ECS buckle (#12586)
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3b818e836b
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d5ae5658a1
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@ -1,7 +1,4 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Vehicle.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Buckle
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{
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@ -9,65 +6,6 @@ namespace Content.Client.Buckle
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[ComponentReference(typeof(SharedBuckleComponent))]
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public sealed class BuckleComponent : SharedBuckleComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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private bool _buckled;
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private int? _originalDrawDepth;
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public override bool Buckled => _buckled;
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public override bool TryBuckle(EntityUid user, EntityUid to)
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{
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// TODO: Prediction
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return false;
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not BuckleComponentState buckle)
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{
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return;
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}
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_buckled = buckle.Buckled;
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LastEntityBuckledTo = buckle.LastEntityBuckledTo;
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DontCollide = buckle.DontCollide;
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_sysMan.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
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if (!_entMan.TryGetComponent(Owner, out SpriteComponent? ownerSprite))
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{
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return;
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}
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if (LastEntityBuckledTo != null && _entMan.HasComponent<VehicleComponent>(LastEntityBuckledTo))
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{
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return;
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}
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// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
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// Reset the draw depth when rotated in any other direction.
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// TODO when ECSing, make this a visualizer
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// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
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// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
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// better to get it working for most people before we look at a more permanent solution.
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if (_buckled &&
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LastEntityBuckledTo != null &&
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EntMan.GetComponent<TransformComponent>(LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
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EntMan.TryGetComponent<SpriteComponent>(LastEntityBuckledTo, out var buckledSprite))
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{
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_originalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
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return;
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}
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// If here, we're not turning north and should restore the saved draw depth.
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if (_originalDrawDepth.HasValue)
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{
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ownerSprite.DrawDepth = _originalDrawDepth.Value;
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_originalDrawDepth = null;
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}
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}
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public int? OriginalDrawDepth { get; set; }
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}
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}
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@ -1,18 +1,67 @@
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using Content.Client.Buckle.Strap;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Vehicle.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Client.Buckle
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{
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internal sealed class BuckleSystem : SharedBuckleSystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
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SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
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}
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private void OnBuckleHandleState(EntityUid uid, BuckleComponent buckle, ref ComponentHandleState args)
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{
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if (args.Current is not BuckleComponentState state)
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return;
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buckle.Buckled = state.Buckled;
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buckle.LastEntityBuckledTo = state.LastEntityBuckledTo;
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buckle.DontCollide = state.DontCollide;
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_actionBlocker.UpdateCanMove(uid);
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if (!TryComp(uid, out SpriteComponent? ownerSprite))
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return;
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if (HasComp<VehicleComponent>(buckle.LastEntityBuckledTo))
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return;
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// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
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// Reset the draw depth when rotated in any other direction.
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// TODO when ECSing, make this a visualizer
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// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
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// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
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// better to get it working for most people before we look at a more permanent solution.
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if (buckle.Buckled &&
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buckle.LastEntityBuckledTo != null &&
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Transform(buckle.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
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TryComp<SpriteComponent>(buckle.LastEntityBuckledTo, out var buckledSprite))
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{
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buckle.OriginalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
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return;
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}
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// If here, we're not turning north and should restore the saved draw depth.
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if (buckle.OriginalDrawDepth.HasValue)
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{
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ownerSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
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buckle.OriginalDrawDepth = null;
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}
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}
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private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StrapComponentState state) return;
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@ -1,11 +1,11 @@
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using System.Threading.Tasks;
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using Content.Server.Body.Systems;
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using Content.Server.Buckle.Components;
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using Content.Server.Buckle.Systems;
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using Content.Server.Hands.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Standing;
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using NUnit.Framework;
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@ -57,9 +57,9 @@ namespace Content.IntegrationTests.Tests.Buckle
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var coordinates = testMap.GridCoords;
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var entityManager = server.ResolveDependency<IEntityManager>();
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var actionBlocker = entityManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>();
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var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<BuckleSystem>();
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var standingState = entityManager.EntitySysManager.GetEntitySystem<StandingStateSystem>();
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EntityUid human = default;
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EntityUid chair = default;
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BuckleComponent buckle = null;
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@ -87,18 +87,17 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.Zero(strap.OccupiedSize);
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// Side effects of buckling
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle));
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Assert.NotNull(buckle.BuckledTo);
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Assert.True(buckle.Buckled);
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Assert.True(((BuckleComponentState) buckle.GetComponentState()).Buckled);
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Assert.False(actionBlocker.CanMove(human));
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Assert.False(actionBlocker.CanChangeDirection(human));
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Assert.False(standingState.Down(human));
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Assert.That(
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(entityManager.GetComponent<TransformComponent>(human).WorldPosition -
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entityManager.GetComponent<TransformComponent>(chair).WorldPosition).Length,
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Is.LessThanOrEqualTo(buckle.BuckleOffset.Length));
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Is.LessThanOrEqualTo(0));
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// Side effects of buckling for the strap
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Assert.That(strap.BuckledEntities, Does.Contain(human));
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@ -106,11 +105,12 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.Positive(strap.OccupiedSize);
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// Trying to buckle while already buckled fails
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Assert.False(buckle.TryBuckle(human, chair));
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Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle));
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// Trying to unbuckle too quickly fails
