predict itemcabinet (#14045)

This commit is contained in:
Nemanja
2023-02-11 21:35:05 -05:00
committed by GitHub
parent 37f432ca58
commit ea66b7806a
9 changed files with 289 additions and 229 deletions

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using Content.Shared.Containers.ItemSlots;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Cabinet;
/// <summary>
/// Used for entities that can be opened, closed, and can hold one item. E.g., fire extinguisher cabinets.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class ItemCabinetComponent : Component
{
/// <summary>
/// Sound to be played when the cabinet door is opened.
/// </summary>
[DataField("doorSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? DoorSound;
/// <summary>
/// The <see cref="ItemSlot"/> that stores the actual item. The entity whitelist, sounds, and other
/// behaviours are specified by this <see cref="ItemSlot"/> definition.
/// </summary>
[DataField("cabinetSlot"), ViewVariables]
public ItemSlot CabinetSlot = new();
/// <summary>
/// Whether the cabinet is currently open or not.
/// </summary>
[DataField("opened")]
public bool Opened;
/// <summary>
/// The state for when the cabinet is open
/// </summary>
[DataField("openState"), ViewVariables(VVAccess.ReadWrite)]
public string? OpenState;
/// <summary>
/// The state for when the cabinet is closed
/// </summary>
[DataField("closedState"), ViewVariables(VVAccess.ReadWrite)]
public string? ClosedState;
}
[Serializable, NetSerializable]
public sealed class ItemCabinetComponentState : ComponentState
{
public SoundSpecifier? DoorSound;
public bool Opened;
public string? OpenState;
public string? ClosedState;
public ItemCabinetComponentState(SoundSpecifier? doorSound, bool opened, string? openState, string? closedState)
{
DoorSound = doorSound;
Opened = opened;
OpenState = openState;
ClosedState = closedState;
}
}

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using Robust.Shared.Serialization;
namespace Content.Shared.Cabinet
{
[Serializable, NetSerializable]
public enum ItemCabinetVisuals : byte
{
IsOpen,
ContainsItem
}
}

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using Content.Shared.Containers.ItemSlots;
using Content.Shared.Interaction;
using Content.Shared.Lock;
using Content.Shared.Verbs;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Shared.Cabinet;
public abstract class SharedItemCabinetSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<ItemCabinetComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<ItemCabinetComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<ItemCabinetComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<ItemCabinetComponent, ComponentRemove>(OnComponentRemove);
SubscribeLocalEvent<ItemCabinetComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<ItemCabinetComponent, ActivateInWorldEvent>(OnActivateInWorld);
SubscribeLocalEvent<ItemCabinetComponent, GetVerbsEvent<AlternativeVerb>>(AddToggleOpenVerb);
SubscribeLocalEvent<ItemCabinetComponent, EntInsertedIntoContainerMessage>(OnContainerModified);
SubscribeLocalEvent<ItemCabinetComponent, EntRemovedFromContainerMessage>(OnContainerModified);
SubscribeLocalEvent<ItemCabinetComponent, LockToggleAttemptEvent>(OnLockToggleAttempt);
}
private void OnGetState(EntityUid uid, ItemCabinetComponent component, ref ComponentGetState args)
{
args.State = new ItemCabinetComponentState(component.DoorSound,
component.Opened,
component.OpenState,
component.ClosedState);
}
private void OnHandleState(EntityUid uid, ItemCabinetComponent component, ref ComponentHandleState args)
{
if (args.Current is not ItemCabinetComponentState state)
return;
component.DoorSound = state.DoorSound;
component.Opened = state.Opened;
component.OpenState = state.OpenState;
component.ClosedState = state.ClosedState;
}
private void OnComponentInit(EntityUid uid, ItemCabinetComponent cabinet, ComponentInit args)
{
_itemSlots.AddItemSlot(uid, "ItemCabinet", cabinet.CabinetSlot);
}
private void OnComponentRemove(EntityUid uid, ItemCabinetComponent cabinet, ComponentRemove args)
{
_itemSlots.RemoveItemSlot(uid, cabinet.CabinetSlot);
}
private void OnComponentStartup(EntityUid uid, ItemCabinetComponent cabinet, ComponentStartup args)
{
UpdateAppearance(uid, cabinet);
_itemSlots.SetLock(uid, cabinet.CabinetSlot, !cabinet.Opened);
}
protected virtual void UpdateAppearance(EntityUid uid, ItemCabinetComponent? cabinet = null)
{
// we don't fuck with appearance data, and instead just manually update the sprite on the client
}
private void OnContainerModified(EntityUid uid, ItemCabinetComponent cabinet, ContainerModifiedMessage args)
{
if (!cabinet.Initialized)
return;
if (args.Container.ID == cabinet.CabinetSlot.ID)
UpdateAppearance(uid, cabinet);
}
private void OnLockToggleAttempt(EntityUid uid, ItemCabinetComponent cabinet, ref LockToggleAttemptEvent args)
{
// Cannot lock or unlock while open.
if (cabinet.Opened)
args.Cancelled = true;
}
private void AddToggleOpenVerb(EntityUid uid, ItemCabinetComponent cabinet, GetVerbsEvent<AlternativeVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
if (TryComp<LockComponent>(uid, out var lockComponent) && lockComponent.Locked)
return;
// Toggle open verb
AlternativeVerb toggleVerb = new()
{
Act = () => ToggleItemCabinet(uid, args.User, cabinet)
};
if (cabinet.Opened)
{
toggleVerb.Text = Loc.GetString("verb-common-close");
toggleVerb.IconTexture = "/Textures/Interface/VerbIcons/close.svg.192dpi.png";
}
else
{
toggleVerb.Text = Loc.GetString("verb-common-open");
toggleVerb.IconTexture = "/Textures/Interface/VerbIcons/open.svg.192dpi.png";
}
args.Verbs.Add(toggleVerb);
}
private void OnActivateInWorld(EntityUid uid, ItemCabinetComponent comp, ActivateInWorldEvent args)
{
if (args.Handled)
return;
args.Handled = true;
ToggleItemCabinet(uid, args.User, comp);
}
/// <summary>
/// Toggles the ItemCabinet's state.
/// </summary>
public void ToggleItemCabinet(EntityUid uid, EntityUid? user = null, ItemCabinetComponent? cabinet = null)
{
if (!Resolve(uid, ref cabinet))
return;
if (TryComp<LockComponent>(uid, out var lockComponent) && lockComponent.Locked)
return;
cabinet.Opened = !cabinet.Opened;
Dirty(cabinet);
_itemSlots.SetLock(uid, cabinet.CabinetSlot, !cabinet.Opened);
if (_timing.IsFirstTimePredicted)
{
UpdateAppearance(uid, cabinet);
_audio.PlayPredicted(cabinet.DoorSound, uid, user, AudioParams.Default.WithVariation(0.15f));
}
}
}