Files
OldThink/Content.Shared/Actions/SharedActionsSystem.cs
Remuchi 0b2238b57a Merge remote-tracking branch 'upstream/master' into upstream
# Conflicts:
#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
#	Content.Client/VoiceMask/VoiceMaskBoundUserInterface.cs
#	Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml
#	Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml.cs
#	Content.Server/Administration/Commands/AdminWhoCommand.cs
#	Content.Server/Bed/Sleep/SleepingSystem.cs
#	Content.Server/Body/Components/BloodstreamComponent.cs
#	Content.Server/Body/Components/RespiratorComponent.cs
#	Content.Server/Body/Systems/InternalsSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chat/Managers/IChatManager.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/DeviceNetwork/Systems/DeviceNetworkSystem.cs
#	Content.Server/Electrocution/ElectrocutionSystem.cs
#	Content.Server/Holosign/HolosignProjectorComponent.cs
#	Content.Server/Holosign/HolosignSystem.cs
#	Content.Server/Remotes/DoorRemoteSystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Store/Systems/StoreSystem.Ui.cs
#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/VoiceMask/VoiceMaskSystem.Equip.cs
#	Content.Server/VoiceMask/VoiceMaskSystem.cs
#	Content.Server/VoiceMask/VoiceMaskerComponent.cs
#	Content.Server/Zombies/ZombieSystem.cs
#	Content.Shared/Bed/Sleep/SleepEmitSoundComponent.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/VoiceMask/SharedVoiceMaskSystem.cs
#	Resources/Locale/en-US/escape-menu/ui/options-menu.ftl
#	Resources/Maps/bagel.yml
#	Resources/Maps/box.yml
#	Resources/Maps/centcomm.yml
#	Resources/Maps/cluster.yml
#	Resources/Maps/europa.yml
#	Resources/Maps/marathon.yml
#	Resources/Maps/meta.yml
#	Resources/Maps/omega.yml
#	Resources/Maps/origin.yml
#	Resources/Maps/packed.yml
#	Resources/Maps/reach.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml
#	Resources/Prototypes/Entities/Clothing/Hands/colored.yml
#	Resources/Prototypes/Entities/Clothing/Neck/mantles.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Smokeables/Cigarettes/packs.yml
#	Resources/Prototypes/Entities/Objects/Misc/land_mine.yml
#	Resources/Prototypes/Entities/Objects/Tools/cable_coils.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml
#	Resources/Prototypes/Entities/Structures/Decoration/curtains.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml
#	Resources/Prototypes/Entities/Structures/Doors/Shutter/shutters.yml
#	Resources/Prototypes/Entities/Structures/Holographic/projections.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Maps/marathon.yml
#	Resources/Prototypes/Maps/packed.yml
#	Resources/Prototypes/Recipes/Lathes/security.yml
#	Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml
#	Resources/Prototypes/Roles/Jobs/Security/detective.yml
#	Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_officer.yml
#	Resources/Prototypes/Roles/Jobs/Security/warden.yml
#	Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon-open.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon-open.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-left.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-right.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon-open.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/open-equipped-OUTERCLOTHING.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/equipped-OUTERCLOTHING-body-slim.png
#	Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/open-equipped-OUTERCLOTHING-body-slim.png
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Misc/nunrobe.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatclown.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json
#	Resources/Textures/Clothing/Shoes/Boots/combatboots.rsi/meta.json
#	Resources/Textures/Clothing/Shoes/Specific/bling.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/atmosf.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/centcomformaldress.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/hosformaldress.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpskirt/operative_s.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/atmos.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/centcomformal.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/hosformal.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/journalist.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/operative.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/psychologist.rsi/meta.json
#	Resources/Textures/Clothing/Uniforms/Jumpsuit/reporter.rsi/meta.json
#	Resources/Textures/Interface/Alerts/essence_counter.rsi/essence0.png
#	Resources/Textures/Interface/Alerts/essence_counter.rsi/essence16.png
#	Resources/Textures/Objects/Storage/boxes.rsi/meta.json
#	Resources/Textures/Structures/Doors/Airlocks/Glass/atmospherics.rsi/meta.json
#	Resources/Textures/Structures/Doors/Airlocks/Standard/atmospherics.rsi/meta.json
#	Resources/Textures/Structures/Doors/Airlocks/highsec/highsec.rsi/meta.json
2024-03-30 10:36:17 +07:00

