Delta-v/Content.Shared/Xenoarchaeology/Artifact/SharedXenoArtifactSystem.XA...

152 lines
5.7 KiB
C#

using System.Linq;
using Content.Shared.Chemistry;
using Content.Shared.Damage;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Xenoarchaeology.Artifact.Components;
using Content.Shared.Xenoarchaeology.Artifact.XAT.Components;
namespace Content.Shared.Xenoarchaeology.Artifact;
public abstract partial class SharedXenoArtifactSystem
{
private void InitializeXAT()
{
XATRelayLocalEvent<DamageChangedEvent>();
XATRelayLocalEvent<InteractUsingEvent>();
XATRelayLocalEvent<PullStartedMessage>();
XATRelayLocalEvent<AttackedEvent>();
XATRelayLocalEvent<XATToolUseDoAfterEvent>();
XATRelayLocalEvent<InteractHandEvent>();
XATRelayLocalEvent<ReactionEntityEvent>();
XATRelayLocalEvent<LandEvent>();
// special case this one because we need to order the messages
SubscribeLocalEvent<XenoArtifactComponent, ExaminedEvent>(OnExamined);
}
/// <summary> Relays artifact events for artifact nodes. </summary>
protected void XATRelayLocalEvent<T>() where T : notnull
{
SubscribeLocalEvent<XenoArtifactComponent, T>(RelayEventToNodes);
}
private void OnExamined(Entity<XenoArtifactComponent> ent, ref ExaminedEvent args)
{
using (args.PushGroup(nameof(XenoArtifactComponent)))
{
RelayEventToNodes(ent, ref args);
}
}
protected void RelayEventToNodes<T>(Entity<XenoArtifactComponent> ent, ref T args) where T : notnull
{
var ev = new XenoArchNodeRelayedEvent<T>(ent, args);
var nodes = GetAllNodes(ent);
foreach (var node in nodes)
{
RaiseLocalEvent(node, ref ev);
}
}
/// <summary>
/// Attempts to shift artifact into unlocking state, in which it is going to listen to interactions, that could trigger nodes.
/// </summary>
public void TriggerXenoArtifact(Entity<XenoArtifactComponent> ent, Entity<XenoArtifactNodeComponent>? node, bool force = false)
{
// limits spontaneous chain activations, also prevents spamming every triggering tool to activate nodes
// without real knowledge about triggers
if (!force && _timing.CurTime < ent.Comp.NextUnlockTime)
return;
// DeltaV - start of node scanner overhaul
(Entity<XenoArtifactNodeComponent> node, int index)? parsedNode =
(node == null)
? null
: (node.Value, GetIndex(ent, node.Value));
bool partOfRelatedTriggersSet = true;
// DeltaV - end of node scanner overhaul
if (!_unlockingQuery.TryGetComponent(ent, out var unlockingComp))
{
unlockingComp = EnsureComp<XenoArtifactUnlockingComponent>(ent);
unlockingComp.EndTime = _timing.CurTime + ent.Comp.UnlockStateDuration;
Log.Debug($"{ToPrettyString(ent)} entered unlocking state");
if (_net.IsServer)
_popup.PopupEntity(Loc.GetString("artifact-unlock-state-begin"), ent);
Dirty(ent);
}
else if (parsedNode != null)
{
// DeltaV - start of node scanner overhaul
var relatedNodeIndices = GetRelatedNodes((ent, ent), parsedNode.Value.index);
partOfRelatedTriggersSet = unlockingComp.TriggeredNodeIndexesRelated.All(x => relatedNodeIndices.Contains(x));
// Checking for trigger "relatedness" is a much more accurate measurement
// of "is this locking phase going to fail" than upstream's predecessor/successor check.
// Upstream's version of this check had edge-cases where time would not add, even though the
// unlocking phase ends up succeeding.
// See definition of GetRelatedNodes() for details on the concept of "relatedness".
if (
unlockingComp.TriggeredNodeIndexes.Count == unlockingComp.TriggeredNodeIndexesRelated.Count
&& partOfRelatedTriggersSet
)
// we add time on each new trigger, if it is not going to fail us
unlockingComp.EndTime += ent.Comp.UnlockStateIncrementPerNode;
// DeltaV - end of node scanner overhaul
}
if (parsedNode != null && unlockingComp.TriggeredNodeIndexes.Add(parsedNode.Value.index))
{
// DeltaV - start of changes
// node scanner overhaul:
unlockingComp.TriggeredNodeIndexesOrdered.Add(parsedNode.Value.index);
if (partOfRelatedTriggersSet)
unlockingComp.TriggeredNodeIndexesRelated.Add(parsedNode.Value.index);
// faster unlock effect:
if (
ent.Comp.UnlockCompleteDuration is {} completeDuration
&& TryGetNodeFromUnlockState((ent.Owner, unlockingComp, ent.Comp), out var unlockingNode)
)
{
unlockingComp.EndTime = _timing.CurTime + completeDuration;
}
// DeltaV - end of changes
Dirty(ent, unlockingComp);
}
}
public void SetArtifexiumApplied(Entity<XenoArtifactUnlockingComponent> ent, bool val)
{
ent.Comp.ArtifexiumApplied = val;
Dirty(ent);
}
}
/// <summary>
/// Event wrapper for XenoArch Trigger events.
/// </summary>
[ByRefEvent]
public record struct XenoArchNodeRelayedEvent<TEvent>(Entity<XenoArtifactComponent> Artifact, TEvent Args)
{
/// <summary>
/// Original event.
/// </summary>
public TEvent Args = Args;
/// <summary>
/// Artifact entity, that received original event.
/// </summary>
public Entity<XenoArtifactComponent> Artifact = Artifact;
}