Buckle Bugfix + Dynamic CPR Prio (#6375)
* Fix long-time carrying bug with buckling. Also change CPR priority * remove TODO comment * small nitpick Refactor OnRemoved method and improve code formatting. Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com> --------- Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com> Co-authored-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
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@ -392,7 +392,6 @@ public abstract partial class SharedBuckleSystem
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if (TryComp<PhysicsComponent>(buckle, out var physics))
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_physics.ResetDynamics(buckle, physics);
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// TOOD: DV - This fails when you try to buckle the entity you're carrying to something. Figure out why later.
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DebugTools.AssertEqual(xform.ParentUid, strap.Owner);
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}
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@ -1,5 +1,6 @@
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using Content.Shared._DV.Body.Components;
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using Content.Shared._DV.Body.Events;
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using Content.Shared.Buckle;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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@ -13,6 +14,7 @@ public sealed class CPRSystem : EntitySystem
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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public override void Initialize()
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{
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@ -85,7 +87,7 @@ public sealed class CPRSystem : EntitySystem
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{
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Act = () => StartCPR(user, target, cprComp.TimeLength),
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Text = Loc.GetString("cpr-verb-start"),
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Priority = 2,
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Priority = _buckle.IsBuckled(target) ? 3 : 1, // Higher priority if they are buckled. Otherwise, this conflicts with trying to carry.
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Disabled = alreadyAffected,
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Message = alreadyAffected ? Loc.GetString("cpr-verb-disabled-description") : Loc.GetString("cpr-verb-description"),
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};
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@ -30,6 +30,7 @@ using System.Numerics;
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using Content.Shared._DV.Polymorph;
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using Content.Shared._Floof.OfferItem;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Buckle;
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namespace Content.Shared._DV.Carrying;
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@ -70,7 +71,7 @@ public sealed class CarryingSystem : EntitySystem
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SubscribeLocalEvent<BeingCarriedComponent, GettingInteractedWithAttemptEvent>(OnInteractedWith);
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SubscribeLocalEvent<BeingCarriedComponent, PullAttemptEvent>(OnPullAttempt);
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SubscribeLocalEvent<BeingCarriedComponent, StartClimbEvent>(OnDrop);
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SubscribeLocalEvent<BeingCarriedComponent, BuckledEvent>(OnDrop);
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SubscribeLocalEvent<BeingCarriedComponent, BuckledEvent>(OnBuckle);
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SubscribeLocalEvent<BeingCarriedComponent, UnbuckledEvent>(OnDrop);
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SubscribeLocalEvent<BeingCarriedComponent, StrappedEvent>(OnDrop);
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SubscribeLocalEvent<BeingCarriedComponent, UnstrappedEvent>(OnDrop);
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@ -220,6 +221,13 @@ public sealed class CarryingSystem : EntitySystem
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DropCarried(ent.Comp.Carrier, ent);
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}
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private void OnBuckle(Entity<BeingCarriedComponent> ent, ref BuckledEvent args)
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{
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// Buckling to a bed already handles the reparenting to the entity that the carried
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// entity is buckled to, and then relays the BuckledEvent, so don't reparent to the grid.
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DropCarried(ent.Comp.Carrier, ent, attachToGrid: false);
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}
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private void OnRemoved(Entity<BeingCarriedComponent> ent, ref ComponentRemove args)
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{
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/*
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@ -327,9 +335,9 @@ public sealed class CarryingSystem : EntitySystem
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return true;
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}
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public void DropCarried(EntityUid carrier, EntityUid carried)
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public void DropCarried(EntityUid carrier, EntityUid carried, bool attachToGrid = true)
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{
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Drop(carried);
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Drop(carried, attachToGrid);
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CleanupCarrier(carrier, carried);
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}
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@ -341,12 +349,15 @@ public sealed class CarryingSystem : EntitySystem
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_movementSpeed.RefreshMovementSpeedModifiers(carrier);
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}
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private void Drop(EntityUid carried)
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private void Drop(EntityUid carried, bool attachToGrid = true)
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{
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RemComp<BeingCarriedComponent>(carried);
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RemComp<KnockedDownComponent>(carried); // TODO SHITMED: make sure this doesnt let you make someone with no legs walk
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_actionBlocker.UpdateCanMove(carried);
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_transform.AttachToGridOrMap(carried);
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// Some systems will handle re-parenting and then throw an event, and this changes the parent when it should not
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if (attachToGrid)
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_transform.AttachToGridOrMap(carried);
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_standingState.Stand(carried);
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}
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