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