924 lines
32 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions.Events;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Mind;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Content.Shared.Rejuvenate;
using Robust.Shared.Network;
namespace Content.Shared.Actions;
public abstract class SharedActionsSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly INetManager _net = default!; // WD
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InstantActionComponent, MapInitEvent>(OnActionMapInit);
SubscribeLocalEvent<EntityTargetActionComponent, MapInitEvent>(OnActionMapInit);
SubscribeLocalEvent<WorldTargetActionComponent, MapInitEvent>(OnActionMapInit);
SubscribeLocalEvent<InstantActionComponent, ComponentShutdown>(OnActionShutdown);
SubscribeLocalEvent<EntityTargetActionComponent, ComponentShutdown>(OnActionShutdown);
SubscribeLocalEvent<WorldTargetActionComponent, ComponentShutdown>(OnActionShutdown);
SubscribeLocalEvent<ActionsComponent, DidEquipEvent>(OnDidEquip);
SubscribeLocalEvent<ActionsComponent, DidEquipHandEvent>(OnHandEquipped);
SubscribeLocalEvent<ActionsComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<ActionsComponent, DidUnequipHandEvent>(OnHandUnequipped);
SubscribeLocalEvent<ActionsComponent, RejuvenateEvent>(OnRejuventate);
SubscribeLocalEvent<ActionsComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ActionsComponent, ComponentGetState>(OnActionsGetState);
SubscribeLocalEvent<InstantActionComponent, ComponentGetState>(OnInstantGetState);
SubscribeLocalEvent<EntityTargetActionComponent, ComponentGetState>(OnEntityTargetGetState);
SubscribeLocalEvent<WorldTargetActionComponent, ComponentGetState>(OnWorldTargetGetState);
SubscribeLocalEvent<InstantActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeLocalEvent<EntityTargetActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeLocalEvent<WorldTargetActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeAllEvent<RequestPerformActionEvent>(OnActionRequest);
}
private void OnActionMapInit(EntityUid uid, BaseActionComponent component, MapInitEvent args)
{
if (component.Charges == null)
return;
component.MaxCharges ??= component.Charges.Value;
Dirty(uid, component);
}
private void OnActionShutdown(EntityUid uid, BaseActionComponent component, ComponentShutdown args)
{
if (component.AttachedEntity != null && !TerminatingOrDeleted(component.AttachedEntity.Value))
RemoveAction(component.AttachedEntity.Value, uid, action: component);
}
private void OnShutdown(EntityUid uid, ActionsComponent component, ComponentShutdown args)
{
foreach (var act in component.Actions)
{
RemoveAction(uid, act, component);
}
}
private void OnInstantGetState(EntityUid uid, InstantActionComponent component, ref ComponentGetState args)
{
args.State = new InstantActionComponentState(component, EntityManager);
}
private void OnEntityTargetGetState(EntityUid uid, EntityTargetActionComponent component, ref ComponentGetState args)
{
args.State = new EntityTargetActionComponentState(component, EntityManager);
}
private void OnWorldTargetGetState(EntityUid uid, WorldTargetActionComponent component, ref ComponentGetState args)
{
args.State = new WorldTargetActionComponentState(component, EntityManager);
}
private void OnGetActionData<T>(EntityUid uid, T component, ref GetActionDataEvent args) where T : BaseActionComponent
{
args.Action = component;
}
public bool TryGetActionData(
[NotNullWhen(true)] EntityUid? uid,
[NotNullWhen(true)] out BaseActionComponent? result,
bool logError = true)
{
result = null;
if (!Exists(uid))
return false;
var ev = new GetActionDataEvent();
RaiseLocalEvent(uid.Value, ref ev);
result = ev.Action;
if (result != null)
return true;
if (logError)
Log.Error($"Failed to get action from action entity: {ToPrettyString(uid.Value)}. Trace: {Environment.StackTrace}");
