Makes tools and welders ECS, add ToolQualityPrototype. (#4741)
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142
Content.Server/Tools/ToolSystem.cs
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142
Content.Server/Tools/ToolSystem.cs
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.DoAfter;
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using Content.Server.Popups;
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using Content.Server.Tools.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Tools;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Tools
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{
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public partial class ToolSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeWelders();
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InitializeMultipleTools();
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}
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public async Task<bool> UseTool(EntityUid tool, EntityUid user, EntityUid? target, float fuel,
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float doAfterDelay, IEnumerable<string> toolQualitiesNeeded, Func<bool>? doAfterCheck = null,
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ToolComponent? toolComponent = null)
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{
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if (!Resolve(tool, ref toolComponent))
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return false;
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if (!toolComponent.Qualities.ContainsAll(toolQualitiesNeeded) || !_actionBlockerSystem.CanInteract(user))
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return false;
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var beforeAttempt = new ToolUseAttemptEvent(fuel, user);
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RaiseLocalEvent(tool, beforeAttempt, false);
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if (beforeAttempt.Cancelled)
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return false;
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if (doAfterDelay > 0f)
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{
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var doAfterArgs = new DoAfterEventArgs(user, doAfterDelay / toolComponent.SpeedModifier, default, target)
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{
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ExtraCheck = doAfterCheck,
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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};
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var result = await _doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result == DoAfterStatus.Cancelled)
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return false;
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}
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var afterAttempt = new ToolUseFinishAttemptEvent(fuel, user);
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RaiseLocalEvent(tool, afterAttempt, false);
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if (afterAttempt.Cancelled)
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return false;
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if (toolComponent.UseSound != null)
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PlayToolSound(tool, toolComponent);
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return true;
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}
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public Task<bool> UseTool(EntityUid tool, EntityUid user, EntityUid? target, float fuel,
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float doAfterDelay, string toolQualityNeeded, Func<bool>? doAfterCheck = null,
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ToolComponent? toolComponent = null)
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{
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return UseTool(tool, user, target, fuel, doAfterDelay, new [] {toolQualityNeeded}, doAfterCheck, toolComponent);
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}
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public void PlayToolSound(EntityUid uid, ToolComponent? tool = null)
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{
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if (!Resolve(uid, ref tool))
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return;
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if (tool.UseSound is not {} sound)
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return;
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// Pass tool.Owner to Filter.Pvs to avoid a TryGetEntity call.
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SoundSystem.Play(Filter.Pvs(tool.Owner), sound.GetSound(), uid,
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AudioHelpers.WithVariation(0.175f).WithVolume(-5f));
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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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UpdateWelders(frameTime);
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}
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}
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/// <summary>
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/// Attempt event called *before* any do afters to see if the tool usage should succeed or not.
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/// You can change the fuel consumption by changing the Fuel property.
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/// </summary>
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public class ToolUseAttemptEvent : CancellableEntityEventArgs
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{
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public float Fuel { get; set; }
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public EntityUid User { get; }
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public ToolUseAttemptEvent(float fuel, EntityUid user)
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{
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Fuel = fuel;
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User = user;
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}
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}
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/// <summary>
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/// Attempt event called *after* any do afters to see if the tool usage should succeed or not.
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/// You can use this event to consume any fuel needed.
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/// </summary>
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public class ToolUseFinishAttemptEvent : CancellableEntityEventArgs
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{
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public float Fuel { get; }
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public EntityUid User { get; }
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public ToolUseFinishAttemptEvent(float fuel, EntityUid user)
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{
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Fuel = fuel;
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}
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}
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}
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