Predict appraisal tool verb! (#32496)

* First commit

* Network :(
This commit is contained in:
beck-thompson 2024-09-27 21:40:24 -07:00 committed by deltanedas
parent 0e510427e3
commit b4452f8fa5
5 changed files with 98 additions and 60 deletions

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using Content.Shared.Timing;
using Content.Shared.Cargo.Systems;
namespace Content.Client.Cargo.Systems;
/// <summary>
/// This handles...
/// </summary>
public sealed class ClientPriceGunSystem : SharedPriceGunSystem
{
[Dependency] private readonly UseDelaySystem _useDelay = default!;
protected override bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user)
{
if (!TryComp(priceGunUid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((priceGunUid, useDelay)))
return false;
// It feels worse if the cooldown is predicted but the popup isn't! So only do the cooldown reset on the server.
return true;
}
}

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@ -1,10 +0,0 @@
namespace Content.Server.Cargo.Components;
/// <summary>
/// This is used for the price gun, which calculates the price of any object it appraises.
/// </summary>
[RegisterComponent]
public sealed partial class PriceGunComponent : Component
{
}

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@ -1,73 +1,34 @@
using Content.Server.Cargo.Components;
using Content.Server.Popups;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using Content.Shared.Cargo.Systems;
namespace Content.Server.Cargo.Systems;
/// <summary>
/// This handles...
/// </summary>
public sealed class PriceGunSystem : EntitySystem
public sealed class PriceGunSystem : SharedPriceGunSystem
{
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly PricingSystem _pricingSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly CargoSystem _bountySystem = default!;
/// <inheritdoc/>
public override void Initialize()
protected override bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user)
{
SubscribeLocalEvent<PriceGunComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<PriceGunComponent, GetVerbsEvent<UtilityVerb>>(OnUtilityVerb);
}
private void OnUtilityVerb(EntityUid uid, PriceGunComponent component, GetVerbsEvent<UtilityVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Using == null)
return;
if (!TryComp(uid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((uid, useDelay)))
return;
var price = _pricingSystem.GetPrice(args.Target);
var verb = new UtilityVerb()
{
Act = () =>
{
_popupSystem.PopupEntity(Loc.GetString("price-gun-pricing-result", ("object", Identity.Entity(args.Target, EntityManager)), ("price", $"{price:F2}")), args.User, args.User);
_useDelay.TryResetDelay((uid, useDelay));
},
Text = Loc.GetString("price-gun-verb-text"),
Message = Loc.GetString("price-gun-verb-message", ("object", Identity.Entity(args.Target, EntityManager)))
};
args.Verbs.Add(verb);
}
private void OnAfterInteract(EntityUid uid, PriceGunComponent component, AfterInteractEvent args)
{
if (!args.CanReach || args.Target == null || args.Handled)
return;
if (!TryComp(uid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((uid, useDelay)))
return;
if (!TryComp(priceGunUid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((priceGunUid, useDelay)))
return false;
// Check if we're scanning a bounty crate
if (_bountySystem.IsBountyComplete(args.Target.Value, out _))
if (_bountySystem.IsBountyComplete(target, out _))
{
_popupSystem.PopupEntity(Loc.GetString("price-gun-bounty-complete"), args.User, args.User);
_popupSystem.PopupEntity(Loc.GetString("price-gun-bounty-complete"), user, user);
}
else // Otherwise appraise the price
{
double price = _pricingSystem.GetPrice(args.Target.Value);
_popupSystem.PopupEntity(Loc.GetString("price-gun-pricing-result", ("object", Identity.Entity(args.Target.Value, EntityManager)), ("price", $"{price:F2}")), args.User, args.User);
var price = _pricingSystem.GetPrice(target);
_popupSystem.PopupEntity(Loc.GetString("price-gun-pricing-result", ("object", Identity.Entity(target, EntityManager)), ("price", $"{price:F2}")), user, user);
}
_useDelay.TryResetDelay((uid, useDelay));
args.Handled = true;
_useDelay.TryResetDelay((priceGunUid, useDelay));
return true;
}
}

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using Robust.Shared.GameStates;
namespace Content.Shared.Cargo.Components;
/// <summary>
/// This is used for the price gun, which calculates the price of any object it appraises.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class PriceGunComponent : Component
{
}

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using Content.Shared.Cargo.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Verbs;
namespace Content.Shared.Cargo.Systems;
/// <summary>
/// The price gun system! If this component is on an entity, you can scan objects (Click or use verb) to see their price.
/// </summary>
public abstract class SharedPriceGunSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PriceGunComponent, GetVerbsEvent<UtilityVerb>>(OnUtilityVerb);
SubscribeLocalEvent<PriceGunComponent, AfterInteractEvent>(OnAfterInteract);
}
private void OnUtilityVerb(EntityUid uid, PriceGunComponent component, GetVerbsEvent<UtilityVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Using == null)
return;
var verb = new UtilityVerb()
{
Act = () =>
{
GetPriceOrBounty(uid, args.Target, args.User);
},
Text = Loc.GetString("price-gun-verb-text"),
Message = Loc.GetString("price-gun-verb-message", ("object", Identity.Entity(args.Target, EntityManager)))
};
args.Verbs.Add(verb);
}
private void OnAfterInteract(Entity<PriceGunComponent> entity, ref AfterInteractEvent args)
{
if (!args.CanReach || args.Target == null || args.Handled)
return;
args.Handled |= GetPriceOrBounty(entity, args.Target.Value, args.User);
}
/// <summary>
/// Find the price or confirm if the item is a bounty. Will give a popup of the result to the passed user.
/// </summary>
/// <returns></returns>
/// <remarks>
/// This is abstract for prediction. When the bounty system / cargo systems that are necessary are moved to shared,
/// combine all the server, client, and shared stuff into one non abstract file.
/// </remarks>
protected abstract bool GetPriceOrBounty(EntityUid priceGunUid, EntityUid target, EntityUid user);
}