return false;
}
public bool ResolveActionData(
[NotNullWhen(true)] EntityUid? uid,
[NotNullWhen(true)] ref BaseActionComponent? result,
bool logError = true)
{
if (result != null)
{
DebugTools.AssertOwner(uid, result);
return true;
}
return TryGetActionData(uid, out result, logError);
}
public void SetCooldown(EntityUid? actionId, TimeSpan start, TimeSpan end)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action))
return;
action.Cooldown = (start, end);
Dirty(actionId.Value, action);
}
public void SetCooldown(EntityUid? actionId, TimeSpan cooldown)
{
var start = GameTiming.CurTime;
SetCooldown(actionId, start, start + cooldown);
}
public void ClearCooldown(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action))
return;
if (action.Cooldown is not { } cooldown)
return;
action.Cooldown = (cooldown.Start, GameTiming.CurTime);
Dirty(actionId.Value, action);
}
public void StartUseDelay(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action) || action.UseDelay == null)
return;
action.Cooldown = (GameTiming.CurTime, GameTiming.CurTime + action.UseDelay.Value);
Dirty(actionId.Value, action);
}
public void SetUseDelay(EntityUid? actionId, TimeSpan? delay)
{
if (!TryGetActionData(actionId, out var action) || action.UseDelay == delay)
return;
action.UseDelay = delay;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void ReduceUseDelay(EntityUid? actionId, TimeSpan? lowerDelay)
{
if (!TryGetActionData(actionId, out var action))
return;
if (action.UseDelay != null && lowerDelay != null)
action.UseDelay = action.UseDelay - lowerDelay;
if (action.UseDelay < TimeSpan.Zero)
action.UseDelay = null;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
private void OnRejuventate(EntityUid uid, ActionsComponent component, RejuvenateEvent args)
{
foreach (var act in component.Actions)
{
ClearCooldown(act);
}
}
#region ComponentStateManagement
protected virtual void UpdateAction(EntityUid? actionId, BaseActionComponent? action = null)
{
// See client-side code.
}
public void SetToggled(EntityUid? actionId, bool toggled)
{
if (!TryGetActionData(actionId, out var action) ||
action.Toggled == toggled)
{
return;
}
action.Toggled = toggled;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void SetEnabled(EntityUid? actionId, bool enabled)
{
if (!TryGetActionData(actionId, out var action) ||
action.Enabled == enabled)
{
return;
}
action.Enabled = enabled;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void SetCharges(EntityUid? actionId, int? charges)
{
if (!TryGetActionData(actionId, out var action) ||
action.Charges == charges)
{
return;
}
action.Charges = charges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public int? GetCharges(EntityUid? actionId)
{
if (!TryGetActionData(actionId, out var action))
return null;
return action.Charges;
}
public void AddCharges(EntityUid? actionId, int addCharges)
{
if (!TryGetActionData(actionId, out var action) || action.Charges == null || addCharges < 1)
return;
action.Charges += addCharges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void RemoveCharges(EntityUid? actionId, int? removeCharges)
{
if (!TryGetActionData(actionId, out var action) || action.Charges == null)
return;
if (removeCharges == null)
action.Charges = removeCharges;
else
action.Charges -= removeCharges;
if (action.Charges is < 0)
action.Charges = null;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void ResetCharges(EntityUid? actionId)
{
if (!TryGetActionData(actionId, out var action))
return;
action.Charges = action.MaxCharges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
private void OnActionsGetState(EntityUid uid, ActionsComponent component, ref ComponentGetState args)
{
args.State = new ActionsComponentState(GetNetEntitySet(component.Actions));
}
#endregion
#region Execution
/// <summary>
/// When receiving a request to perform an action, this validates whether the action is allowed. If it is, it
/// will raise the relevant <see cref="InstantActionEvent"/>
/// </summary>
private void OnActionRequest(RequestPerformActionEvent ev, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not { } user)
return;
if (!TryComp(user, out ActionsComponent? component))
return;
var actionEnt = GetEntity(ev.Action);
if (!TryComp(actionEnt, out MetaDataComponent? metaData))
return;
var name = Name(actionEnt, metaData);
// Does the user actually have the requested action?
