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OldThink/Content.Server/Wires/WiresSystem.cs

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using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading;
using Content.Server.Construction;
using Content.Server.Construction.Components;
using Content.Server.Power.Components;
using Content.Server.UserInterface;
using Content.Shared.DoAfter;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Tools.Components;
using Content.Shared.UserInterface;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Wires;
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public sealed class WiresSystem : SharedWiresSystem
{
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly ActivatableUISystem _activatableUI = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ConstructionSystem _construction = default!;
// This is where all the wire layouts are stored.
[ViewVariables] private readonly Dictionary<string, WireLayout> _layouts = new();
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private float _toolTime = 0f;
#region Initialization
public override void Initialize()
{
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base.Initialize();
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
// this is a broadcast event
SubscribeLocalEvent<WiresComponent, PanelChangedEvent>(OnPanelChanged);
SubscribeLocalEvent<WiresComponent, WiresActionMessage>(OnWiresActionMessage);
SubscribeLocalEvent<WiresComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<WiresComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<WiresComponent, TimedWireEvent>(OnTimedWire);
SubscribeLocalEvent<WiresComponent, PowerChangedEvent>(OnWiresPowered);
SubscribeLocalEvent<WiresComponent, WireDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<ActivatableUIRequiresPanelComponent, ActivatableUIOpenAttemptEvent>(OnAttemptOpenActivatableUI);
SubscribeLocalEvent<ActivatableUIRequiresPanelComponent, PanelChangedEvent>(OnActivatableUIPanelChanged);
SubscribeLocalEvent<WiresPanelSecurityComponent, WiresPanelSecurityEvent>(SetWiresPanelSecurity);
}
private void SetOrCreateWireLayout(EntityUid uid, WiresComponent? wires = null)
{
if (!Resolve(uid, ref wires))
return;
WireLayout? layout = null;
List<Wire>? wireSet = null;
if (!wires.AlwaysRandomize)
{
TryGetLayout(wires.LayoutId, out layout);
}
List<IWireAction> wireActions = new();
var dummyWires = 0;
if (!_protoMan.TryIndex(wires.LayoutId, out WireLayoutPrototype? layoutPrototype))
{
return;
}
dummyWires += layoutPrototype.DummyWires;
if (layoutPrototype.Wires != null)
{
wireActions.AddRange(layoutPrototype.Wires);
}
// does the prototype have a parent (and are the wires empty?) if so, we just create
// a new layout based on that
foreach (var parentLayout in _protoMan.EnumerateParents<WireLayoutPrototype>(wires.LayoutId))
{
if (parentLayout.Wires != null)
{
wireActions.AddRange(parentLayout.Wires);
}
dummyWires += parentLayout.DummyWires;
}
if (wireActions.Count > 0)
{
foreach (var wire in wireActions)
{
wire.Initialize();
}
wireSet = CreateWireSet(uid, layout, wireActions, dummyWires);
}
if (wireSet == null || wireSet.Count == 0)
{
return;
}
wires.WiresList.AddRange(wireSet);
var types = new Dictionary<object, int>();
if (layout != null)
{
for (var i = 0; i < wireSet.Count; i++)
{
wires.WiresList[layout.Specifications[i].Position] = wireSet[i];
}
var id = 0;
foreach (var wire in wires.WiresList)
{
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wire.Id = id++;
if (wire.Action == null)
continue;
var wireType = wire.Action.GetType();
if (types.ContainsKey(wireType))
{
types[wireType] += 1;
}
else
{
types.Add(wireType, 1);
}
// don't care about the result, this should've
// been handled in layout creation
wire.Action.AddWire(wire, types[wireType]);
}
}
else
{
var enumeratedList = new List<(int, Wire)>();
var data = new Dictionary<int, WireLayout.WireData>();
for (int i = 0; i < wireSet.Count; i++)
{
enumeratedList.Add((i, wireSet[i]));
}
_random.Shuffle(enumeratedList);
for (var i = 0; i < enumeratedList.Count; i++)
{
(int id, Wire d) = enumeratedList[i];
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if (d.Action != null)
{
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var actionType = d.Action.GetType();
if (types.ContainsKey(actionType))
