Files
wwdpublic/Content.Server/Mech/Systems/MechSystem.cs
SimpleStation14 cc41b00757 Mirror: Unify Content's EntitySystem logging (#240)
## Mirror of PR #26216: [Unify `Content`'s `EntitySystem`
logging](https://github.com/space-wizards/space-station-14/pull/26216)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `eeaea6c25b496106eb741e93738f2ab8503949ba`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-17 20:05:08 UTC

---

PR changed 13 files with 43 additions and 82 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Log things via `Log` with generated sawmill name rather than an
explicitly set one for all Content `EntitySystem`s, except the ones with
`Rule`s. In all cases the explicit `_sawmill` was redundant.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> - Bringing consistency to logs (all logs originating from
`EntitySystem` should be recognizible in the logs `system.something`).
> - Logs' sawmills match system class name to assist with debugging.
> - Less likelihood of someone building a new `EntitySystem` to
copy-paste the unnecessary `_sawmill` and instaed use the appropriate
inherited `Log` instead.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This addresses **_just_** `Content`'s `EntitySystem`s.
> 
> `GameRuleSystem` **and all classes inheriting from it are excluded.**
I want to include both the calling system name and the rule name in the
sawmill name - this however requires engine changes. I thus opted to cut
out that part and made this a `Content`-only PR.
> 
> Also, even with the rule changes, the `GameRule`s themselves will be
excluded pending antag refactor, because currently they are a _hot-hot_
mess and I'm sure it's preferable by everyone for me to wait for it to
cool down before introducing merge conflicts unnecessarily.
> 
> Log Sawmill changes:
> **System class | current master sawmill | this PR's sawmill**
> `VaporSystem.cs`: `vapor` -> `system.vapor`
> `DeviceListSystem.cs`: `devicelist` -> `system.device_list`
> `ForensicScannerSystem.cs`: `forensic.scanner` ->
`system.forensic_scanner`
> `MappingSystem.cs`: `autosave` -> `system.mapping`
> `MechSystem.cs`: `mech` -> `system.mech`
> `LagCompensationSystem.cs`: `lagcomp` -> `system.lag_compensation`
> `NpcFactionSystem.cs`: `faction` -> `system.npc_faction`
> `EmergencyShuttleSystem.cs`: `shuttle.emergency` ->
`system.emergency_shuttle`
> `EventManagerSystem.cs`: `events` -> `system.event_manager`
> `VendingMachineSystem.cs`: `vending` -> `system.vending_machine`
> `SharedAnomalySystem.cs`: `anomaly` -> `system.anomaly`
> `SharedDeviceLinkSystem.cs`: `devicelink` -> `system.device_link`
> `ThirstSystem.cs`: `thirst` -> `system.thirst`
> 
> Manually tested most (all that I had doubts about) and confirmed that
`LagCompensationSystem`'s `Log.Level` is getting correctly set like
this.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log sawmill name changes. Any analyzers/other software that processes
logs needs to be adjusted to new sawmills. Full list of changes in PR -
section Technical details.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-11 23:43:39 -04:00

437 lines
15 KiB
C#

using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Mech.Components;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Mech;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.EntitySystems;
using Content.Shared.Movement.Events;
using Content.Shared.Popups;
using Content.Shared.Tools.Components;
using Content.Shared.Verbs;
using Content.Shared.Wires;
using Content.Server.Body.Systems;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Player;
namespace Content.Server.Mech.Systems;
/// <inheritdoc/>
public sealed partial class MechSystem : SharedMechSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IMapManager _map = default!;
[Dependency] private readonly MapSystem _mapSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MechComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<MechComponent, EntInsertedIntoContainerMessage>(OnInsertBattery);
SubscribeLocalEvent<MechComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<MechComponent, GetVerbsEvent<AlternativeVerb>>(OnAlternativeVerb);
SubscribeLocalEvent<MechComponent, MechOpenUiEvent>(OnOpenUi);
SubscribeLocalEvent<MechComponent, RemoveBatteryEvent>(OnRemoveBattery);
SubscribeLocalEvent<MechComponent, MechEntryEvent>(OnMechEntry);
SubscribeLocalEvent<MechComponent, MechExitEvent>(OnMechExit);
SubscribeLocalEvent<MechComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<MechComponent, MechEquipmentRemoveMessage>(OnRemoveEquipmentMessage);
SubscribeLocalEvent<MechComponent, UpdateCanMoveEvent>(OnMechCanMoveEvent);
SubscribeLocalEvent<MechPilotComponent, ToolUserAttemptUseEvent>(OnToolUseAttempt);