if (!component.Actions.Contains(actionEnt))
{
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} attempted to perform an action that they do not have: {name}.");
return;
}
if (!TryGetActionData(actionEnt, out var action))
return;
DebugTools.Assert(action.AttachedEntity == user);
if (!action.Enabled)
return;
// check for action use prevention
// TODO: make code below use this event with a dedicated component
var attemptEv = new ActionAttemptEvent(user);
RaiseLocalEvent(actionEnt, ref attemptEv);
if (attemptEv.Cancelled)
return;
var curTime = GameTiming.CurTime;
// TODO: Check for charge recovery timer
if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)
return;
// TODO: Replace with individual charge recovery when we have the visuals to aid it
if (action is { Charges: < 1, RenewCharges: true })
ResetCharges(actionEnt);
BaseActionEvent? performEvent = null;
if (action.CheckConsciousness && !_actionBlockerSystem.CanConsciouslyPerformAction(user))
return;
// Validate request by checking action blockers and the like:
switch (action)
{
case EntityTargetActionComponent entityAction:
if (ev.EntityTarget is not { Valid: true } netTarget)
{
Log.Error($"Attempted to perform an entity-targeted action without a target! Action: {name}");
return;
}
var entityTarget = GetEntity(netTarget);
var targetWorldPos = _transformSystem.GetWorldPosition(entityTarget);
_rotateToFaceSystem.TryFaceCoordinates(user, targetWorldPos);
if (!ValidateEntityTarget(user, entityTarget, entityAction))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action (provided by {ToPrettyString(action.Container ?? user):provider}) targeted at {ToPrettyString(entityTarget):target}.");
if (entityAction.Event != null)
{
entityAction.Event.Target = entityTarget;
Dirty(actionEnt, entityAction);
performEvent = entityAction.Event;
}
break;
case WorldTargetActionComponent worldAction:
if (ev.EntityCoordinatesTarget is not { } netCoordinatesTarget)
{
Log.Error($"Attempted to perform a world-targeted action without a target! Action: {name}");
return;
}
var entityCoordinatesTarget = GetCoordinates(netCoordinatesTarget);
_rotateToFaceSystem.TryFaceCoordinates(user, entityCoordinatesTarget.ToMapPos(EntityManager, _transformSystem));
if (!ValidateWorldTarget(user, entityCoordinatesTarget, worldAction))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action (provided by {ToPrettyString(action.Container ?? user):provider}) targeted at {entityCoordinatesTarget:target}.");
if (worldAction.Event != null)
{
worldAction.Event.Target = entityCoordinatesTarget;
if (ev.EntityTarget != null)
worldAction.Event.TargetUid = GetEntity(ev.EntityTarget.Value);
Dirty(actionEnt, worldAction);
performEvent = worldAction.Event;
}
break;
case InstantActionComponent instantAction:
if (action.CheckCanInteract && !_actionBlockerSystem.CanInteract(user, null))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action provided by {ToPrettyString(action.Container ?? user):provider}.");
performEvent = instantAction.Event;
break;
}
if (performEvent != null)
{
performEvent.Performer = user;
performEvent.Action = actionEnt;
performEvent.ActionUseType = ev.ActionUseType;
performEvent.ChargeLevel = ev.ChargeLevel;
}
// All checks passed. Perform the action!
PerformAction(user, component, actionEnt, action, performEvent, curTime);
}
public bool ValidateEntityTarget(EntityUid user, EntityUid target, EntityTargetActionComponent action)
{
if (!target.IsValid() || Deleted(target))
return false;
if (action.Whitelist != null && !action.Whitelist.IsValid(target, EntityManager))
return false;
if (action.CheckCanInteract && !_actionBlockerSystem.CanInteract(user, target))
return false;
if (user == target)
return action.CanTargetSelf;
if (!action.CheckCanAccess)
{
// even if we don't check for obstructions, we may still need to check the range.
var xform = Transform(user);
var targetXform = Transform(target);
if (xform.MapID != targetXform.MapID)
return false;
if (action.Range <= 0)
return true;
var distance = (_transformSystem.GetWorldPosition(xform) - _transformSystem.GetWorldPosition(targetXform)).Length();
return distance <= action.Range;
}
if (_interactionSystem.InRangeUnobstructed(user, target, range: action.Range)
&& _containerSystem.IsInSameOrParentContainer(user, target))
{
return true;
}
return _interactionSystem.CanAccessViaStorage(user, target);
}
public bool ValidateWorldTarget(EntityUid user, EntityCoordinates coords, WorldTargetActionComponent action)
{
if (action.CheckCanInteract && !_actionBlockerSystem.CanInteract(user, null))
return false;
if (!action.CheckCanAccess)
{
// even if we don't check for obstructions, we may still need to check the range.
