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wwdpublic/Content.Shared/Mech/EntitySystems/SharedMechSystem.cs
RedFoxIV 0536fc8645 Fuselage rust stage 2 (#629)
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* i hate tests again

* what the fuck

* ты шиз?

* ??

* bbgun
2025-06-28 11:31:07 +03:00

598 lines
21 KiB
C#

using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions;
using Content.Shared.Destructible;
using Content.Shared.DoAfter;
using Content.Shared.DragDrop;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.Equipment.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
// Goobstation Change
using Content.Shared.CCVar;
using Content.Shared._Goobstation.CCVar;
using Content.Shared.Emag.Systems;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Inventory.VirtualItem;
using Robust.Shared.Configuration;
using Content.Shared.Implants.Components;
using Content.Shared.Weapons.Ranged.Systems;
namespace Content.Shared.Mech.EntitySystems;
/// <summary>
/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="MechComponent"/>
/// </summary>
public abstract class SharedMechSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!; // Goobstation Change
[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!; // Goobstation Change
[Dependency] private readonly IConfigurationManager _config = default!; // Goobstation Change
// Goobstation: Local variable for checking if mech guns can be used out of them.
private bool _canUseMechGunOutside;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<MechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
SubscribeLocalEvent<MechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
SubscribeLocalEvent<MechComponent, UserActivateInWorldEvent>(RelayInteractionEvent);
SubscribeLocalEvent<MechComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<MechComponent, DestructionEventArgs>(OnDestruction);
SubscribeLocalEvent<MechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
SubscribeLocalEvent<MechComponent, DragDropTargetEvent>(OnDragDrop);
SubscribeLocalEvent<MechComponent, CanDropTargetEvent>(OnCanDragDrop);
SubscribeLocalEvent<MechComponent, GotEmaggedEvent>(OnEmagged);
SubscribeLocalEvent<MechPilotComponent, GetMeleeWeaponEvent>(OnGetMeleeWeapon);
SubscribeLocalEvent<MechPilotComponent, CanAttackFromContainerEvent>(OnCanAttackFromContainer);
SubscribeLocalEvent<MechPilotComponent, AttackAttemptEvent>(OnAttackAttempt);
SubscribeLocalEvent<MechPilotComponent, EntGotRemovedFromContainerMessage>(OnEntGotRemovedFromContainer);
SubscribeLocalEvent<MechEquipmentComponent, ShotAttemptedEvent>(OnShotAttempted); // Goobstation
SubscribeLocalEvent<MechEquipmentComponent, GunShotEvent>(OnGunShot); // WWDP EDIT
Subs.CVar(_config, GoobCVars.MechGunOutsideMech, value => _canUseMechGunOutside = value, true); // Goobstation
}
// GoobStation: Fixes scram implants or teleports locking the pilot out of being able to move.
private void OnEntGotRemovedFromContainer(EntityUid uid, MechPilotComponent component, EntGotRemovedFromContainerMessage args)
{
TryEject(component.Mech, pilot: uid);
}
private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
{
if (args.Handled)
return;
args.Handled = true;
CycleEquipment(uid);
}
private void OnEjectPilotEvent(EntityUid uid, MechComponent component, MechEjectPilotEvent args)
{
if (args.Handled)
return;
args.Handled = true;
TryEject(uid, component);
}
private void RelayInteractionEvent(EntityUid uid, MechComponent component, UserActivateInWorldEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
// TODO why is this being blocked?
if (!_timing.IsFirstTimePredicted)
return;
if (component.CurrentSelectedEquipment != null)
{
RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
}
}
private void OnStartup(EntityUid uid, MechComponent component, ComponentStartup args)
{
component.PilotSlot = _container.EnsureContainer<ContainerSlot>(uid, component.PilotSlotId);
component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
UpdateAppearance(uid, component);
}
private void OnDestruction(EntityUid uid, MechComponent component, DestructionEventArgs args)
{
BreakMech(uid, component);
}
private void OnGetAdditionalAccess(EntityUid uid, MechComponent component, ref GetAdditionalAccessEvent args)
{
var pilot = component.PilotSlot.ContainedEntity;
if (pilot == null)
return;
args.Entities.Add(pilot.Value);
}
private void SetupUser(EntityUid mech, EntityUid pilot, MechComponent? component = null)
{
if (!Resolve(mech, ref component))
return;
var rider = EnsureComp<MechPilotComponent>(pilot);
// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
var irelay = EnsureComp<InteractionRelayComponent>(pilot);
_mover.SetRelay(pilot, mech);
_interaction.SetRelay(pilot, mech, irelay);
rider.Mech = mech;
Dirty(pilot, rider);
if (_net.IsClient)
return;
_actions.AddAction(pilot, ref component.MechCycleActionEntity, component.MechCycleAction, mech);
_actions.AddAction(pilot, ref component.MechUiActionEntity, component.MechUiAction, mech);
_actions.AddAction(pilot, ref component.MechEjectActionEntity, component.MechEjectAction, mech);
_actions.AddAction(pilot, ref component.ToggleActionEntity, component.ToggleAction, mech); //Goobstation Mech Lights toggle action