types[actionType] += 1;
else
types.Add(actionType, 1);
if (!d.Action.AddWire(d, types[actionType]))
d.Action = null;
}
d.Id = i;
data.Add(id, new WireLayout.WireData(d.Letter, d.Color, i));
wires.WiresList[i] = wireSet[id];
}
if (!wires.AlwaysRandomize && !string.IsNullOrEmpty(wires.LayoutId))
{
AddLayout(wires.LayoutId, new WireLayout(data));
}
}
}
private List<Wire>? CreateWireSet(EntityUid uid, WireLayout? layout, List<IWireAction> wires, int dummyWires)
{
if (wires.Count == 0)
return null;
List<WireColor> colors =
new((WireColor[]) Enum.GetValues(typeof(WireColor)));
List<WireLetter> letters =
new((WireLetter[]) Enum.GetValues(typeof(WireLetter)));
var wireSet = new List<Wire>();
for (var i = 0; i < wires.Count; i++)
{
wireSet.Add(CreateWire(uid, wires[i], i, layout, colors, letters));
}
for (var i = 1; i <= dummyWires; i++)
{
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wireSet.Add(CreateWire(uid, null, wires.Count + i, layout, colors, letters));
}
return wireSet;
}
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private Wire CreateWire(EntityUid uid, IWireAction? action, int position, WireLayout? layout, List<WireColor> colors, List<WireLetter> letters)
{
WireLetter letter;
WireColor color;
if (layout != null
&& layout.Specifications.TryGetValue(position, out var spec))
{
color = spec.Color;
letter = spec.Letter;
colors.Remove(color);
letters.Remove(letter);
}
else
{
color = colors.Count == 0 ? WireColor.Red : _random.PickAndTake(colors);
letter = letters.Count == 0 ? WireLetter.α : _random.PickAndTake(letters);
}
return new Wire(
uid,
false,
color,
letter,
position,
action);
}
#endregion
#region DoAfters
private void OnTimedWire(EntityUid uid, WiresComponent component, TimedWireEvent args)
{
args.Delegate(args.Wire);
UpdateUserInterface(uid);
}
/// <summary>
/// Tries to cancel an active wire action via the given key that it's stored in.
/// </summary>
/// <param name="key">The key used to cancel the action.</param>
public bool TryCancelWireAction(EntityUid owner, object key)
{
if (TryGetData<CancellationTokenSource?>(owner, key, out var token))
{
token.Cancel();
return true;
}
return false;
}
/// <summary>
/// Starts a timed action for this entity.
/// </summary>
/// <param name="delay">How long this takes to finish</param>
/// <param name="key">The key used to cancel the action</param>
/// <param name="onFinish">The event that is sent out when the wire is finished <see cref="TimedWireEvent" /></param>
public void StartWireAction(EntityUid owner, float delay, object key, TimedWireEvent onFinish)
{
if (!HasComp<WiresComponent>(owner))
{
return;
}
if (!_activeWires.ContainsKey(owner))
{
_activeWires.Add(owner, new());
}
CancellationTokenSource tokenSource = new();
// Starting an already started action will do nothing.
if (HasData(owner, key))
{
return;
}
SetData(owner, key, tokenSource);
_activeWires[owner].Add(new ActiveWireAction
(
key,
delay,
tokenSource.Token,
onFinish
));
}
private Dictionary<EntityUid, List<ActiveWireAction>> _activeWires = new();
private List<(EntityUid, ActiveWireAction)> _finishedWires = new();
public override void Update(float frameTime)
{
foreach (var (owner, activeWires) in _activeWires)
{
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if (!HasComp<WiresComponent>(owner))
_activeWires.Remove(owner);
foreach (var wire in activeWires)
{
if (wire.CancelToken.IsCancellationRequested)
{
RaiseLocalEvent(owner, wire.OnFinish, true);
_finishedWires.Add((owner, wire));
}
else
{
wire.TimeLeft -= frameTime;
if (wire.TimeLeft <= 0)
{
RaiseLocalEvent(owner, wire.OnFinish, true);
_finishedWires.Add((owner, wire));
}
}
}
}
if (_finishedWires.Count != 0)
{
foreach (var (owner, wireAction) in _finishedWires)
{
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if (!_activeWires.TryGetValue(owner, out var activeWire))
{
continue;
}
activeWire.RemoveAll(action => action.CancelToken == wireAction.CancelToken);
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if (activeWire.Count == 0)
{
_activeWires.Remove(owner);
}
RemoveData(owner, wireAction.Id);
}
_finishedWires.Clear();
}
}
private class ActiveWireAction
{
/// <summary>
/// The wire action's ID. This is so that once the action is finished,
/// any related data can be removed from the state dictionary.
