
|
||
|
|
|
||
|
|
Toggle(uid, args.User, predicted: itemToggle.Predictable, itemToggle: itemToggle);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used when an item is attempted to be toggled.
|
||
|
|
/// </summary>
|
||
|
|
public void Toggle(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
|
||
|
|
{
|
||
|
|
if (!Resolve(uid, ref itemToggle))
|
||
|
|
return;
|
||
|
|
|
||
|
|
if (itemToggle.Activated)
|
||
|
|
{
|
||
|
|
TryDeactivate(uid, user, itemToggle: itemToggle, predicted: predicted);
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
TryActivate(uid, user, itemToggle: itemToggle, predicted: predicted);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used when an item is attempting to be activated. It returns false if the attempt fails any reason, interrupting the activation.
|
||
|
|
/// </summary>
|
||
|
|
public bool TryActivate(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
|
||
|
|
{
|
||
|
|
if (!Resolve(uid, ref itemToggle))
|
||
|
|
return false;
|
||
|
|
|
||
|
|
if (itemToggle.Activated)
|
||
|
|
return true;
|
||
|
|
|
||
|
|
var attempt = new ItemToggleActivateAttemptEvent(user);
|
||
|
|
RaiseLocalEvent(uid, ref attempt);
|
||
|
|
|
||
|
|
if (attempt.Cancelled)
|
||
|
|
{
|
||
|
|
//Raises the event to play the failure to activate noise.
|
||
|
|
var evPlayFailToggleSound = new ItemTogglePlayFailSoundEvent(Predicted: predicted, user);
|
||
|
|
RaiseLocalEvent(uid, ref evPlayFailToggleSound);
|
||
|
|
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
// If the item's toggle is unpredictable because of something like requiring fuel or charge, then clients exit here.
|
||
|
|
// Otherwise you get stuff like an item activating client-side and then turning back off when it synchronizes with the server.
|
||
|
|
if (predicted == false && _netManager.IsClient)
|
||
|
|
return true;
|
||
|
|
|
||
|
|
Activate(uid, itemToggle);
|
||
|
|
|
||
|
|
var evPlayToggleSound = new ItemTogglePlayToggleSoundEvent(Activated: true, Predicted: predicted, user);
|
||
|
|
RaiseLocalEvent(uid, ref evPlayToggleSound);
|
||
|
|
|
||
|
|
var evActiveSound = new ItemToggleActiveSoundUpdateEvent(Activated: true, Predicted: predicted, user);
|
||
|
|
RaiseLocalEvent(uid, ref evActiveSound);
|
||
|
|
|
||
|
|
var toggleUsed = new ItemToggleDoneEvent(Activated: true, user);
|
||
|
|
RaiseLocalEvent(uid, ref toggleUsed);
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used when an item is attempting to be deactivated. It returns false if the attempt fails any reason, interrupting the deactivation.
|
||
|
|
/// </summary>
|
||
|
|
public bool TryDeactivate(EntityUid uid, EntityUid? user = null, bool predicted = true, ItemToggleComponent? itemToggle = null)
|
||
|
|
{
|
||
|
|
if (!Resolve(uid, ref itemToggle))
|
||
|
|
return false;
|
||
|
|
|
||
|
|
if (!itemToggle.Activated)
|
||
|
|
return true;
|
||
|
|
|
||
|
|
var attempt = new ItemToggleDeactivateAttemptEvent(user);
|
||
|
|
RaiseLocalEvent(uid, ref attempt);
|
||
|
|
|
||
|
|
if (attempt.Cancelled)
|
||
|
|
{
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
// If the item's toggle is unpredictable because of something like requiring fuel or charge, then clients exit here.
|
||
|
|
if (predicted == false && _netManager.IsClient)
|
||
|
|
return true;
|
||
|
|
|
||
|
|
Deactivate(uid, itemToggle);
|
||
|
|
|
||
|
|
var evPlayToggleSound = new ItemTogglePlayToggleSoundEvent(Activated: false, Predicted: predicted, user);
|
||
|
|
RaiseLocalEvent(uid, ref evPlayToggleSound);
|
||
|
|
|
||
|
|
var evActiveSound = new ItemToggleActiveSoundUpdateEvent(Activated: false, Predicted: predicted, user);
|
||
|
|
RaiseLocalEvent(uid, ref evActiveSound);
|
||
|
|
|
||
|
|
var toggleUsed = new ItemToggleDoneEvent(Activated: false, user);
|
||
|
|
RaiseLocalEvent(uid, ref toggleUsed);
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to make the actual changes to the item's components on activation.
|
||
|
|
/// </summary>
|
||
|
|
private void Activate(EntityUid uid, ItemToggleComponent itemToggle)
|
||
|
|
{
|
||
|
|
UpdateComponents(uid, itemToggle.Activated = true);
|
||
|
|
|
||
|
|
Dirty(uid, itemToggle);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to make the actual changes to the item's components on deactivation.
|
||
|
|
/// </summary>
|
||
|
|
private void Deactivate(EntityUid uid, ItemToggleComponent itemToggle)
|
||
|
|
{
|
||
|
|
UpdateComponents(uid, itemToggle.Activated = false);
|
||
|
|
|
||
|
|
Dirty(uid, itemToggle);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to raise events to update components on toggle.
