6
StarHorizon_Public/Content.Shared/Interaction/InteractionPopupSystem.cs
2025-11-11 11:18:56 +03:00

185 lines
6.3 KiB
C#

using Content.Shared.Bed.Sleep;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Interaction;
public sealed class InteractionPopupSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly INetManager _netMan = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InteractionPopupComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<InteractionPopupComponent, ActivateInWorldEvent>(OnActivateInWorld);
}
private void OnActivateInWorld(EntityUid uid, InteractionPopupComponent component, ActivateInWorldEvent args)
{
if (!args.Complex)
return;
if (!component.OnActivate)
return;
SharedInteract(uid, component, args, args.Target, args.User);
}
private void OnInteractHand(EntityUid uid, InteractionPopupComponent component, InteractHandEvent args)
{
SharedInteract(uid, component, args, args.Target, args.User);
}
private void SharedInteract(
EntityUid uid,
InteractionPopupComponent component,
HandledEntityEventArgs args,
EntityUid target,
EntityUid user)
{
if (args.Handled || user == target)
return;
//Handling does nothing and this thing annoyingly plays way too often.
// HUH? What does this comment even mean?
if (HasComp<SleepingComponent>(uid))
return;
if (TryComp<MobStateComponent>(uid, out var state)
&& !_mobStateSystem.IsAlive(uid, state))
{
return;
}
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < component.LastInteractTime + component.InteractDelay)
return;
component.LastInteractTime = curTime;
// TODO: Should be an attempt event
// TODO: Need to handle pausing with an accumulator.
var msg = ""; // Stores the text to be shown in the popup message
SoundSpecifier? sfx = null; // Stores the filepath of the sound to be played
var predict = component.SuccessChance is 0 or 1
&& component.InteractSuccessSpawn == null
&& component.InteractFailureSpawn == null;
if (_netMan.IsClient && !predict)
return;
if (_random.Prob(component.SuccessChance))
{
if (component.InteractSuccessString != null)
msg = Loc.GetString(component.InteractSuccessString, ("target", Identity.Entity(uid, EntityManager))); // Success message (localized).
if (component.InteractSuccessSound != null)
sfx = component.InteractSuccessSound;
if (component.InteractSuccessSpawn != null)
Spawn(component.InteractSuccessSpawn, _transform.GetMapCoordinates(uid));
var ev = new InteractionSuccessEvent(user);
RaiseLocalEvent(target, ref ev);
}
else
{
if (component.InteractFailureString != null)
msg = Loc.GetString(component.InteractFailureString, ("target", Identity.Entity(uid, EntityManager))); // Failure message (localized).
if (component.InteractFailureSound != null)
sfx = component.InteractFailureSound;
if (component.InteractFailureSpawn != null)
Spawn(component.InteractFailureSpawn, _transform.GetMapCoordinates(uid));
var ev = new InteractionFailureEvent(user);
RaiseLocalEvent(target, ref ev);
}
if (!string.IsNullOrEmpty(component.MessagePerceivedByOthers))
{
var msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(uid, EntityManager)));
_popupSystem.PopupEntity(msgOthers, uid, Filter.PvsExcept(user, entityManager: EntityManager), true);
}
if (!predict)
{
_popupSystem.PopupEntity(msg, uid, user);
if (component.SoundPerceivedByOthers)
_audio.PlayPvs(sfx, target);
else
_audio.PlayEntity(sfx, Filter.Entities(user, target), target, false);
return;
}
_popupSystem.PopupClient(msg, uid, user);
if (sfx == null)
return;
if (component.SoundPerceivedByOthers)
{
_audio.PlayPredicted(sfx, target, user);
return;
}
if (_netMan.IsClient)
{
if (_gameTiming.IsFirstTimePredicted)
_audio.PlayEntity(sfx, Filter.Local(), target, true);
}
else
{
_audio.PlayEntity(sfx, Filter.Empty().FromEntities(target), target, false);
}
}
/// <summary>
/// Sets <see cref="InteractionPopupComponent.InteractSuccessString"/>.
/// </summary>
/// <para>
/// This field is not networked automatically, so this method must be called on both sides of the network.
/// </para>
public void SetInteractSuccessString(Entity<InteractionPopupComponent> ent, string str)
{
ent.Comp.InteractSuccessString = str;
}
/// <summary>
/// Sets <see cref="InteractionPopupComponent.InteractFailureString"/>.
/// </summary>
/// <para>
/// This field is not networked automatically, so this method must be called on both sides of the network.
/// </para>
public void SetInteractFailureString(Entity<InteractionPopupComponent> ent, string str)
{
ent.Comp.InteractFailureString = str;
}
}