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- using Content.Shared.Clothing.Components;
- using Content.Shared.CombatMode;
- using Content.Shared.Examine;
- using Content.Shared.Hands.Components;
- using Content.Shared.Interaction;
- using Content.Shared.Inventory.Events;
- using Content.Shared.Item.ItemToggle;
- using Content.Shared.Item.ItemToggle.Components;
- using Content.Shared.Ninja.Components;
- using Content.Shared.Popups;
- using Robust.Shared.Timing;
- namespace Content.Shared.Ninja.Systems;
- /// <summary>
- /// Provides the toggle action and handles examining and unequipping.
- /// </summary>
- public abstract class SharedNinjaGlovesSystem : EntitySystem
- {
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
- [Dependency] private readonly SharedInteractionSystem _interaction = default!;
- [Dependency] private readonly ItemToggleSystem _toggle = default!;
- [Dependency] private readonly SharedPopupSystem _popup = default!;
- [Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<NinjaGlovesComponent, ToggleClothingCheckEvent>(OnToggleCheck);
- SubscribeLocalEvent<NinjaGlovesComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
- SubscribeLocalEvent<NinjaGlovesComponent, ItemToggledEvent>(OnToggled);
- SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
- }
- /// <summary>
- /// Disable glove abilities and show the popup if they were enabled previously.
- /// </summary>
- private void DisableGloves(Entity<NinjaGlovesComponent> ent)
- {
- var (uid, comp) = ent;
- // already disabled?
- if (comp.User is not {} user)
- return;
- comp.User = null;
- Dirty(uid, comp);
- foreach (var ability in comp.Abilities)
- {
- EntityManager.RemoveComponents(user, ability.Components);
- }
- }
- /// <summary>
- /// Adds the toggle action when equipped by a ninja only.
- /// </summary>
- private void OnToggleCheck(Entity<NinjaGlovesComponent> ent, ref ToggleClothingCheckEvent args)
- {
- if (!_ninja.IsNinja(args.User))
- args.Cancelled = true;
- }
- /// <summary>
- /// Show if the gloves are enabled when examining.
- /// </summary>
- private void OnExamined(Entity<NinjaGlovesComponent> ent, ref ExaminedEvent args)
- {
- if (!args.IsInDetailsRange)
- return;
- var on = _toggle.IsActivated(ent.Owner) ? "on" : "off";
- args.PushText(Loc.GetString($"ninja-gloves-examine-{on}"));
- }
- private void OnActivateAttempt(Entity<NinjaGlovesComponent> ent, ref ItemToggleActivateAttemptEvent args)
- {
- if (args.User is not {} user
- || !_ninja.NinjaQuery.TryComp(user, out var ninja)
- // need to wear suit to enable gloves
- || !HasComp<NinjaSuitComponent>(ninja.Suit))
- {
- args.Cancelled = true;
- args.Popup = Loc.GetString("ninja-gloves-not-wearing-suit");
- return;
- }
- }
- private void OnToggled(Entity<NinjaGlovesComponent> ent, ref ItemToggledEvent args)
- {
- if ((args.User ?? ent.Comp.User) is not {} user)
- return;
- var message = Loc.GetString(args.Activated ? "ninja-gloves-on" : "ninja-gloves-off");
- _popup.PopupClient(message, user, user);
- if (args.Activated && _ninja.NinjaQuery.TryComp(user, out var ninja))
- EnableGloves(ent, (user, ninja));
- else
- DisableGloves(ent);
- }
- protected virtual void EnableGloves(Entity<NinjaGlovesComponent> ent, Entity<SpaceNinjaComponent> user)
- {
- var (uid, comp) = ent;
- comp.User = user;
- Dirty(uid, comp);
- _ninja.AssignGloves(user, uid);
- // yeah this is just ComponentToggler but with objective checking
- foreach (var ability in comp.Abilities)
- {
- // can't predict the objective related abilities
- if (ability.Objective == null)
- EntityManager.AddComponents(user, ability.Components);
- }
- }
- // TODO: generic event thing
- /// <summary>
- /// GloveCheck but for abilities stored on the player, skips some checks.
- /// Intended to be more generic, doesn't require the user to be a ninja or have any ninja equipment.
- /// </summary>
- public bool AbilityCheck(EntityUid uid, BeforeInteractHandEvent args, out EntityUid target)
- {
- target = args.Target;
- return _timing.IsFirstTimePredicted
- && !_combatMode.IsInCombatMode(uid)
- && TryComp<HandsComponent>(uid, out var hands)
- && hands.ActiveHandEntity == null
- && _interaction.InRangeUnobstructed(uid, target);
- }
- }
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