SubscribeLocalEvent<MechPilotComponent, InhaleLocationEvent>(OnInhale);
SubscribeLocalEvent<MechPilotComponent, ExhaleLocationEvent>(OnExhale);
SubscribeLocalEvent<MechPilotComponent, AtmosExposedGetAirEvent>(OnExpose);
SubscribeLocalEvent<MechAirComponent, GetFilterAirEvent>(OnGetFilterAir);
#region Equipment UI message relays
SubscribeLocalEvent<MechComponent, MechGrabberEjectMessage>(ReceiveEquipmentUiMesssages);
SubscribeLocalEvent<MechComponent, MechSoundboardPlayMessage>(ReceiveEquipmentUiMesssages);
#endregion
}
private void OnMechCanMoveEvent(EntityUid uid, MechComponent component, UpdateCanMoveEvent args)
{
if (component.Broken || component.Integrity <= 0 || component.Energy <= 0)
args.Cancel();
}
private void OnInteractUsing(EntityUid uid, MechComponent component, InteractUsingEvent args)
{
if (TryComp<WiresPanelComponent>(uid, out var panel) && !panel.Open)
return;
if (component.BatterySlot.ContainedEntity == null && TryComp<BatteryComponent>(args.Used, out var battery))
{
InsertBattery(uid, args.Used, component, battery);
_actionBlocker.UpdateCanMove(uid);
return;
}
if (TryComp<ToolComponent>(args.Used, out var tool) && tool.Qualities.Contains("Prying") && component.BatterySlot.ContainedEntity != null)
{
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.BatteryRemovalDelay, new RemoveBatteryEvent(), uid, target: uid, used: args.Target)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
}
private void OnInsertBattery(EntityUid uid, MechComponent component, EntInsertedIntoContainerMessage args)
{
if (args.Container != component.BatterySlot || !TryComp<BatteryComponent>(args.Entity, out var battery))
return;
component.Energy = battery.CurrentCharge;
component.MaxEnergy = battery.MaxCharge;
Dirty(component);
_actionBlocker.UpdateCanMove(uid);
}
private void OnRemoveBattery(EntityUid uid, MechComponent component, RemoveBatteryEvent args)
{
if (args.Cancelled || args.Handled)
return;
RemoveBattery(uid, component);
_actionBlocker.UpdateCanMove(uid);
args.Handled = true;
}
private void OnMapInit(EntityUid uid, MechComponent component, MapInitEvent args)
{
var xform = Transform(uid);
// TODO: this should use containerfill?
foreach (var equipment in component.StartingEquipment)
{
var ent = Spawn(equipment, xform.Coordinates);
InsertEquipment(uid, ent, component);
}
// TODO: this should just be damage and battery
component.Integrity = component.MaxIntegrity;
component.Energy = component.MaxEnergy;
_actionBlocker.UpdateCanMove(uid);
Dirty(component);
}
private void OnRemoveEquipmentMessage(EntityUid uid, MechComponent component, MechEquipmentRemoveMessage args)
{
var equip = GetEntity(args.Equipment);
if (!Exists(equip) || Deleted(equip))
return;
if (!component.EquipmentContainer.ContainedEntities.Contains(equip))
return;
RemoveEquipment(uid, equip, component);
}
private void OnOpenUi(EntityUid uid, MechComponent component, MechOpenUiEvent args)
{
args.Handled = true;
ToggleMechUi(uid, component);
}
private void OnToolUseAttempt(EntityUid uid, MechPilotComponent component, ref ToolUserAttemptUseEvent args)
{
if (args.Target == component.Mech)
args.Cancelled = true;
}
private void OnAlternativeVerb(EntityUid uid, MechComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || component.Broken)
return;
if (CanInsert(uid, args.User, component))
{
var enterVerb = new AlternativeVerb
{
Text = Loc.GetString("mech-verb-enter"),
Act = () =>
{
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.EntryDelay, new MechEntryEvent(), uid, target: uid)
{
BreakOnUserMove = true,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
};
var openUiVerb = new AlternativeVerb //can't hijack someone else's mech
{
Act = () => ToggleMechUi(uid, component, args.User),
Text = Loc.GetString("mech-ui-open-verb")
};
args.Verbs.Add(enterVerb);
args.Verbs.Add(openUiVerb);
}
else if (!IsEmpty(component))
{
var ejectVerb = new AlternativeVerb
{
Text = Loc.GetString("mech-verb-exit"),
Priority = 1, // Promote to top to make ejecting the ALT-click action
Act = () =>
{
if (args.User == uid || args.User == component.PilotSlot.ContainedEntity)
{
TryEject(uid, component);
return;
}
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.ExitDelay, new MechExitEvent(), uid, target: uid)
{
BreakOnUserMove = true,
BreakOnTargetMove = true,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
};
args.Verbs.Add(ejectVerb);
}
}
private void OnMechEntry(EntityUid uid, MechComponent component, MechEntryEvent args)
{
if (args.Cancelled || args.Handled)
return;
if (component.PilotWhitelist != null && !component.PilotWhitelist.IsValid(args.User))
{
_popup.PopupEntity(Loc.GetString("mech-no-enter", ("item", uid)), args.User);
return;
}
TryInsert(uid, args.Args.User, component);