var xform = Transform(user);
if (xform.MapID != coords.GetMapId(EntityManager))
return false;
if (action.Range <= 0)
return true;
return coords.InRange(EntityManager, _transformSystem, Transform(user).Coordinates, action.Range);
}
return _interactionSystem.InRangeUnobstructed(user, coords, range: action.Range);
}
public void PerformAction(EntityUid performer, ActionsComponent? component, EntityUid actionId, BaseActionComponent action, BaseActionEvent? actionEvent, TimeSpan curTime, bool predicted = true)
{
var handled = false;
var toggledBefore = action.Toggled;
// Note that attached entity and attached container are allowed to be null here.
if (action.AttachedEntity != null && action.AttachedEntity != performer)
{
Log.Error($"{ToPrettyString(performer)} is attempting to perform an action {ToPrettyString(actionId)} that is attached to another entity {ToPrettyString(action.AttachedEntity.Value)}");
return;
}
if (actionEvent != null)
{
// This here is required because of client-side prediction (RaisePredictiveEvent results in event re-use).
actionEvent.Handled = false;
var target = performer;
if (!action.RaiseOnUser && action.Container != null && !HasComp<MindComponent>(action.Container))
target = action.Container.Value;
RaiseLocalEvent(target, (object) actionEvent, broadcast: true);
handled = actionEvent.Handled;
}
_audio.PlayPredicted(action.Sound, performer,predicted ? performer : null);
handled |= action.Sound != null;
if (!handled)
return; // no interaction occurred.
// reduce charges, start cooldown, and mark as dirty (if required).
var dirty = toggledBefore == action.Toggled;
if (action.Charges != null)
{
dirty = true;
action.Charges--;
if (action is { Charges: 0, RenewCharges: false })
{
action.Enabled = false;
}
// WD START
if (action is {Charges: 0, RemoveOnNoCharges: true})
{
RaiseLocalEvent(performer, new ActionGettingRemovedEvent {Action = actionId});
RemoveAction(performer, actionId, component, action);
}
// WD END
}
action.Cooldown = null;
if (action is { UseDelay: not null, Charges: null or < 1 })
{
dirty = true;
action.Cooldown = (curTime, curTime + action.UseDelay.Value);
}
Dirty(actionId, action);
if (dirty && component != null)
Dirty(performer, component);
}
#endregion
#region AddRemoveActions
public EntityUid? AddAction(
EntityUid performer,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
EntityUid? actionId = null;
AddAction(performer, ref actionId, out _, actionPrototypeId, container, component);
return actionId;
}
/// <summary>
/// Adds an action to an action holder. If the given entity does not exist, it will attempt to spawn one.
/// If the holder has no actions component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="actionId">Action entity to add</param>
/// <param name="component">The <see cref="performer"/>'s action component of </param>
/// <param name="actionPrototypeId">The action entity prototype id to use if <see cref="actionId"/> is invalid.</param>
/// <param name="container">The entity that contains/enables this action (e.g., flashlight).</param>
public bool AddAction(
EntityUid performer,
[NotNullWhen(true)] ref EntityUid? actionId,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
return AddAction(performer, ref actionId, out _, actionPrototypeId, container, component);
}
/// <inheritdoc cref="AddAction(Robust.Shared.GameObjects.EntityUid,ref System.Nullable{Robust.Shared.GameObjects.EntityUid},string?,Robust.Shared.GameObjects.EntityUid,Content.Shared.Actions.ActionsComponent?)"/>
public bool AddAction(
EntityUid performer,
[NotNullWhen(true)] ref EntityUid? actionId,
[NotNullWhen(true)] out BaseActionComponent? action,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
if (!container.IsValid())
container = performer;
if (!_actionContainer.EnsureAction(container, ref actionId, out action, actionPrototypeId))
return false;
return AddActionDirect(performer, actionId.Value, component, action);
}
/// <summary>
/// Adds a pre-existing action.
