Files
wwdpublic/Content.Shared/Turrets/SharedDeployableTurretSystem.cs
Solaris a64b5164e3 Port AI Sentry Turrets (#1990)
# 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)
2025-03-21 18:28:40 +03:00

170 lines
6.4 KiB
C#

using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Wires;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Turrets;
public abstract partial class SharedDeployableTurretSystem : EntitySystem
{
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedWiresSystem _wires = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DeployableTurretComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<DeployableTurretComponent, AttemptChangePanelEvent>(OnAttemptChangeWirePanelWire);
SubscribeLocalEvent<DeployableTurretComponent, GetVerbsEvent<Verb>>(OnGetVerb);
}
private void OnGetVerb(Entity<DeployableTurretComponent> ent, ref GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract || !args.CanComplexInteract)
return;
if (TryComp<AccessReaderComponent>(ent, out var accessReader) && !_accessReader.IsAllowed(args.User, ent, accessReader))
return;
var user = args.User;
var verb = new Verb
{
Priority = 1,
Text = ent.Comp.Enabled ? Loc.GetString("deployable-turret-component-deactivate") : Loc.GetString("deployable-turret-component-activate"),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/Spare/poweronoff.svg.192dpi.png")),
Disabled = !HasAmmo(ent),
Impact = LogImpact.Low,
Act = () => { TryToggleState(ent, user); }
};
args.Verbs.Add(verb);
}
private void OnActivate(Entity<DeployableTurretComponent> ent, ref ActivateInWorldEvent args)
{
if (TryComp(ent, out UseDelayComponent? useDelay) && !_useDelay.TryResetDelay((ent, useDelay), true))
return;
if (TryComp<AccessReaderComponent>(ent, out var reader) && !_accessReader.IsAllowed(args.User, ent, reader))
{
_popup.PopupClient(Loc.GetString("deployable-turret-component-access-denied"), ent, args.User);
_audio.PlayPredicted(ent.Comp.AccessDeniedSound, ent, args.User);
return;
}
TryToggleState(ent, args.User);
}
private void OnAttemptChangeWirePanelWire(Entity<DeployableTurretComponent> ent, ref AttemptChangePanelEvent args)
{
if (!ent.Comp.Enabled || args.Cancelled)
return;
_popup.PopupClient(Loc.GetString("deployable-turret-component-cant-access-wires"), ent, args.User);
args.Cancelled = true;
}
public bool TryToggleState(Entity<DeployableTurretComponent> ent, EntityUid? user = null)
{
return TrySetState(ent, !ent.Comp.Enabled, user);
}
public bool TrySetState(Entity<DeployableTurretComponent> ent, bool enabled, EntityUid? user = null)
{
if (enabled && ent.Comp.Broken)
{
if (user != null)
_popup.PopupClient(Loc.GetString("deployable-turret-component-is-broken"), ent, user.Value);
return false;
}
if (enabled && !HasAmmo(ent))
{
if (user != null)
_popup.PopupClient(Loc.GetString("deployable-turret-component-no-ammo"), ent, user.Value);
return false;
}
SetState(ent, enabled, user);
return true;
}
protected virtual void SetState(Entity<DeployableTurretComponent> ent, bool enabled, EntityUid? user = null)
{
if (ent.Comp.Enabled == enabled)
return;
// Close the wires panel UI on activation
if (enabled && TryComp<WiresPanelComponent>(ent, out var wires))
_wires.TogglePanel(ent, wires, false);
// Update status
ent.Comp.Enabled = enabled;
// Determine how much time is remaining in the current animation and the one next in queue
var animTimeRemaining = MathF.Max((float)(ent.Comp.AnimationCompletionTime - _timing.CurTime).TotalSeconds, 0f);
var animTimeNext = ent.Comp.Enabled ? ent.Comp.DeploymentLength : ent.Comp.RetractionLength;
ent.Comp.AnimationCompletionTime = _timing.CurTime + TimeSpan.FromSeconds(animTimeNext + animTimeRemaining);
// Change the turret's damage modifiers
if (TryComp<DamageableComponent>(ent, out var damageable))
{
var damageSetID = ent.Comp.Enabled ? ent.Comp.DeployedDamageModifierSetId : ent.Comp.RetractedDamageModifierSetId;
_damageable.SetDamageModifierSetId(ent, damageSetID, damageable);
}
// Change the turret's fixtures
if (ent.Comp.DeployedFixture != null &&
TryComp(ent, out FixturesComponent? fixtures) &&
fixtures.Fixtures.TryGetValue(ent.Comp.DeployedFixture, out var fixture))
{
_physics.SetHard(ent, fixture, ent.Comp.Enabled);
}
// Display message
var msg = ent.Comp.Enabled ? "deployable-turret-component-activating" : "deployable-turret-component-deactivating";
_popup.PopupClient(Loc.GetString(msg), ent, user);
}
public bool HasAmmo(Entity<DeployableTurretComponent> ent)
{
if (TryComp<ProjectileBatteryAmmoProviderComponent>(ent, out var projectilebatteryAmmo) &&
(projectilebatteryAmmo.Shots > 0 || ent.Comp.Powered))
return true;
if (TryComp<HitscanBatteryAmmoProviderComponent>(ent, out var hitscanBatteryAmmo) &&
(hitscanBatteryAmmo.Shots > 0 || ent.Comp.Powered))
return true;
if (TryComp<BallisticAmmoProviderComponent>(ent, out var ballisticAmmo) &&
ballisticAmmo.Count > 0)
return true;
return false;
}
}