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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixes the bug where you could put a mouse on your head and get free night vision. This works by adding a bool to the SwitchableVisionOverlayComponent `IsEquipment` that will be checked for before granting the thermal/night vision action. Port of https://github.com/Goob-Station/Goob-Station/pull/1448 --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> No night vision with the mouse on your head:  Goggles still work:  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Piras314, Aviu - fix: Fixed being able to get night vision from putting a mouse on your head. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Aviu00 <93730715+Aviu00@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 03b7a8a6bfbbc13bc9b7bd27fe414086500592be)
120 lines
3.4 KiB
C#
120 lines
3.4 KiB
C#
using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Client.Player;
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using Robust.Shared.Player;
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namespace Content.Client.Overlays;
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/// <summary>
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/// This is a base system to make it easier to enable or disabling UI elements based on whether or not the player has
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/// some component, either on their controlled entity on some worn piece of equipment.
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/// </summary>
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public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
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{
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[Dependency] private readonly IPlayerManager _player = default!;
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protected bool IsActive;
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protected virtual SlotFlags TargetSlots => ~SlotFlags.POCKET;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<T, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<T, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<T, GotEquippedEvent>(OnCompEquip);
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SubscribeLocalEvent<T, GotUnequippedEvent>(OnCompUnequip);
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SubscribeLocalEvent<T, RefreshEquipmentHudEvent<T>>(OnRefreshComponentHud);
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SubscribeLocalEvent<T, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>>>(OnRefreshEquipmentHud);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
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}
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private void Update(RefreshEquipmentHudEvent<T> ev)
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{
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IsActive = true;
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UpdateInternal(ev);
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}
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public void Deactivate()
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{
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if (!IsActive)
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return;
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IsActive = false;
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DeactivateInternal();
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}
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protected virtual void UpdateInternal(RefreshEquipmentHudEvent<T> args) { }
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protected virtual void DeactivateInternal() { }
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private void OnStartup(EntityUid uid, T component, ComponentStartup args)
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{
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RefreshOverlay(uid);
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}
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private void OnRemove(EntityUid uid, T component, ComponentRemove args)
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{
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RefreshOverlay(uid);
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}
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private void OnPlayerAttached(LocalPlayerAttachedEvent args)
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{
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RefreshOverlay(args.Entity);
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}
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private void OnPlayerDetached(LocalPlayerDetachedEvent args)
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{
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if (_player.LocalSession?.AttachedEntity == null)
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Deactivate();
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}
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private void OnCompEquip(EntityUid uid, T component, GotEquippedEvent args)
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{
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RefreshOverlay(args.Equipee);
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}
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private void OnCompUnequip(EntityUid uid, T component, GotUnequippedEvent args)
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{
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RefreshOverlay(args.Equipee);
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}
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private void OnRoundRestart(RoundRestartCleanupEvent args)
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{
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Deactivate();
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}
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protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
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{
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args.Args.Active = true;
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args.Args.Components.Add(component);
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}
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protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
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{
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args.Active = true;
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args.Components.Add(component);
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}
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protected void RefreshOverlay(EntityUid uid)
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{
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if (uid != _player.LocalSession?.AttachedEntity)
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return;
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var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
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RaiseLocalEvent(uid, ev);
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if (ev.Active)
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Update(ev);
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else
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Deactivate();
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}
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}
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