_actionBlocker.UpdateCanMove(uid);
args.Handled = true;
}
private void OnMechExit(EntityUid uid, MechComponent component, MechExitEvent args)
{
if (args.Cancelled || args.Handled)
return;
TryEject(uid, component);
args.Handled = true;
}
private void OnDamageChanged(EntityUid uid, MechComponent component, DamageChangedEvent args)
{
var integrity = component.MaxIntegrity - args.Damageable.TotalDamage;
SetIntegrity(uid, integrity, component);
if (args.DamageIncreased &&
args.DamageDelta != null &&
component.PilotSlot.ContainedEntity != null)
{
var damage = args.DamageDelta * component.MechToPilotDamageMultiplier;
_damageable.TryChangeDamage(component.PilotSlot.ContainedEntity, damage);
}
}
private void ToggleMechUi(EntityUid uid, MechComponent? component = null, EntityUid? user = null)
{
if (!Resolve(uid, ref component))
return;
user ??= component.PilotSlot.ContainedEntity;
if (user == null)
return;
if (!TryComp<ActorComponent>(user, out var actor))
return;
_ui.TryToggleUi(uid, MechUiKey.Key, actor.PlayerSession);
UpdateUserInterface(uid, component);
}
private void ReceiveEquipmentUiMesssages<T>(EntityUid uid, MechComponent component, T args) where T : MechEquipmentUiMessage
{
var ev = new MechEquipmentUiMessageRelayEvent(args);
var allEquipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
var argEquip = GetEntity(args.Equipment);
foreach (var equipment in allEquipment)
{
if (argEquip == equipment)
RaiseLocalEvent(equipment, ev);
}
}
public override void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
base.UpdateUserInterface(uid, component);
var ev = new MechEquipmentUiStateReadyEvent();
foreach (var ent in component.EquipmentContainer.ContainedEntities)
{
RaiseLocalEvent(ent, ev);
}
var state = new MechBoundUiState
{
EquipmentStates = ev.States
};
var ui = _ui.GetUi(uid, MechUiKey.Key);
_ui.SetUiState(ui, state);
}
public override void BreakMech(EntityUid uid, MechComponent? component = null)
{
base.BreakMech(uid, component);
_ui.TryCloseAll(uid, MechUiKey.Key);
_actionBlocker.UpdateCanMove(uid);
}
public override bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!base.TryChangeEnergy(uid, delta, component))
return false;
var battery = component.BatterySlot.ContainedEntity;
if (battery == null)
return false;
if (!TryComp<BatteryComponent>(battery, out var batteryComp))
return false;
_battery.SetCharge(battery!.Value, batteryComp.CurrentCharge + delta.Float(), batteryComp);
if (batteryComp.CurrentCharge != component.Energy) //if there's a discrepency, we have to resync them
{
Log.Debug($"Battery charge was not equal to mech charge. Battery {batteryComp.CurrentCharge}. Mech {component.Energy}");
component.Energy = batteryComp.CurrentCharge;
Dirty(component);
}
_actionBlocker.UpdateCanMove(uid);
return true;
}
public void InsertBattery(EntityUid uid, EntityUid toInsert, MechComponent? component = null, BatteryComponent? battery = null)
{
if (!Resolve(uid, ref component, false))
return;
if (!Resolve(toInsert, ref battery, false))
return;
_container.Insert(toInsert, component.BatterySlot);
component.Energy = battery.CurrentCharge;
component.MaxEnergy = battery.MaxCharge;
_actionBlocker.UpdateCanMove(uid);
Dirty(component);
UpdateUserInterface(uid, component);
}
public void RemoveBattery(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
_container.EmptyContainer(component.BatterySlot);
component.Energy = 0;
component.MaxEnergy = 0;
_actionBlocker.UpdateCanMove(uid);
Dirty(component);
UpdateUserInterface(uid, component);
}
#region Atmos Handling
private void OnInhale(EntityUid uid, MechPilotComponent component, InhaleLocationEvent args)
{
if (!TryComp<MechComponent>(component.Mech, out var mech) ||
!TryComp<MechAirComponent>(component.Mech, out var mechAir))
{
return;
}
if (mech.Airtight)
args.Gas = mechAir.Air;
}
private void OnExhale(EntityUid uid, MechPilotComponent component, ExhaleLocationEvent args)
{
if (!TryComp<MechComponent>(component.Mech, out var mech) ||
!TryComp<MechAirComponent>(component.Mech, out var mechAir))
{
return;
}
if (mech.Airtight)
args.Gas = mechAir.Air;
}
private void OnExpose(EntityUid uid, MechPilotComponent component, ref AtmosExposedGetAirEvent args)
{
if (args.Handled)
return;
if (!TryComp<MechComponent>(component.Mech, out var mech) ||
!TryComp<MechAirComponent>(component.Mech, out var mechAir))
{
return;
}
args.Gas = mech.Airtight ? mechAir.Air : _atmosphere.GetContainingMixture(component.Mech);
args.Handled = true;
}
private void OnGetFilterAir(EntityUid uid, MechAirComponent comp, ref GetFilterAirEvent args)
{
if (args.Air != null)
return;
// only airtight mechs get internal air
if (!TryComp<MechComponent>(uid, out var mech) || !mech.Airtight)
return;
args.Air = comp.Air;
}
#endregion
}