Created Proximity Detection and Beeper Systems (#23177)
This commit is contained in:
4
Content.Shared/Beeper/BeeperEvents.cs
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4
Content.Shared/Beeper/BeeperEvents.cs
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namespace Content.Shared.Beeper;
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[ByRefEvent]
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public record struct BeepPlayedEvent(bool Muted);
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66
Content.Shared/Beeper/Components/BeeperComponent.cs
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66
Content.Shared/Beeper/Components/BeeperComponent.cs
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using Content.Shared.Beeper.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.ProximityDetection.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Beeper.Components;
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/// <summary>
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/// This is used for an item that beeps based on
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/// proximity to a specified component.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(BeeperSystem)), AutoGenerateComponentState]
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public sealed partial class BeeperComponent : Component
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{
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/// <summary>
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/// Whether or not it's on.
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/// </summary>
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// How much to scale the interval by (< 0 = min, > 1 = max)
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/// </summary>
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[DataField("intervalScaling"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public FixedPoint2 IntervalScaling = 0;
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/// <summary>
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/// The maximum interval between beeps.
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/// </summary>
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[DataField("maxBeepInterval"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan MaxBeepInterval = TimeSpan.FromSeconds(1.5f);
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/// <summary>
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/// The minimum interval between beeps.
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/// </summary>
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[DataField("minBeepInterval"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan MinBeepInterval = TimeSpan.FromSeconds(0.25f);
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/// <summary>
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/// Interval for the next beep
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Interval;
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/// <summary>
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/// Time when we beeped last
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastBeepTime;
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[ViewVariables(VVAccess.ReadOnly)]
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public TimeSpan NextBeep => LastBeepTime == TimeSpan.MaxValue ? TimeSpan.MaxValue : LastBeepTime + Interval;
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/// <summary>
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/// Is the beep muted
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/// </summary>
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[DataField("muted"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool IsMuted = false;
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/// <summary>
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/// The sound played when the locator beeps.
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/// </summary>
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[DataField("beepSound"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public SoundSpecifier? BeepSound;
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}
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using Robust.Shared.GameStates;
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namespace Content.Shared.Beeper.Components;
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[RegisterComponent] //component tag for events. If we add support for component pairs on events then this won't be needed anymore!
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public sealed partial class ProximityBeeperComponent : Component
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{
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}
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109
Content.Shared/Beeper/Systems/BeeperSystem.cs
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109
Content.Shared/Beeper/Systems/BeeperSystem.cs
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using Content.Shared.Beeper.Components;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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namespace Content.Shared.Beeper.Systems;
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//This handles generic proximity beeper logic
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public sealed class BeeperSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = 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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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<BeeperComponent>();
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while (query.MoveNext(out var uid, out var beeper))
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{
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if (!beeper.Enabled)
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continue;
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RunUpdate_Internal(uid, beeper);
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}
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}
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public void SetEnable(EntityUid owner, bool isEnabled, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper) || beeper.Enabled == isEnabled)
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return;
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beeper.Enabled = isEnabled;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetIntervalScaling(EntityUid owner, BeeperComponent beeper, FixedPoint2 newScaling)
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{
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newScaling = FixedPoint2.Clamp(newScaling, 0, 1);
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beeper.IntervalScaling = newScaling;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetInterval(EntityUid owner, BeeperComponent beeper, TimeSpan newInterval)
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{
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if (newInterval < beeper.MinBeepInterval)
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newInterval = beeper.MinBeepInterval;
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if (newInterval > beeper.MaxBeepInterval)
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newInterval = beeper.MaxBeepInterval;
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beeper.Interval = newInterval;
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RunUpdate_Internal(owner, beeper);
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Dirty(owner, beeper);
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}
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public void SetIntervalScaling(EntityUid owner, FixedPoint2 newScaling, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper))
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return;
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SetIntervalScaling(owner, beeper, newScaling);
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}
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public void SetMute(EntityUid owner, bool isMuted, BeeperComponent? comp = null)
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{
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if (!Resolve(owner, ref comp))
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return;
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comp.IsMuted = isMuted;
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}
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private void UpdateBeepInterval(EntityUid owner, BeeperComponent beeper)
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{
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var scalingFactor = beeper.IntervalScaling.Float();
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var interval = (beeper.MaxBeepInterval - beeper.MinBeepInterval) * scalingFactor + beeper.MinBeepInterval;
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if (beeper.Interval == interval)
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return;
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beeper.Interval = interval;
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Dirty(owner, beeper);
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}
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public void ForceUpdate(EntityUid owner, BeeperComponent? beeper = null)
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{
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if (!Resolve(owner, ref beeper))
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return;
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RunUpdate_Internal(owner, beeper);
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}
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private void RunUpdate_Internal(EntityUid owner, BeeperComponent beeper)
