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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)
171 lines
5.8 KiB
C#
171 lines
5.8 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Inventory;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Shared.Overlays.Switchable;
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public abstract class SwitchableOverlaySystem<TComp, TEvent> : EntitySystem
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where TComp : SwitchableOverlayComponent
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where TEvent : InstantActionEvent
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<TComp, TEvent>(OnToggle);
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SubscribeLocalEvent<TComp, ComponentInit>(OnInit);
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SubscribeLocalEvent<TComp, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<TComp, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<TComp, GetItemActionsEvent>(OnGetItemActions);
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SubscribeLocalEvent<TComp, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<TComp, ComponentHandleState>(OnHandleState);
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (_net.IsClient)
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ActiveTick(frameTime);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (_net.IsServer)
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ActiveTick(frameTime);
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}
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private void ActiveTick(float frameTime)
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{
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var query = EntityQueryEnumerator<TComp>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.PulseTime <= 0f || comp.PulseAccumulator >= comp.PulseTime)
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continue;
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comp.PulseAccumulator += frameTime;
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if (comp.PulseAccumulator < comp.PulseTime)
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continue;
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Toggle(uid, comp, false, false);
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RaiseSwitchableOverlayToggledEvent(uid, uid, comp.IsActive);
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RaiseSwitchableOverlayToggledEvent(uid, Transform(uid).ParentUid, comp.IsActive);
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}
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}
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private void OnGetState(EntityUid uid, TComp component, ref ComponentGetState args)
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{
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args.State = new SwitchableVisionOverlayComponentState
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{
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Color = component.Color,
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IsActive = component.IsActive,
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ActivateSound = component.ActivateSound,
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DeactivateSound = component.DeactivateSound,
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ToggleAction = component.ToggleAction,
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LightRadius = component is ThermalVisionComponent thermal ? thermal.LightRadius : 0f,
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};
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}
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private void OnHandleState(EntityUid uid, TComp component, ref ComponentHandleState args)
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{
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if (args.Current is not SwitchableVisionOverlayComponentState state)
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return;
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component.Color = state.Color;
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component.ActivateSound = state.ActivateSound;
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component.DeactivateSound = state.DeactivateSound;
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if (component.ToggleAction != state.ToggleAction)
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{
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_actions.RemoveAction(uid, component.ToggleActionEntity);
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component.ToggleAction = state.ToggleAction;
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if (component.ToggleAction != null)
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_actions.AddAction(uid, ref component.ToggleActionEntity, component.ToggleAction);
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}
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if (component is ThermalVisionComponent thermal)
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thermal.LightRadius = state.LightRadius;
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if (component.IsActive == state.IsActive)
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return;
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component.IsActive = state.IsActive;
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RaiseSwitchableOverlayToggledEvent(uid,
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component.IsEquipment ? Transform(uid).ParentUid : uid,
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component.IsActive);
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}
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private void OnGetItemActions(Entity<TComp> ent, ref GetItemActionsEvent args)
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{
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if (ent.Comp.IsEquipment && ent.Comp.ToggleAction != null && args.SlotFlags is not SlotFlags.POCKET and not null)
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args.AddAction(ref ent.Comp.ToggleActionEntity, ent.Comp.ToggleAction);
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}
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private void OnShutdown(EntityUid uid, TComp component, ComponentShutdown args)
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{
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if (component.IsEquipment)
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return;
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_actions.RemoveAction(uid, component.ToggleActionEntity);
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}
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private void OnInit(EntityUid uid, TComp component, ComponentInit args)
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{
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component.PulseAccumulator = component.PulseTime;
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}
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private void OnMapInit(EntityUid uid, TComp component, MapInitEvent args)
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{
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if (component is { IsEquipment: false, ToggleActionEntity: null, ToggleAction: not null })
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_actions.AddAction(uid, ref component.ToggleActionEntity, component.ToggleAction);
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}
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private void OnToggle(EntityUid uid, TComp component, TEvent args)
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{
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Toggle(uid, component, !component.IsActive);
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RaiseSwitchableOverlayToggledEvent(uid, args.Performer, component.IsActive);
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args.Handled = true;
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}
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private void Toggle(EntityUid uid, TComp component, bool activate, bool playSound = true)
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{
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if (playSound && _net.IsClient && _timing.IsFirstTimePredicted)
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{
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_audio.PlayEntity(activate ? component.ActivateSound : component.DeactivateSound,
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Filter.Local(),
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uid,
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false);
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}
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if (component.PulseTime > 0f)
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{
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component.PulseAccumulator = activate ? 0f : component.PulseTime;
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return;
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}
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component.IsActive = activate;
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Dirty(uid, component);
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}
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private void RaiseSwitchableOverlayToggledEvent(EntityUid uid, EntityUid user, bool activated)
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{
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var ev = new SwitchableOverlayToggledEvent(user, activated);
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RaiseLocalEvent(uid, ref ev);
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}
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}
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[ByRefEvent]
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public record struct SwitchableOverlayToggledEvent(EntityUid User, bool Activated);
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