/// </summary>
public bool AddAction(
EntityUid performer,
EntityUid actionId,
EntityUid container,
ActionsComponent? comp = null,
BaseActionComponent? action = null,
ActionsContainerComponent? containerComp = null
)
{
if (!ResolveActionData(actionId, ref action))
return false;
if (action.Container != container
|| !Resolve(container, ref containerComp)
|| !containerComp.Container.Contains(actionId))
{
Log.Error($"Attempted to add an action with an invalid container: {ToPrettyString(actionId)}");
return false;
}
return AddActionDirect(performer, actionId, comp, action);
}
/// <summary>
/// Adds a pre-existing action. This also bypasses the requirement that the given action must be stored in a
/// valid action container.
/// </summary>
public bool AddActionDirect(
EntityUid performer,
EntityUid actionId,
ActionsComponent? comp = null,
BaseActionComponent? action = null)
{
if (!ResolveActionData(actionId, ref action))
return false;
DebugTools.Assert(action.Container == null ||
(TryComp(action.Container, out ActionsContainerComponent? containerComp)
&& containerComp.Container.Contains(actionId)));
if (action.AttachedEntity != null)
RemoveAction(action.AttachedEntity.Value, actionId, action: action);
DebugTools.AssertOwner(performer, comp);
comp ??= EnsureComp<ActionsComponent>(performer);
action.AttachedEntity = performer;
comp.Actions.Add(actionId);
Dirty(actionId, action);
Dirty(performer, comp);
ActionAdded(performer, actionId, comp, action);
return true;
}
/// <summary>
/// This method gets called after a new action got added.
/// </summary>
protected virtual void ActionAdded(EntityUid performer, EntityUid actionId, ActionsComponent comp, BaseActionComponent action)
{
// See client-side system for UI code.
}
/// <summary>
/// Grant pre-existing actions. If the entity has no action component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="actions">The actions to add</param>
/// <param name="container">The entity that enables these actions (e.g., flashlight). May be null (innate actions).</param>
/// <param name="comp">ActionsComponent.</param>
/// <param name="containerComp">ActionContainerComponent.</param>
public void GrantActions(EntityUid performer, IEnumerable<EntityUid> actions, EntityUid container, ActionsComponent? comp = null, ActionsContainerComponent? containerComp = null)
{
if (!Resolve(container, ref containerComp))
return;
DebugTools.AssertOwner(performer, comp);
comp ??= EnsureComp<ActionsComponent>(performer);
foreach (var actionId in actions)
{
AddAction(performer, actionId, container, comp, containerComp: containerComp);
}
}
/// <summary>
/// Grants all actions currently contained in some action-container. If the target entity has no action
/// component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="container">The entity that contains thee actions.</param>
public void GrantContainedActions(Entity<ActionsComponent?> performer, Entity<ActionsContainerComponent?> container)
{
if (!Resolve(container, ref container.Comp))
return;
performer.Comp ??= EnsureComp<ActionsComponent>(performer);
foreach (var actionId in container.Comp.Container.ContainedEntities)
{
if (TryGetActionData(actionId, out var action))
AddActionDirect(performer, actionId, performer.Comp, action);
}
}
/// <summary>
/// Grants the provided action from the container to the target entity. If the target entity has no action
/// component, this will give them one.
/// </summary>
/// <param name="performer"></param>
/// <param name="container"></param>
/// <param name="actionId"></param>
public void GrantContainedAction(Entity<ActionsComponent?> performer, Entity<ActionsContainerComponent?> container, EntityUid actionId)
{
if (!Resolve(container, ref container.Comp))
return;
performer.Comp ??= EnsureComp<ActionsComponent>(performer);
if (TryGetActionData(actionId, out var action))
AddActionDirect(performer, actionId, performer.Comp, action);
}
public IEnumerable<(EntityUid Id, BaseActionComponent Comp)> GetActions(EntityUid holderId, ActionsComponent? actions = null)
{
if (!Resolve(holderId, ref actions, false))
yield break;
foreach (var actionId in actions.Actions)
{
if (!TryGetActionData(actionId, out var action))
continue;
yield return (actionId, action);
}
}
/// <summary>
/// Remove any actions that were enabled by some other entity. Useful when unequiping items that grant actions.
