6
2026-01-24 12:49:55 +03:00

157 lines
6.2 KiB
C#

using Content.Server.Instruments;
using Content.Server.Speech.Components;
using Content.Shared.Instruments;
using Content.Shared.ActionBlocker;
using Content.Shared.Bed.Sleep;
using Content.Shared.Damage;
using Content.Shared.Damage.ForceSay;
using Content.Shared._DV.Harpy;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Mobs;
using Content.Shared.Popups;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.UserInterface;
using Content.Shared.Zombies;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server._DV.Harpy;
public sealed class HarpySingerSystem : SharedHarpySingerSystem
{
[Dependency] private readonly InstrumentSystem _instrument = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InstrumentComponent, MobStateChangedEvent>(OnMobStateChangedEvent);
SubscribeLocalEvent<GotEquippedEvent>(OnEquip);
SubscribeLocalEvent<EntityZombifiedEvent>(OnZombified);
SubscribeLocalEvent<InstrumentComponent, KnockedDownEvent>(OnKnockedDown);
SubscribeLocalEvent<InstrumentComponent, StunnedEvent>(OnStunned);
SubscribeLocalEvent<InstrumentComponent, SleepStateChangedEvent>(OnSleep);
SubscribeLocalEvent<InstrumentComponent, StatusEffectAddedEvent>(OnStatusEffect);
SubscribeLocalEvent<InstrumentComponent, DamageChangedEvent>(OnDamageChanged);
// This is intended to intercept the UI event and stop the MIDI UI from opening if the
// singer is unable to sing. Thus it needs to run before the ActivatableUISystem.
SubscribeLocalEvent<HarpySingerComponent, OpenUiActionEvent>(OnInstrumentOpen, before: new[] { typeof(ActivatableUISystem) });
}
private void OnEquip(GotEquippedEvent args)
{
// Check if an item that makes the singer mumble is equipped to their face
// (not their pockets!). As of writing, this should just be the muzzle.
if (TryComp<AddAccentClothingComponent>(args.Equipment, out var accent) &&
accent.ReplacementPrototype == "mumble" &&
args.Slot == "mask")
{
CloseMidiUi(args.Equipee);
}
}
private void OnMobStateChangedEvent(EntityUid uid, InstrumentComponent component, MobStateChangedEvent args)
{
if (args.NewMobState is MobState.Critical or MobState.Dead)
CloseMidiUi(args.Target);
}
private void OnZombified(ref EntityZombifiedEvent args)
{
CloseMidiUi(args.Target);
}
private void OnKnockedDown(EntityUid uid, InstrumentComponent component, ref KnockedDownEvent args)
{
CloseMidiUi(uid);
}
private void OnStunned(EntityUid uid, InstrumentComponent component, ref StunnedEvent args)
{
CloseMidiUi(uid);
}
private void OnSleep(EntityUid uid, InstrumentComponent component, ref SleepStateChangedEvent args)
{
if (args.FellAsleep)
CloseMidiUi(uid);
}
private void OnStatusEffect(EntityUid uid, InstrumentComponent component, StatusEffectAddedEvent args)
{
if (args.Key == "Muted")
CloseMidiUi(uid);
}
/// <summary>
/// Almost a copy of Content.Server.Damage.ForceSay.DamageForceSaySystem.OnDamageChanged.
/// Done so because DamageForceSaySystem doesn't output an event, and my understanding is
/// that we don't want to change upstream code more than necessary to avoid merge conflicts
/// and maintenance overhead. It still reuses the values from DamageForceSayComponent, so
/// any tweaks to that will keep ForceSay consistent with singing interruptions.
/// </summary>
private void OnDamageChanged(EntityUid uid, InstrumentComponent instrumentComponent, DamageChangedEvent args)
{
if (!TryComp<DamageForceSayComponent>(uid, out var component) ||
args.DamageDelta == null ||
!args.DamageIncreased ||
args.DamageDelta.GetTotal() < component.DamageThreshold ||
component.ValidDamageGroups == null)
return;
var totalApplicableDamage = FixedPoint2.Zero;
foreach (var (group, value) in args.DamageDelta.GetDamagePerGroup(_prototype))
{
if (!component.ValidDamageGroups.Contains(group))
continue;
totalApplicableDamage += value;
}
if (totalApplicableDamage >= component.DamageThreshold)
CloseMidiUi(uid);
}
/// <summary>
/// Closes the MIDI UI if it is open.
/// </summary>
private void CloseMidiUi(EntityUid uid)
{
if (HasComp<ActiveInstrumentComponent>(uid) &&
TryComp<ActorComponent>(uid, out var actor))
{
_instrument.ToggleInstrumentUi(uid, uid);
}
}
/// <summary>
/// Prevent the player from opening the MIDI UI under some circumstances.
/// </summary>
private void OnInstrumentOpen(EntityUid uid, HarpySingerComponent component, OpenUiActionEvent args)
{
// CanSpeak covers all reasons you can't talk, including being incapacitated
// (crit/dead), asleep, or for any reason mute inclding glimmer or a mime's vow.
var canNotSpeak = !_blocker.CanSpeak(uid);
var zombified = TryComp<ZombieComponent>(uid, out var _);
var muzzled = _inventorySystem.TryGetSlotEntity(uid, "mask", out var maskUid) &&
TryComp<AddAccentClothingComponent>(maskUid, out var accent) &&
accent.ReplacementPrototype == "mumble";
// Set this event as handled when the singer should be incapable of singing in order
// to stop the ActivatableUISystem event from opening the MIDI UI.
args.Handled = canNotSpeak || muzzled || zombified;
// Tell the user that they can not sing.
if (args.Handled)
_popupSystem.PopupEntity(Loc.GetString("no-sing-while-no-speak"), uid, uid, PopupType.Medium);
}
}