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Assert.False(buckle.TryUnbuckle(human));
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Assert.False(buckle.ToggleBuckle(human, chair));
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Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
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Assert.True(buckle.Buckled);
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Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
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Assert.True(buckle.Buckled);
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});
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@ -123,7 +123,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.True(buckle.Buckled);
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// Unbuckle
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Assert.True(buckle.TryUnbuckle(human));
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Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
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Assert.Null(buckle.BuckledTo);
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Assert.False(buckle.Buckled);
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Assert.True(actionBlocker.CanMove(human));
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@ -135,15 +135,15 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.Zero(strap.OccupiedSize);
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// Re-buckling has no cooldown
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
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Assert.True(buckle.Buckled);
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// On cooldown
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Assert.False(buckle.TryUnbuckle(human));
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Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
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Assert.True(buckle.Buckled);
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Assert.False(buckle.ToggleBuckle(human, chair));
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Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
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Assert.True(buckle.Buckled);
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Assert.False(buckle.ToggleBuckle(human, chair));
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Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
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Assert.True(buckle.Buckled);
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});
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@ -156,38 +156,38 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.True(buckle.Buckled);
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// Unbuckle
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Assert.True(buckle.TryUnbuckle(human));
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Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
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Assert.False(buckle.Buckled);
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// Move away from the chair
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entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1000, 1000);
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// Out of range
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Assert.False(buckle.TryBuckle(human, chair));
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Assert.False(buckle.TryUnbuckle(human));
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Assert.False(buckle.ToggleBuckle(human, chair));
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Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
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Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
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Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
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// Move near the chair
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entityManager.GetComponent<TransformComponent>(human).WorldPosition =
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entityManager.GetComponent<TransformComponent>(chair).WorldPosition + (0.5f, 0);
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// In range
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
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Assert.True(buckle.Buckled);
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Assert.False(buckle.TryUnbuckle(human));
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Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
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Assert.True(buckle.Buckled);
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Assert.False(buckle.ToggleBuckle(human, chair));
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Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
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Assert.True(buckle.Buckled);
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// Force unbuckle
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Assert.True(buckle.TryUnbuckle(human, true));
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Assert.True(buckleSystem.TryUnbuckle(human, human, true, buckle: buckle));
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Assert.False(buckle.Buckled);
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Assert.True(actionBlocker.CanMove(human));
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Assert.True(actionBlocker.CanChangeDirection(human));
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Assert.True(standingState.Down(human));
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// Re-buckle
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
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// Move away from the chair
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entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1, 0);
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var entityManager = server.ResolveDependency<IEntityManager>();
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var handsSys = entityManager.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
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var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<BuckleSystem>();
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await server.WaitAssertion(() =>
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{
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@ -238,7 +239,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.True(entityManager.TryGetComponent(human, out body));
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// Buckle
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
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Assert.NotNull(buckle.BuckledTo);
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Assert.True(buckle.Buckled);
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@ -287,7 +288,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.Null(hand.HeldEntity);
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}
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buckle.TryUnbuckle(human, true);
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buckleSystem.TryUnbuckle(human, human, true, buckle: buckle);
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});
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await pairTracker.CleanReturnAsync();
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@ -303,6 +304,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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var testMap = await PoolManager.CreateTestMap(pairTracker);
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var coordinates = testMap.GridCoords;
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var entityManager = server.ResolveDependency<IEntityManager>();
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var buckleSystem = entityManager.System<BuckleSystem>();
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EntityUid human = default;
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EntityUid chair = default;
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@ -318,7 +320,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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Assert.True(entityManager.HasComponent<StrapComponent>(chair));
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// Buckle
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
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Assert.NotNull(buckle.BuckledTo);
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Assert.True(buckle.Buckled);
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@ -336,7 +338,7 @@ namespace Content.IntegrationTests.Tests.Buckle
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entityManager.GetComponent<TransformComponent>(human).WorldPosition -= (100, 0);
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// Buckle
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Assert.True(buckle.TryBuckle(human, chair));
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Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
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Assert.NotNull(buckle.BuckledTo);
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Assert.True(buckle.Buckled);
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});
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@ -1,4 +1,4 @@
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using Content.Server.Buckle.Components;
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using Content.Server.Buckle.Systems;
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using Content.Shared.Alert;
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using JetBrains.Annotations;
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@ -13,10 +13,7 @@ namespace Content.Server.Alert.Click
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{
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public void AlertClicked(EntityUid player)
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out BuckleComponent? buckle))
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{
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buckle.TryUnbuckle(player);
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}
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IoCManager.Resolve<IEntityManager>().System<BuckleSystem>().TryUnbuckle(player, player);
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}
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}
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}
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@ -1,365 +1,38 @@
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using Content.Server.Hands.Components;
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using Content.Server.Pulling;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Buckle.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.EntitySystems;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Standing;
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using Content.Shared.Stunnable;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using System.Diagnostics.CodeAnalysis;
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namespace Content.Server.Buckle.Components
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namespace Content.Server.Buckle.Components;
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/// <summary>
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/// Component that handles sitting entities into <see cref="StrapComponent"/>s.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedBuckleComponent))]
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public sealed class BuckleComponent : SharedBuckleComponent
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{
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/// <summary>
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/// Component that handles sitting entities into <see cref="StrapComponent"/>s.