/// </summary>
public void RemoveProvidedActions(EntityUid performer, EntityUid container, ActionsComponent? comp = null)
{
if (!Resolve(performer, ref comp, false))
return;
foreach (var actionId in comp.Actions.ToArray())
{
if (!TryGetActionData(actionId, out var action))
return;
if (action.Container == container)
RemoveAction(performer, actionId, comp);
}
}
/// <summary>
/// Removes a single provided action provided by another entity.
/// </summary>
public void RemoveProvidedAction(EntityUid performer, EntityUid container, EntityUid actionId, ActionsComponent? comp = null)
{
if (!Resolve(performer, ref comp, false) || !TryGetActionData(actionId, out var action))
return;
if (action.Container == container)
RemoveAction(performer, actionId, comp);
}
public void RemoveAction(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action))
return;
if (!TryComp(action.AttachedEntity, out ActionsComponent? comp))
return;
RemoveAction(action.AttachedEntity.Value, actionId, comp, action);
}
public void RemoveAction(EntityUid performer, EntityUid? actionId, ActionsComponent? comp = null, BaseActionComponent? action = null)
{
if (actionId == null)
return;
if (!ResolveActionData(actionId, ref action))
return;
if (action.AttachedEntity != performer)
{
DebugTools.Assert(!Resolve(performer, ref comp, false)
|| comp.LifeStage >= ComponentLifeStage.Stopping
|| !comp.Actions.Contains(actionId.Value));
if (!GameTiming.ApplyingState)
Log.Error($"Attempted to remove an action {ToPrettyString(actionId)} from an entity that it was never attached to: {ToPrettyString(performer)}. Trace: {Environment.StackTrace}");
return;
}
if (!Resolve(performer, ref comp, false))
{
DebugTools.Assert(action.AttachedEntity == null || TerminatingOrDeleted(action.AttachedEntity.Value));
action.AttachedEntity = null;
return;
}
if (action.AttachedEntity == null)
{
// action was already removed?
DebugTools.Assert(!comp.Actions.Contains(actionId.Value) || GameTiming.ApplyingState);
return;
}
comp.Actions.Remove(actionId.Value);
action.AttachedEntity = null;
Dirty(actionId.Value, action);
Dirty(performer, comp);
ActionRemoved(performer, actionId.Value, comp, action);
if (action.Temporary && (!_net.IsClient || action.ClientExclusive)) // WD EDIT
QueueDel(actionId.Value);
}
/// <summary>
/// This method gets called after an action got removed.
/// </summary>
protected virtual void ActionRemoved(EntityUid performer, EntityUid actionId, ActionsComponent comp, BaseActionComponent action)
{
// See client-side system for UI code.
}
#endregion
#region EquipHandlers
private void OnDidEquip(EntityUid uid, ActionsComponent component, DidEquipEvent args)
{
if (GameTiming.ApplyingState)
return;
var ev = new GetItemActionsEvent(_actionContainer, args.Equipee, args.Equipment, args.SlotFlags);
RaiseLocalEvent(args.Equipment, ev);
if (ev.Actions.Count == 0)
return;
GrantActions(args.Equipee, ev.Actions, args.Equipment, component);
}
private void OnHandEquipped(EntityUid uid, ActionsComponent component, DidEquipHandEvent args)
{
if (GameTiming.ApplyingState)
return;
var ev = new GetItemActionsEvent(_actionContainer, args.User, args.Equipped);
RaiseLocalEvent(args.Equipped, ev);
if (ev.Actions.Count == 0)
return;
GrantActions(args.User, ev.Actions, args.Equipped, component);
}
private void OnDidUnequip(EntityUid uid, ActionsComponent component, DidUnequipEvent args)
{
if (GameTiming.ApplyingState)
return;
RemoveProvidedActions(uid, args.Equipment, component);
}
private void OnHandUnequipped(EntityUid uid, ActionsComponent component, DidUnequipHandEvent args)
{
if (GameTiming.ApplyingState)
return;
RemoveProvidedActions(uid, args.Unequipped, component);
}
#endregion
public void SetEntityIcon(EntityUid uid, EntityUid? icon, BaseActionComponent? action = null)
{
if (!Resolve(uid, ref action))
return;
action.EntityIcon = icon;
Dirty(uid, action);
}
}