}
private void RemoveUser(EntityUid mech, EntityUid pilot)
{
if (!RemComp<MechPilotComponent>(pilot))
return;
RemComp<RelayInputMoverComponent>(pilot);
RemComp<InteractionRelayComponent>(pilot);
_actions.RemoveProvidedActions(pilot, mech);
}
/// <summary>
/// Destroys the mech, removing the user and ejecting all installed equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public virtual void BreakMech(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
TryEject(uid, component);
var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
foreach (var ent in equipment)
{
RemoveEquipment(uid, ent, component, forced: true);
}
component.Broken = true;
UpdateAppearance(uid, component);
}
/// <summary>
/// Cycles through the currently selected equipment.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public void CycleEquipment(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
var equipmentIndex = -1;
if (component.CurrentSelectedEquipment != null)
{
bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
equipmentIndex = allEquipment.FindIndex(StartIndex);
}
equipmentIndex++;
component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
? null
: allEquipment[equipmentIndex];
var popupString = component.CurrentSelectedEquipment != null
? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
: Loc.GetString("mech-equipment-select-none-popup");
if (_net.IsServer)
_popup.PopupEntity(popupString, uid);
Dirty(uid, component);
}
/// <summary>
/// Inserts an equipment item into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
public void InsertEquipment(EntityUid uid, EntityUid toInsert, MechComponent? component = null,
MechEquipmentComponent? equipmentComponent = null)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toInsert, ref equipmentComponent))
return;
if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
return;
if (_whitelistSystem.IsWhitelistFail(component.EquipmentWhitelist, toInsert))
return;
equipmentComponent.EquipmentOwner = uid;
_container.Insert(toInsert, component.EquipmentContainer);
var ev = new MechEquipmentInsertedEvent(uid);
RaiseLocalEvent(toInsert, ref ev);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Removes an equipment item from a mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toRemove"></param>
/// <param name="component"></param>
/// <param name="equipmentComponent"></param>
/// <param name="forced">Whether or not the removal can be cancelled</param>
public void RemoveEquipment(EntityUid uid, EntityUid toRemove, MechComponent? component = null,
MechEquipmentComponent? equipmentComponent = null, bool forced = false)
{
if (!Resolve(uid, ref component))
return;
if (!Resolve(toRemove, ref equipmentComponent))
return;
if (!forced)
{
var attemptev = new AttemptRemoveMechEquipmentEvent();
RaiseLocalEvent(toRemove, ref attemptev);
if (attemptev.Cancelled)
return;
}
var ev = new MechEquipmentRemovedEvent(uid);
RaiseLocalEvent(toRemove, ref ev);
if (component.CurrentSelectedEquipment == toRemove)
CycleEquipment(uid, component);
equipmentComponent.EquipmentOwner = null;
_container.Remove(toRemove, component.EquipmentContainer);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Attempts to change the amount of energy in the mech.
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="delta">The change in energy</param>
/// <param name="component"></param>
/// <returns>If the energy was successfully changed.</returns>
public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.Energy + delta < 0)
return false;
component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
Dirty(uid, component);
UpdateUserInterface(uid, component);
return true;
}
/// <summary>
/// Sets the integrity of the mech.
/// </summary>
/// <param name="uid">The mech itself</param>
/// <param name="value">The value the integrity will be set at</param>
/// <param name="component"></param>
public void SetIntegrity(EntityUid uid, FixedPoint2 value, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
if (component.Integrity <= 0)
{
BreakMech(uid, component);
}
else if (component.Broken)
{
component.Broken = false;
UpdateAppearance(uid, component);
}
Dirty(uid, component);
UpdateUserInterface(uid, component);
}
/// <summary>
/// Checks if the pilot is present
/// </summary>
/// <param name="component"></param>
/// <returns>Whether or not the pilot is present</returns>
public bool IsEmpty(MechComponent component)
{
return component.PilotSlot.ContainedEntity == null;
}
/// <summary>
/// Checks if an entity can be inserted into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns></returns>
public bool CanInsert(EntityUid uid, EntityUid toInsert, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
return IsEmpty(component) && _actionBlocker.CanMove(toInsert);
}
/// <summary>
/// Updates the user interface
/// </summary>
/// <remarks>
/// This is defined here so that UI updates can be accessed from shared.
/// </remarks>
public virtual void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
{
}
/// <summary>
/// Attempts to insert a pilot into the mech.
/// </summary>
/// <param name="uid"></param>
/// <param name="toInsert"></param>
/// <param name="component"></param>