/// </summary>
public object Id;
/// <summary>
/// How much time is left in this action before it finishes.
/// </summary>
public float TimeLeft;
/// <summary>
/// The token used to cancel the action.
/// </summary>
public CancellationToken CancelToken;
/// <summary>
/// The event called once the action finishes.
/// </summary>
public TimedWireEvent OnFinish;
public ActiveWireAction(object identifier, float time, CancellationToken cancelToken, TimedWireEvent onFinish)
{
Id = identifier;
TimeLeft = time;
CancelToken = cancelToken;
OnFinish = onFinish;
}
}
#endregion
#region Event Handling
private void OnWiresPowered(EntityUid uid, WiresComponent component, ref PowerChangedEvent args)
{
UpdateUserInterface(uid);
foreach (var wire in component.WiresList)
{
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wire.Action?.Update(wire);
}
}
private void OnWiresActionMessage(EntityUid uid, WiresComponent component, WiresActionMessage args)
{
if (args.Session.AttachedEntity == null)
{
return;
}
var player = (EntityUid) args.Session.AttachedEntity;
if (!EntityManager.TryGetComponent(player, out HandsComponent? handsComponent))
{
_popupSystem.PopupEntity(Loc.GetString("wires-component-ui-on-receive-message-no-hands"), uid, player);
return;
}
if (!_interactionSystem.InRangeUnobstructed(player, uid))
{
_popupSystem.PopupEntity(Loc.GetString("wires-component-ui-on-receive-message-cannot-reach"), uid, player);
return;
}
var activeHand = handsComponent.ActiveHand;
if (activeHand == null)
return;
if (activeHand.HeldEntity == null)
return;
var activeHandEntity = activeHand.HeldEntity.Value;
if (!EntityManager.TryGetComponent(activeHandEntity, out ToolComponent? tool))
return;
TryDoWireAction(uid, player, activeHandEntity, args.Id, args.Action, component, tool);
}
private void OnDoAfter(EntityUid uid, WiresComponent component, WireDoAfterEvent args)
{
if (args.Cancelled)
{
component.WiresQueue.Remove(args.Id);
return;
}
if (args.Handled || args.Args.Target == null || args.Args.Used == null)
return;
UpdateWires(args.Args.Target.Value, args.Args.User, args.Args.Used.Value, args.Id, args.Action, component);
args.Handled = true;
}
private void OnInteractUsing(EntityUid uid, WiresComponent component, InteractUsingEvent args)
{
if (args.Handled)
return;
if (!TryComp<ToolComponent>(args.Used, out var tool))
return;
if (!IsPanelOpen(uid))
return;
if (Tool.HasQuality(args.Used, "Cutting", tool) ||
Tool.HasQuality(args.Used, "Pulsing", tool))
{
if (TryComp(args.User, out ActorComponent? actor))
{
_uiSystem.TryOpen(uid, WiresUiKey.Key, actor.PlayerSession);
args.Handled = true;
}
}
}
private void OnPanelChanged(Entity<WiresComponent> ent, ref PanelChangedEvent args)
{
if (args.Open)
return;
_uiSystem.TryCloseAll(ent, WiresUiKey.Key);
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}
private void OnAttemptOpenActivatableUI(EntityUid uid, ActivatableUIRequiresPanelComponent component, ActivatableUIOpenAttemptEvent args)
{
if (args.Cancelled || !TryComp<WiresPanelComponent>(uid, out var wires))
return;
if (component.RequireOpen != wires.Open)
args.Cancel();
}
private void OnActivatableUIPanelChanged(EntityUid uid, ActivatableUIRequiresPanelComponent component, ref PanelChangedEvent args)
{
