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