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# Description I am trying to port over the AI turrets being implemented into wizden made by chromiumboy. It looks fantastic and would like to port this now and work on any issues that might show. --- # Original PRs https://github.com/space-wizards/space-station-14/issues/35223 https://github.com/space-wizards/space-station-14/pull/35025 https://github.com/space-wizards/space-station-14/pull/35031 https://github.com/space-wizards/space-station-14/pull/35058 https://github.com/space-wizards/space-station-14/pull/35123 https://github.com/space-wizards/space-station-14/pull/35149 https://github.com/space-wizards/space-station-14/pull/35235 https://github.com/space-wizards/space-station-14/pull/35236 --- # TODO - [x] Port all related PRs to EE. - [x] Patch any bugs with turrets or potential issues. - [x] Cleanup my shitcode or changes. --- # Changelog 🆑 - add: Added recharging sentry turrets, one is AI-based or the other is Sec can make. - add: The sentry turrets can be made after researching in T3 arsenal. The boards are made in the sec fab. - add: New ID permissions for borgs and minibots for higher turret options. - tweak: Turrets stop shooting after someone goes crit. --------- Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com> (cherry picked from commit 209d0537401cbda448a03e910cca9a898c9d566f)
92 lines
3.7 KiB
C#
92 lines
3.7 KiB
C#
using Content.Shared.Access;
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using Content.Shared.Access.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Turrets;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.TurretController;
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public abstract partial class SharedDeployableTurretControllerSystem : EntitySystem
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{
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[Dependency] private readonly AccessReaderSystem _accessreader = default!;
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[Dependency] private readonly TurretTargetSettingsSystem _turretTargetingSettings = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _userInterfaceSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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base.Initialize();
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// Handling of client messages
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SubscribeLocalEvent<DeployableTurretControllerComponent, DeployableTurretArmamentSettingChangedMessage>(OnArmamentSettingChanged);
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SubscribeLocalEvent<DeployableTurretControllerComponent, DeployableTurretExemptAccessLevelChangedMessage>(OnExemptAccessLevelsChanged);
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}
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private void OnArmamentSettingChanged(Entity<DeployableTurretControllerComponent> ent, ref DeployableTurretArmamentSettingChangedMessage args)
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{
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if (IsUserAllowedAccess(ent, args.Actor))
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ChangeArmamentSetting(ent, args.ArmamentState, args.Actor);
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if (_userInterfaceSystem.TryGetOpenUi(ent.Owner, DeployableTurretControllerUiKey.Key, out var bui))
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bui.Update<DeployableTurretControllerBoundInterfaceState>();
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}
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private void OnExemptAccessLevelsChanged(Entity<DeployableTurretControllerComponent> ent, ref DeployableTurretExemptAccessLevelChangedMessage args)
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{
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if (IsUserAllowedAccess(ent, args.Actor))
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ChangeExemptAccessLevels(ent, args.AccessLevels, args.Enabled, args.Actor);
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if (_userInterfaceSystem.TryGetOpenUi(ent.Owner, DeployableTurretControllerUiKey.Key, out var bui))
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bui.Update<DeployableTurretControllerBoundInterfaceState>();
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}
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protected virtual void ChangeArmamentSetting(Entity<DeployableTurretControllerComponent> ent, int armamentState, EntityUid? user = null)
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{
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ent.Comp.ArmamentState = armamentState;
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Dirty(ent);
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if (TryComp<AppearanceComponent>(ent, out var appearance))
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_appearance.SetData(ent, TurretControllerVisuals.ControlPanel, armamentState);
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// Linked turrets are updated on the server side
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}
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protected virtual void ChangeExemptAccessLevels
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(Entity<DeployableTurretControllerComponent> ent, HashSet<ProtoId<AccessLevelPrototype>> exemptions, bool enabled, EntityUid? user = null)
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{
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// Update the controller
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if (!TryComp<TurretTargetSettingsComponent>(ent, out var targetSettings))
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return;
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var controller = new Entity<TurretTargetSettingsComponent>(ent, targetSettings);
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foreach (var accessLevel in exemptions)
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{
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if (!ent.Comp.AccessLevels.Contains(accessLevel))
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continue;
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_turretTargetingSettings.SetAccessLevelExemption(controller, accessLevel, enabled);
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}
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Dirty(controller);
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// Linked turrets are updated on the server side
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}
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public bool IsUserAllowedAccess(Entity<DeployableTurretControllerComponent> ent, EntityUid user)
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{
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if (!_accessreader.IsAllowed(user, ent))
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{
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_popup.PopupClient(Loc.GetString("turret-controls-access-denied"), ent, user);
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_audio.PlayPredicted(ent.Comp.AccessDeniedSound, ent, user);
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return false;
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}
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return true;
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}
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}
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