if (args.Open == component.RequireOpen)
return;
_activatableUI.CloseAll(uid);
}
private void OnMapInit(EntityUid uid, WiresComponent component, MapInitEvent args)
{
if (!string.IsNullOrEmpty(component.LayoutId))
SetOrCreateWireLayout(uid, component);
if (component.SerialNumber == null)
GenerateSerialNumber(uid, component);
if (component.WireSeed == 0)
component.WireSeed = _random.Next(1, int.MaxValue);
// Update the construction graph to make sure that it starts on the node specified by WiresPanelSecurityComponent
if (TryComp<WiresPanelSecurityComponent>(uid, out var wiresPanelSecurity) &&
!string.IsNullOrEmpty(wiresPanelSecurity.SecurityLevel) &&
TryComp<ConstructionComponent>(uid, out var construction))
{
_construction.ChangeNode(uid, null, wiresPanelSecurity.SecurityLevel, true, construction);
}
UpdateUserInterface(uid);
}
#endregion
#region Entity API
private void GenerateSerialNumber(EntityUid uid, WiresComponent? wires = null)
{
if (!Resolve(uid, ref wires))
return;
Span<char> data = stackalloc char[9];
data[4] = '-';
if (_random.Prob(0.01f))
{
for (var i = 0; i < 4; i++)
{
// Cyrillic Letters
data[i] = (char) _random.Next(0x0410, 0x0430);
}
}
else
{
for (var i = 0; i < 4; i++)
{
// Letters
data[i] = (char) _random.Next(0x41, 0x5B);
}
}
for (var i = 5; i < 9; i++)
{
// Digits
data[i] = (char) _random.Next(0x30, 0x3A);
}
wires.SerialNumber = new string(data);
UpdateUserInterface(uid);
}
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private void UpdateUserInterface(EntityUid uid, WiresComponent? wires = null, UserInterfaceComponent? ui = null)
{
if (!Resolve(uid, ref wires, ref ui, false)) // logging this means that we get a bunch of errors
return;
var clientList = new List<ClientWire>();
foreach (var entry in wires.WiresList)
{
clientList.Add(new ClientWire(entry.Id, entry.IsCut, entry.Color,
entry.Letter));
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var statusData = entry.Action?.GetStatusLightData(entry);
if (statusData != null && entry.Action?.StatusKey != null)
{
wires.Statuses[entry.Action.StatusKey] = (entry.OriginalPosition, statusData);
}
}
var statuses = new List<(int position, object key, object value)>();
foreach (var (key, value) in wires.Statuses)
{
var valueCast = ((int position, StatusLightData? value)) value;
statuses.Add((valueCast.position, key, valueCast.value!));
}
statuses.Sort((a, b) => a.position.CompareTo(b.position));
_uiSystem.TrySetUiState(uid, WiresUiKey.Key, new WiresBoundUserInterfaceState(
clientList.ToArray(),
statuses.Select(p => new StatusEntry(p.key, p.value)).ToArray(),
Loc.GetString(wires.BoardName),
wires.SerialNumber,
wires.WireSeed), ui: ui);
}
public void OpenUserInterface(EntityUid uid, ICommonSession player)
{
if (_uiSystem.TryGetUi(uid, WiresUiKey.Key, out var ui))
_uiSystem.OpenUi(ui, player);
}
/// <summary>
/// Tries to get a wire on this entity by its integer id.
/// </summary>
/// <returns>The wire if found, otherwise null</returns>
public Wire? TryGetWire(EntityUid uid, int id, WiresComponent? wires = null)
{
if (!Resolve(uid, ref wires))
return null;
return id >= 0 && id < wires.WiresList.Count
? wires.WiresList[id]
: null;
}
/// <summary>
/// Tries to get all the wires on this entity by the wire action type.