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{
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if (!beeper.Enabled)
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{
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return;
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}
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UpdateBeepInterval(owner, beeper);
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if (beeper.NextBeep >= _timing.CurTime)
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return;
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var beepEvent = new BeepPlayedEvent(beeper.IsMuted);
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RaiseLocalEvent(owner, ref beepEvent);
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if (!beeper.IsMuted && _net.IsServer)
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{
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_audio.PlayPvs(beeper.BeepSound, owner);
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}
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beeper.LastBeepTime = _timing.CurTime;
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}
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}
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114
Content.Shared/Beeper/Systems/ProximityBeeperSystem.cs
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114
Content.Shared/Beeper/Systems/ProximityBeeperSystem.cs
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using Content.Shared.Beeper.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Pinpointer;
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using Content.Shared.PowerCell;
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using Content.Shared.ProximityDetection;
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using Content.Shared.ProximityDetection.Components;
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using Content.Shared.ProximityDetection.Systems;
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namespace Content.Shared.Beeper.Systems;
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/// <summary>
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/// This handles logic for implementing proximity beeper as a handheld tool />
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/// </summary>
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public sealed class ProximityBeeperSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPowerCellSystem _powerCell = default!;
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[Dependency] private readonly ProximityDetectionSystem _proximity = default!;
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[Dependency] private readonly BeeperSystem _beeper = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ProximityBeeperComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ProximityBeeperComponent, PowerCellSlotEmptyEvent>(OnPowerCellSlotEmpty);
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SubscribeLocalEvent<ProximityBeeperComponent, NewProximityTargetEvent>(OnNewProximityTarget);
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SubscribeLocalEvent<ProximityBeeperComponent, ProximityTargetUpdatedEvent>(OnProximityTargetUpdate);
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}
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private void OnProximityTargetUpdate(EntityUid owner, ProximityBeeperComponent proxBeeper, ref ProximityTargetUpdatedEvent args)
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{
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if (!TryComp<BeeperComponent>(owner, out var beeper))
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return;
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if (args.Target == null)
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{
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_beeper.SetEnable(owner, false, beeper);
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return;
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}
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_beeper.SetIntervalScaling(owner,args.Distance/args.Detector.Range, beeper);
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_beeper.SetEnable(owner, true, beeper);
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}
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private void OnNewProximityTarget(EntityUid owner, ProximityBeeperComponent proxBeeper, ref NewProximityTargetEvent args)
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{
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_beeper.SetEnable(owner, args.Target != null);
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}
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private void OnUseInHand(EntityUid uid, ProximityBeeperComponent proxBeeper, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = TryToggle(uid, proxBeeper, user: args.User);
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}
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private void OnPowerCellSlotEmpty(EntityUid uid, ProximityBeeperComponent beeper, ref PowerCellSlotEmptyEvent args)
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{
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if (_proximity.GetEnable(uid))
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TryDisable(uid);
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}
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public bool TryEnable(EntityUid owner, BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null,
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PowerCellDrawComponent? draw = null,EntityUid? user = null)
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{
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if (!Resolve(owner, ref beeper, ref detector))
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return false;
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if (Resolve(owner, ref draw, false) && !_powerCell.HasActivatableCharge(owner, battery: draw, user: user))
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return false;
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Enable(owner, beeper, detector, draw);
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return true;
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}
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private void Enable(EntityUid owner, BeeperComponent beeper,
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ProximityDetectorComponent detector, PowerCellDrawComponent? draw)
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{
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_proximity.SetEnable(owner, true, detector);
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_appearance.SetData(owner, ProximityBeeperVisuals.Enabled, true);
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_powerCell.SetPowerCellDrawEnabled(owner, true, draw);
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}
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/// <summary>
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/// Disables the proximity beeper
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/// </summary>
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public bool TryDisable(EntityUid owner,BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null, PowerCellDrawComponent? draw = null)
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{
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if (!Resolve(owner, ref beeper, ref detector))
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return false;
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if (!detector.Enabled)
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return false;
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Disable(owner, beeper, detector, draw);
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return true;
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}
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private void Disable(EntityUid owner, BeeperComponent beeper,
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ProximityDetectorComponent detector, PowerCellDrawComponent? draw)
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{
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_proximity.SetEnable(owner, false, detector);
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_appearance.SetData(owner, ProximityBeeperVisuals.Enabled, false);
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_beeper.SetEnable(owner, false, beeper);
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_powerCell.SetPowerCellDrawEnabled(owner, false, draw);
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}
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/// <summary>
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/// toggles the proximity beeper
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/// </summary>
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public bool TryToggle(EntityUid owner, ProximityBeeperComponent? proxBeeper = null, BeeperComponent? beeper = null, ProximityDetectorComponent? detector = null,
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PowerCellDrawComponent? draw = null, EntityUid? user = null)
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{
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if (!Resolve(owner, ref proxBeeper, ref beeper, ref detector))
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return false;
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return detector.Enabled
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? TryDisable(owner, beeper, detector, draw)
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: TryEnable(owner, beeper, detector, draw,user);
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}
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}
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