Files
wwdpublic/Content.Shared/Ghost/SharedGhostSystem.cs
Leon Friedrich 92ae508bee Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes

(cherry picked from commit 56451fa5e7fd9910cf38d27e5cc0800bd71b9a2f)
2025-01-14 02:02:07 +03:00

167 lines
5.3 KiB
C#

using Content.Shared.Emoting;
using Content.Shared.Hands;
using Content.Shared.Interaction.Events;
using Content.Shared.InteractionVerbs.Events;
using Content.Shared.Item;
using Content.Shared.Popups;
using Robust.Shared.Serialization;
namespace Content.Shared.Ghost
{
/// <summary>
/// System for the <see cref="GhostComponent"/>.
/// Prevents ghosts from interacting when <see cref="GhostComponent.CanGhostInteract"/> is false.
/// </summary>
public abstract class SharedGhostSystem : EntitySystem
{
[Dependency] protected readonly SharedPopupSystem Popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GhostComponent, UseAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, InteractionAttemptEvent>(OnAttemptInteract);
SubscribeLocalEvent<GhostComponent, EmoteAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, DropAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, PickupAttemptEvent>(OnAttempt);
SubscribeLocalEvent<GhostComponent, InteractionVerbAttemptEvent>(OnAttempt);
}
private void OnAttemptInteract(Entity<GhostComponent> ent, ref InteractionAttemptEvent args)
{
if (!ent.Comp.CanGhostInteract)
args.Cancelled = true;
}
private void OnAttempt(EntityUid uid, GhostComponent component, CancellableEntityEventArgs args)
{
if (!component.CanGhostInteract)
args.Cancel();
}
public void SetTimeOfDeath(EntityUid uid, TimeSpan value, GhostComponent? component)
{
if (!Resolve(uid, ref component))
return;
component.TimeOfDeath = value;
}
public void SetCanReturnToBody(EntityUid uid, bool value, GhostComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.CanReturnToBody = value;
}
public void SetCanReturnToBody(GhostComponent component, bool value)
{
component.CanReturnToBody = value;
}
}
/// <summary>
/// A client to server request to get places a ghost can warp to.
/// Response is sent via <see cref="GhostWarpsResponseEvent"/>
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpsRequestEvent : EntityEventArgs
{
}
/// <summary>
/// An individual place a ghost can warp to.
/// This is used as part of <see cref="GhostWarpsResponseEvent"/>
/// </summary>
[Serializable, NetSerializable]
public struct GhostWarp
{
public GhostWarp(NetEntity entity, string displayName, bool isWarpPoint)
{
Entity = entity;
DisplayName = displayName;
IsWarpPoint = isWarpPoint;
}
/// <summary>
/// The entity representing the warp point.
/// This is passed back to the server in <see cref="GhostWarpToTargetRequestEvent"/>
/// </summary>
public NetEntity Entity { get; }
/// <summary>
/// The display name to be surfaced in the ghost warps menu
/// </summary>
public string DisplayName { get; }
/// <summary>
/// Whether this warp represents a warp point or a player
/// </summary>
public bool IsWarpPoint { get; }
}
/// <summary>
/// A server to client response for a <see cref="GhostWarpsRequestEvent"/>.
/// Contains players, and locations a ghost can warp to
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpsResponseEvent : EntityEventArgs
{
public GhostWarpsResponseEvent(List<GhostWarp> warps)
{
Warps = warps;
}
/// <summary>
/// A list of warp points.
/// </summary>
public List<GhostWarp> Warps { get; }
}
/// <summary>
/// A client to server request for their ghost to be warped to an entity
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostWarpToTargetRequestEvent : EntityEventArgs
{
public NetEntity Target { get; }
public GhostWarpToTargetRequestEvent(NetEntity target)
{
Target = target;
}
}
/// <summary>
/// A client to server request for their ghost to be warped to the most followed entity.
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostnadoRequestEvent : EntityEventArgs;
/// <summary>
/// A client to server request for their ghost to return to body
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostReturnToBodyRequest : EntityEventArgs
{
}
/// <summary>
/// A server to client update with the available ghost role count
/// </summary>
[Serializable, NetSerializable]
public sealed class GhostUpdateGhostRoleCountEvent : EntityEventArgs
{
public int AvailableGhostRoles { get; }
public GhostUpdateGhostRoleCountEvent(int availableGhostRoleCount)
{
AvailableGhostRoles = availableGhostRoleCount;
}
}
[Serializable, NetSerializable]
public sealed class GhostReturnToRoundRequest : EntityEventArgs;
}