/// </summary>
/// <returns>Enumerator of all wires in this entity according to the given type.</returns>
public IEnumerable<Wire> TryGetWires<T>(EntityUid uid, WiresComponent? wires = null)
{
if (!Resolve(uid, ref wires))
yield break;
foreach (var wire in wires.WiresList)
{
if (wire.GetType() == typeof(T))
{
yield return wire;
}
}
}
public void SetWiresPanelSecurity(EntityUid uid, WiresPanelSecurityComponent component, WiresPanelSecurityEvent args)
Hacking protections for airlocks (#18894) * Adds the ability to better protect to the internal wiring of airlocks - Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place - To access the wiring, the plating must be cut with a welder and then pried out with a crowbar * Code revisions - Cleaned up the code - Cutting the security grille can now shock you - Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate) - Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille) * Code revision - Accounted for a potentially null string * Update Content.Server/Construction/Completions/AttemptElectrocute.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Adjusted scope * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Removed get / setter and added [ValidatePrototypeId] attribute * Update ChangeWiresPanelSecurityLevel.cs Set security level to "Level0" as the default * Update airlock.yml Removed 'super max' level of security * Update WiresPanelSecurityLevelPrototype.cs * Update WiresSystem.cs Added check for WiresAccessible to OnInteractUsing * Update AttemptElectrocute.cs File scoped namespace * Update ChangeWiresPanelSecurityLevel.cs File scoped namespace * Update AirlockSystem.cs File scoped namespace * Update SharedWiresSystem.cs Removed boiler plate 'OnGetState' and 'OnHandleState' * Update WiresPanelComponent.cs Implemented AutoGenerateComponentState * Removed unnecessary usage references * use TryCloseAll when wires not accessible * minor changes to AttemmptElectrocute * lets try all 7 levels * fix indent in airlock graph * fix indent 2 --------- Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
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{
component.Examine = args.Examine;
component.WiresAccessible = args.WiresAccessible;
Dirty(uid, component);
Hacking protections for airlocks (#18894) * Adds the ability to better protect to the internal wiring of airlocks - Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place - To access the wiring, the plating must be cut with a welder and then pried out with a crowbar * Code revisions - Cleaned up the code - Cutting the security grille can now shock you - Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate) - Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille) * Code revision - Accounted for a potentially null string * Update Content.Server/Construction/Completions/AttemptElectrocute.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Adjusted scope * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Removed get / setter and added [ValidatePrototypeId] attribute * Update ChangeWiresPanelSecurityLevel.cs Set security level to "Level0" as the default * Update airlock.yml Removed 'super max' level of security * Update WiresPanelSecurityLevelPrototype.cs * Update WiresSystem.cs Added check for WiresAccessible to OnInteractUsing * Update AttemptElectrocute.cs File scoped namespace * Update ChangeWiresPanelSecurityLevel.cs File scoped namespace * Update AirlockSystem.cs File scoped namespace * Update SharedWiresSystem.cs Removed boiler plate 'OnGetState' and 'OnHandleState' * Update WiresPanelComponent.cs Implemented AutoGenerateComponentState * Removed unnecessary usage references * use TryCloseAll when wires not accessible * minor changes to AttemmptElectrocute * lets try all 7 levels * fix indent in airlock graph * fix indent 2 --------- Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
2023-08-10 03:33:03 -05:00
if (!args.WiresAccessible)
Hacking protections for airlocks (#18894) * Adds the ability to better protect to the internal wiring of airlocks - Achieved by opening the maintenance panel, adding either steel or plasteel to the airlock, then welding the plate in place - To access the wiring, the plating must be cut with a welder and then pried out with a crowbar * Code revisions - Cleaned up the code - Cutting the security grille can now shock you - Atmospherics and Security dept airlocks start with a medium level of protection (a welded steel plate) - Command dept airlocks start with a high level of protection (a welded plasteel plate and electrified security grille) * Code revision - Accounted for a potentially null string * Update Content.Server/Construction/Completions/AttemptElectrocute.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Adjusted scope * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update Content.Shared/Wires/SharedWiresSystem.cs Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> * Update ChangeWiresPanelSecurityLevel.cs Removed get / setter and added [ValidatePrototypeId] attribute * Update ChangeWiresPanelSecurityLevel.cs Set security level to "Level0" as the default * Update airlock.yml Removed 'super max' level of security * Update WiresPanelSecurityLevelPrototype.cs * Update WiresSystem.cs Added check for WiresAccessible to OnInteractUsing * Update AttemptElectrocute.cs File scoped namespace * Update ChangeWiresPanelSecurityLevel.cs File scoped namespace * Update AirlockSystem.cs File scoped namespace * Update SharedWiresSystem.cs Removed boiler plate 'OnGetState' and 'OnHandleState' * Update WiresPanelComponent.cs Implemented AutoGenerateComponentState * Removed unnecessary usage references * use TryCloseAll when wires not accessible * minor changes to AttemmptElectrocute * lets try all 7 levels * fix indent in airlock graph * fix indent 2 --------- Co-authored-by: Slava0135 <40753025+Slava0135@users.noreply.github.com> Co-authored-by: Slava0135 <super.novalskiy_0135@inbox.ru>
