Files
wwdpublic/Content.Client/Overlays/EquipmentHudSystem.cs
Piras314 cf247d1e4e Fix Night Vision (#1554)
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# Description

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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

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<details><summary><h1>Media</h1></summary>
<p>

No night vision with the mouse on your head:

![image](https://github.com/user-attachments/assets/ccde942c-7f08-405f-9215-b904e0d4dd6a)

Goggles still work:

![image](https://github.com/user-attachments/assets/a7c7e0f4-b49b-4255-86e3-511441234f02)

</p>
</details>

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# Changelog

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🆑 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)
2025-01-15 23:55:38 +03:00

120 lines
3.4 KiB
C#

using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Overlays;
/// <summary>
/// This is a base system to make it easier to enable or disabling UI elements based on whether or not the player has
/// some component, either on their controlled entity on some worn piece of equipment.
/// </summary>
public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
{
[Dependency] private readonly IPlayerManager _player = default!;
protected bool IsActive;
protected virtual SlotFlags TargetSlots => ~SlotFlags.POCKET;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<T, ComponentStartup>(OnStartup);
SubscribeLocalEvent<T, ComponentRemove>(OnRemove);
SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<T, GotEquippedEvent>(OnCompEquip);
SubscribeLocalEvent<T, GotUnequippedEvent>(OnCompUnequip);
SubscribeLocalEvent<T, RefreshEquipmentHudEvent<T>>(OnRefreshComponentHud);
SubscribeLocalEvent<T, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>>>(OnRefreshEquipmentHud);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
}
private void Update(RefreshEquipmentHudEvent<T> ev)
{
IsActive = true;
UpdateInternal(ev);
}
public void Deactivate()
{
if (!IsActive)
return;
IsActive = false;
DeactivateInternal();
}
protected virtual void UpdateInternal(RefreshEquipmentHudEvent<T> args) { }
protected virtual void DeactivateInternal() { }
private void OnStartup(EntityUid uid, T component, ComponentStartup args)
{
RefreshOverlay(uid);
}
private void OnRemove(EntityUid uid, T component, ComponentRemove args)
{
RefreshOverlay(uid);
}
private void OnPlayerAttached(LocalPlayerAttachedEvent args)
{
RefreshOverlay(args.Entity);
}
private void OnPlayerDetached(LocalPlayerDetachedEvent args)
{
if (_player.LocalSession?.AttachedEntity == null)
Deactivate();
}
private void OnCompEquip(EntityUid uid, T component, GotEquippedEvent args)
{
RefreshOverlay(args.Equipee);
}
private void OnCompUnequip(EntityUid uid, T component, GotUnequippedEvent args)
{
RefreshOverlay(args.Equipee);
}
private void OnRoundRestart(RoundRestartCleanupEvent args)
{
Deactivate();
}
protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
{
args.Args.Active = true;
args.Args.Components.Add(component);
}
protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
{
args.Active = true;
args.Components.Add(component);
}
protected void RefreshOverlay(EntityUid uid)
{
if (uid != _player.LocalSession?.AttachedEntity)
return;
var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
RaiseLocalEvent(uid, ev);
if (ev.Active)
Update(ev);
else
Deactivate();
}
}