/// <returns>Whether or not the entity was inserted</returns>
public bool TryInsert(EntityUid uid, EntityUid? toInsert, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
return false;
if (!CanInsert(uid, toInsert.Value, component))
return false;
SetupUser(uid, toInsert.Value);
_container.Insert(toInsert.Value, component.PilotSlot);
UpdateAppearance(uid, component);
UpdateHands(toInsert.Value, uid, true); // Goobstation
return true;
}
/// <summary>
/// Attempts to eject the current pilot from the mech
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <param name="pilot">The pilot to eject</param>
/// <returns>Whether or not the pilot was ejected.</returns>
public bool TryEject(EntityUid uid, MechComponent? component = null, EntityUid? pilot = null)
{
if (!Resolve(uid, ref component))
return false;
if (component.PilotSlot.ContainedEntity != null)
pilot = component.PilotSlot.ContainedEntity.Value;
if (pilot == null)
return false;
RemoveUser(uid, pilot.Value);
_container.RemoveEntity(uid, pilot.Value);
UpdateAppearance(uid, component);
UpdateHands(pilot.Value, uid, false); // Goobstation
return true;
}
// Goobstation Change Start
private void UpdateHands(EntityUid uid, EntityUid mech, bool active)
{
if (!TryComp<HandsComponent>(uid, out var handsComponent))
return;
if (active)
BlockHands(uid, mech, handsComponent);
else
FreeHands(uid, mech);
}
private void BlockHands(EntityUid uid, EntityUid mech, HandsComponent handsComponent)
{
var freeHands = 0;
foreach (var hand in _hands.EnumerateHands(uid, handsComponent))
{
if (hand.HeldEntity == null)
{
freeHands++;
continue;
}
// Is this entity removable? (they might have handcuffs on)
if (HasComp<UnremoveableComponent>(hand.HeldEntity) && hand.HeldEntity != mech)
continue;
_hands.DoDrop(uid, hand, true, handsComponent);
freeHands++;
if (freeHands == 2)
break;
}
if (_virtualItem.TrySpawnVirtualItemInHand(mech, uid, out var virtItem1))
EnsureComp<UnremoveableComponent>(virtItem1.Value);
if (_virtualItem.TrySpawnVirtualItemInHand(mech, uid, out var virtItem2))
EnsureComp<UnremoveableComponent>(virtItem2.Value);
}
private void FreeHands(EntityUid uid, EntityUid mech)
{
_virtualItem.DeleteInHandsMatching(uid, mech);
}
// Goobstation Change End
private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
{
if (args.Handled)
return;
if (!TryComp<MechComponent>(component.Mech, out var mech))
return;
var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
args.Weapon = weapon;
args.Handled = true;
}
private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
{
args.CanAttack = true;
}
private void OnAttackAttempt(EntityUid uid, MechPilotComponent component, AttackAttemptEvent args)
{
if (args.Target == component.Mech)
args.Cancel();
}
// Goobstation: Prevent guns being used out of mechs if CCVAR is set.
private void OnShotAttempted(EntityUid uid, MechEquipmentComponent component, ref ShotAttemptedEvent args)
{
if (!component.EquipmentOwner.HasValue
|| !HasComp<MechComponent>(component.EquipmentOwner.Value))
{
if (!_canUseMechGunOutside)
args.Cancel();
return;
}
var ev = new HandleMechEquipmentBatteryEvent();
RaiseLocalEvent(uid, ev);
}
// WWDP EDIT START
private void OnGunShot(EntityUid uid, MechEquipmentComponent component, ref GunShotEvent args)
{
var ev = new HandleMechEquipmentBatteryEvent();
RaiseLocalEvent(uid, ev);
}
// WWDP EDIT END
private void UpdateAppearance(EntityUid uid, MechComponent? component = null,
AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance, false))
return;
_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
}
private void OnDragDrop(EntityUid uid, MechComponent component, ref DragDropTargetEvent args)
{
if (args.Handled)
return;
args.Handled = true;
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.Dragged, component.EntryDelay, new MechEntryEvent(), uid, target: uid)
{
BreakOnMove = true,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
private void OnCanDragDrop(EntityUid uid, MechComponent component, ref CanDropTargetEvent args)
{
args.Handled = true;
args.CanDrop |= !component.Broken && CanInsert(uid, args.Dragged, component);
}
private void OnEmagged(EntityUid uid, MechComponent component, ref GotEmaggedEvent args) // Goobstation
{
if (!component.BreakOnEmag)
return;
args.Handled = true;
component.EquipmentWhitelist = null;
Dirty(uid, component);
}
}
/// <summary>
/// Event raised when the battery is successfully removed from the mech,
/// on both success and failure
/// </summary>
[Serializable, NetSerializable]
public sealed partial class RemoveBatteryEvent : SimpleDoAfterEvent
{
}
/// <summary>
/// Event raised when a person removes someone from a mech,
/// on both success and failure
/// </summary>
[Serializable, NetSerializable]
public sealed partial class MechExitEvent : SimpleDoAfterEvent
{
}
/// <summary>
/// Event raised when a person enters a mech, on both success and failure
/// </summary>
[Serializable, NetSerializable]
public sealed partial class MechEntryEvent : SimpleDoAfterEvent
{
}
/// <summary>
/// Event raised when an user attempts to fire a mech weapon to check if its battery is drained
/// </summary>
[Serializable, NetSerializable]
public sealed partial class HandleMechEquipmentBatteryEvent : EntityEventArgs
{
}