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{
_uiSystem.TryCloseAll(uid, WiresUiKey.Key);
}
}
private void TryDoWireAction(EntityUid target, EntityUid user, EntityUid toolEntity, int id, WiresAction action, WiresComponent? wires = null, ToolComponent? tool = null)
{
if (!Resolve(target, ref wires)
|| !Resolve(toolEntity, ref tool))
return;
if (wires.WiresQueue.Contains(id))
return;
var wire = TryGetWire(target, id, wires);
if (wire == null)
return;
switch (action)
{
case WiresAction.Cut:
if (!Tool.HasQuality(toolEntity, "Cutting", tool))
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-need-wirecutters"), user);
return;
}
if (wire.IsCut)
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-cannot-cut-cut-wire"), user);
return;
}
break;
case WiresAction.Mend:
if (!Tool.HasQuality(toolEntity, "Cutting", tool))
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-need-wirecutters"), user);
return;
}
if (!wire.IsCut)
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-cannot-mend-uncut-wire"), user);
return;
}
break;
case WiresAction.Pulse:
if (!Tool.HasQuality(toolEntity, "Pulsing", tool))
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-need-multitool"), user);
return;
}
if (wire.IsCut)
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-cannot-pulse-cut-wire"), user);
return;
}
break;
}
wires.WiresQueue.Add(id);
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if (_toolTime > 0f)
{
var args = new DoAfterArgs(EntityManager, user, _toolTime, new WireDoAfterEvent(action, id), target, target: target, used: toolEntity)
{
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NeedHand = true,
BreakOnDamage = true,
BreakOnUserMove = true
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};
_doAfter.TryStartDoAfter(args);
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}
else
{
UpdateWires(target, user, toolEntity, id, action, wires);
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}
}
private void UpdateWires(EntityUid used, EntityUid user, EntityUid toolEntity, int id, WiresAction action, WiresComponent? wires = null, ToolComponent? tool = null)
{
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if (!Resolve(used, ref wires))
return;
if (!wires.WiresQueue.Contains(id))
return;
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if (!Resolve(toolEntity, ref tool))
{
wires.WiresQueue.Remove(id);
return;
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}
var wire = TryGetWire(used, id, wires);
if (wire == null)
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{
wires.WiresQueue.Remove(id);
return;
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}
switch (action)
{
case WiresAction.Cut:
if (!Tool.HasQuality(toolEntity, "Cutting", tool))
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-need-wirecutters"), user);
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break;
}
if (wire.IsCut)
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-cannot-cut-cut-wire"), user);
break;
}
Tool.PlayToolSound(toolEntity, tool, user);
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if (wire.Action == null || wire.Action.Cut(user, wire))
{
wire.IsCut = true;
}
UpdateUserInterface(used);
break;
case WiresAction.Mend:
if (!Tool.HasQuality(toolEntity, "Cutting", tool))
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-need-wirecutters"), user);
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break;
}
if (!wire.IsCut)
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-cannot-mend-uncut-wire"), user);
break;
}
Tool.PlayToolSound(toolEntity, tool, user);
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if (wire.Action == null || wire.Action.Mend(user, wire))
{
wire.IsCut = false;
}
UpdateUserInterface(used);
break;
case WiresAction.Pulse:
if (!Tool.HasQuality(toolEntity, "Pulsing", tool))
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-need-multitool"), user);
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break;
}
if (wire.IsCut)
{
_popupSystem.PopupCursor(Loc.GetString("wires-component-ui-on-receive-message-cannot-pulse-cut-wire"), user);
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break;
}
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wire.Action?.Pulse(user, wire);
UpdateUserInterface(used);
Audio.PlayPvs(wires.PulseSound, used);
break;
}
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wire.Action?.Update(wire);
wires.WiresQueue.Remove(id);
}
/// <summary>
/// Tries to get the stateful data stored in this entity's WiresComponent.
/// </summary>
/// <param name="identifier">The key that stores the data in the WiresComponent.</param>
public bool TryGetData<T>(EntityUid uid, object identifier, [NotNullWhen(true)] out T? data, WiresComponent? wires = null)
{
data = default(T);
if (!Resolve(uid, ref wires))
return false;
wires.StateData.TryGetValue(identifier, out var result);
if (result is not T)
{
return false;
}
data = (T) result;
return true;
}
/// <summary>
/// Sets data in the entity's WiresComponent state dictionary by key.