|
||
|
|
/// </summary>
|
||
|
|
private void UpdateComponents(EntityUid uid, bool activated)
|
||
|
|
{
|
||
|
|
var evSize = new ItemToggleSizeUpdateEvent(activated);
|
||
|
|
RaiseLocalEvent(uid, ref evSize);
|
||
|
|
|
||
|
|
var evMelee = new ItemToggleMeleeWeaponUpdateEvent(activated);
|
||
|
|
RaiseLocalEvent(uid, ref evMelee);
|
||
|
|
|
||
|
|
var evAppearance = new ItemToggleAppearanceUpdateEvent(activated);
|
||
|
|
RaiseLocalEvent(uid, ref evAppearance);
|
||
|
|
|
||
|
|
var evLight = new ItemToggleLightUpdateEvent(activated);
|
||
|
|
RaiseLocalEvent(uid, ref evLight);
|
||
|
|
|
||
|
|
var evReflect = new ItemToggleReflectUpdateEvent(activated);
|
||
|
|
RaiseLocalEvent(uid, ref evReflect);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <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(EntityUid uid, ItemToggleComponent itemToggle, ItemUnwieldedEvent args)
|
||
|
|
{
|
||
|
|
if (itemToggle.Activated)
|
||
|
|
TryDeactivate(uid, args.User, itemToggle: itemToggle);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Wieldable items will automatically turn on when wielded.
|
||
|
|
/// </summary>
|
||
|
|
private void TurnOnonWielded(EntityUid uid, ItemToggleComponent itemToggle, ref ItemWieldedEvent args)
|
||
|
|
{
|
||
|
|
if (!itemToggle.Activated)
|
||
|
|
TryActivate(uid, itemToggle: itemToggle);
|
||
|
|
}
|
||
|
|
|
||
|
|
public bool IsActivated(EntityUid uid, ItemToggleComponent? comp = null)
|
||
|
|
{
|
||
|
|
if (!Resolve(uid, ref comp, false))
|
||
|
|
return true; // assume always activated if no component
|
||
|
|
|
||
|
|
return comp.Activated;
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to make the item hot when activated.
|
||
|
|
/// </summary>
|
||
|
|
private void OnIsHotEvent(EntityUid uid, ItemToggleHotComponent itemToggleHot, IsHotEvent args)
|
||
|
|
{
|
||
|
|
if (itemToggleHot.IsHotWhenActivated)
|
||
|
|
args.IsHot = IsActivated(uid);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to update item appearance.
|
||
|
|
/// </summary>
|
||
|
|
private void UpdateAppearance(EntityUid uid, AppearanceComponent appearance, ref ItemToggleAppearanceUpdateEvent args)
|
||
|
|
{
|
||
|
|
_appearance.SetData(uid, ToggleableLightVisuals.Enabled, args.Activated, appearance);
|
||
|
|
_appearance.SetData(uid, ToggleVisuals.Toggled, args.Activated, appearance);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to update light settings.
|
||
|
|
/// </summary>
|
||
|
|
private void UpdateLight(EntityUid uid, ItemToggleComponent comp, ref ItemToggleLightUpdateEvent args)
|
||
|
|
{
|
||
|
|
if (!_light.TryGetLight(uid, out var light))
|
||
|
|
return;
|
||
|
|
|
||
|
|
_light.SetEnabled(uid, args.Activated, light);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to update the looping active sound linked to the entity.
|
||
|
|
/// </summary>
|
||
|
|
private void UpdateActiveSound(EntityUid uid, ItemToggleActiveSoundComponent activeSound, ref ItemToggleActiveSoundUpdateEvent args)
|
||
|
|
{
|
||
|
|
if (args.Activated)
|
||
|
|
{
|
||
|
|
if (activeSound.ActiveSound != null && activeSound.PlayingStream == null)
|
||
|
|
{
|
||
|
|
if (args.Predicted)
|
||
|
|
activeSound.PlayingStream = _audio.PlayPredicted(activeSound.ActiveSound, uid, args.User, AudioParams.Default.WithLoop(true)).Value.Entity;
|
||
|
|
else
|
||
|
|
activeSound.PlayingStream = _audio.PlayPvs(activeSound.ActiveSound, uid, AudioParams.Default.WithLoop(true)).Value.Entity;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
activeSound.PlayingStream = _audio.Stop(activeSound.PlayingStream);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to play a toggle sound.
|
||
|
|
/// </summary>
|
||
|
|
private void PlayToggleSound(EntityUid uid, ItemToggleComponent itemToggle, ref ItemTogglePlayToggleSoundEvent args)
|
||
|
|
{
|
||
|
|
SoundSpecifier? soundToPlay;
|
||
|
|
if (args.Activated)
|
||
|
|
soundToPlay = itemToggle.SoundActivate;
|
||
|
|
else
|
||
|
|
soundToPlay = itemToggle.SoundDeactivate;
|
||
|
|
|
||
|
|
if (soundToPlay == null)
|
||
|
|
return;
|
||
|
|
|
||
|
|
if (args.Predicted)
|
||
|
|
_audio.PlayPredicted(soundToPlay, uid, args.User);
|
||
|
|
else
|
||
|
|
_audio.PlayPvs(soundToPlay, uid);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Used to play a failure to toggle sound.
|
||
|
|
/// </summary>
|
||
|
|
private void PlayFailToggleSound(EntityUid uid, ItemToggleComponent itemToggle, ref ItemTogglePlayFailSoundEvent args)
|
||
|
|
{
|
||
|
|
if (args.Predicted)
|
||
|
|
_audio.PlayPredicted(itemToggle.SoundFailToActivate, uid, args.User);
|
||
|
|
else
|
||
|
|
_audio.PlayPvs(itemToggle.SoundFailToActivate, uid);
|
||
|
|
}
|
||
|
|
}
|