/// </summary>
/// <param name="identifier">The key that stores the data in the WiresComponent.</param>
/// <param name="data">The data to store using the given identifier.</param>
public void SetData(EntityUid uid, object identifier, object data, WiresComponent? wires = null)
{
if (!Resolve(uid, ref wires))
return;
if (wires.StateData.TryGetValue(identifier, out var storedMessage))
{
if (storedMessage == data)
{
return;
}
}
wires.StateData[identifier] = data;
UpdateUserInterface(uid, wires);
}
/// <summary>
/// If this entity has data stored via this key in the WiresComponent it has
/// </summary>
public bool HasData(EntityUid uid, object identifier, WiresComponent? wires = null)
{
if (!Resolve(uid, ref wires))
return false;
return wires.StateData.ContainsKey(identifier);
}
/// <summary>
/// Removes data from this entity stored in the given key from the entity's WiresComponent.
/// </summary>
/// <param name="identifier">The key that stores the data in the WiresComponent.</param>
public void RemoveData(EntityUid uid, object identifier, WiresComponent? wires = null)
{
if (!Resolve(uid, ref wires))
return;
wires.StateData.Remove(identifier);
}
#endregion
#region Layout Handling
private bool TryGetLayout(string id, [NotNullWhen(true)] out WireLayout? layout)
{
return _layouts.TryGetValue(id, out layout);
}
private void AddLayout(string id, WireLayout layout)
{
_layouts.Add(id, layout);
}
private void Reset(RoundRestartCleanupEvent args)
{
_layouts.Clear();
}
#endregion
}
public sealed class Wire
{
/// <summary>
/// The entity that registered the wire.
/// </summary>
public EntityUid Owner { get; }
/// <summary>
/// Whether the wire is cut.
/// </summary>
public bool IsCut { get; set; }
/// <summary>
/// Used in client-server communication to identify a wire without telling the client what the wire does.
/// </summary>
[ViewVariables]
public int Id { get; set; }
/// <summary>
/// The original position of this wire in the prototype.
/// </summary>
[ViewVariables]
public int OriginalPosition { get; set; }
/// <summary>
/// The color of the wire.
/// </summary>
[ViewVariables]
public WireColor Color { get; }
/// <summary>
/// The greek letter shown below the wire.
/// </summary>
[ViewVariables]
public WireLetter Letter { get; }
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/// <summary>
/// The action that this wire performs when mended, cut or puled. This also determines the status lights that this wire adds.
/// </summary>
public IWireAction? Action { get; set; }
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public Wire(EntityUid owner, bool isCut, WireColor color, WireLetter letter, int position, IWireAction? action)
{
Owner = owner;
IsCut = isCut;
Color = color;
OriginalPosition = position;
Letter = letter;
Action = action;
}
}
// this is here so that when a DoAfter event is called,
// WiresSystem can call the action in question after the
// doafter is finished (either through cancellation
// or completion - this is implementation dependent)
public delegate void WireActionDelegate(Wire wire);
// callbacks over the event bus,
// because async is banned
public sealed class TimedWireEvent : EntityEventArgs
{
/// <summary>
/// The function to be called once
/// the timed event is complete.
/// </summary>
public WireActionDelegate Delegate { get; }
/// <summary>
/// The wire tied to this timed wire event.
/// </summary>
public Wire Wire { get; }
public TimedWireEvent(WireActionDelegate @delegate, Wire wire)
{
Delegate = @delegate;
Wire = wire;
}
}
public sealed class WireLayout
{
// why is this an <int, WireData>?
// List<T>.Insert panics,
// and I needed a uniquer key for wires
// which allows me to have a unified identifier
[ViewVariables] public IReadOnlyDictionary<int, WireData> Specifications { get; }
public WireLayout(IReadOnlyDictionary<int, WireData> specifications)
{
Specifications = specifications;
}
public sealed class WireData
{
public WireLetter Letter { get; }
public WireColor Color { get; }
public int Position { get; }
public WireData(WireLetter letter, WireColor color, int position)
{
Letter = letter;
Color = color;
Position = position;
}
}
}