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/// The amount of time that must pass for this entity to
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/// be able to unbuckle after recently buckling.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedBuckleComponent))]
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public sealed class BuckleComponent : SharedBuckleComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[DataField("delay")]
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[ViewVariables]
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public TimeSpan UnbuckleDelay = TimeSpan.FromSeconds(0.25f);
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[DataField("size")]
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private int _size = 100;
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/// <summary>
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/// The time that this entity buckled at.
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/// </summary>
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[ViewVariables] public TimeSpan BuckleTime;
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/// <summary>
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/// The amount of time that must pass for this entity to
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/// be able to unbuckle after recently buckling.
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/// </summary>
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[DataField("delay")]
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[ViewVariables]
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private TimeSpan _unbuckleDelay = TimeSpan.FromSeconds(0.25f);
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/// <summary>
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/// The strap that this component is buckled to.
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/// </summary>
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[ViewVariables]
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public StrapComponent? BuckledTo { get; set; }
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/// <summary>
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/// The time that this entity buckled at.
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/// </summary>
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[ViewVariables]
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private TimeSpan _buckleTime;
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/// <summary>
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/// The position offset that is being applied to this entity if buckled.
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/// </summary>
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public Vector2 BuckleOffset { get; private set; }
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private StrapComponent? _buckledTo;
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/// <summary>
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/// The strap that this component is buckled to.
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/// </summary>
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[ViewVariables]
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public StrapComponent? BuckledTo
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||||
{
|
||||
get => _buckledTo;
|
||||
private set
|
||||
{
|
||||
_buckledTo = value;
|
||||
_buckleTime = _gameTiming.CurTime;
|
||||
_sysMan.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
|
||||
Dirty(EntMan);
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables]
|
||||
public override bool Buckled => BuckledTo != null;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of space that this entity occupies in a
|
||||
/// <see cref="StrapComponent"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public int Size => _size;
|
||||
|
||||
/// <summary>
|
||||
/// Shows or hides the buckled status effect depending on if the
|
||||
/// entity is buckled or not.
|
||||
/// </summary>
|
||||
private void UpdateBuckleStatus()
|
||||
{
|
||||
if (Buckled)
|
||||
{
|
||||
AlertType alertType = BuckledTo?.BuckledAlertType ?? AlertType.Buckled;
|
||||
EntitySystem.Get<AlertsSystem>().ShowAlert(Owner, alertType);
|
||||
}
|
||||
else
|
||||
{
|
||||
EntitySystem.Get<AlertsSystem>().ClearAlertCategory(Owner, AlertCategory.Buckled);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanBuckle(EntityUid user, EntityUid to, [NotNullWhen(true)] out StrapComponent? strap)
|
||||
{
|
||||
var popupSystem = EntitySystem.Get<SharedPopupSystem>();
|
||||
strap = null;
|
||||
|
||||
if (user == to)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EntMan.TryGetComponent(to, out strap))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var strapUid = strap.Owner;
|
||||
bool Ignored(EntityUid entity) => entity == Owner || entity == user || entity == strapUid;
|
||||
|
||||
if (!EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(Owner, strapUid, Range, predicate: Ignored, popup: true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If in a container
|
||||
if (Owner.TryGetContainer(out var ownerContainer))
|
||||
{
|
||||
// And not in the same container as the strap
|
||||
if (!strap.Owner.TryGetContainer(out var strapContainer) ||
|
||||
ownerContainer != strapContainer)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!EntMan.HasComponent<HandsComponent>(user))
|
||||
{
|
||||
popupSystem.PopupEntity(Loc.GetString("buckle-component-no-hands-message"), user, Filter.Entities(user));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Buckled)
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "buckle-component-already-buckled-message"
|
||||
: "buckle-component-other-already-buckled-message", ("owner", Identity.Entity(Owner, _entMan)));
|
||||
popupSystem.PopupEntity(message, user, Filter.Entities(user));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
var parent = EntMan.GetComponent<TransformComponent>(to).Parent;
|
||||
while (parent != null)
|
||||
{
|
||||
if (parent == EntMan.GetComponent<TransformComponent>(user))
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "buckle-component-cannot-buckle-message"
|
||||
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(Owner, _entMan)));
|
||||
popupSystem.PopupEntity(message, user, Filter.Entities(user));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
parent = parent.Parent;
|
||||
}
|
||||
|
||||
if (!strap.HasSpace(this))
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "buckle-component-cannot-fit-message"
|
||||
: "buckle-component-other-cannot-fit-message", ("owner", Identity.Entity(Owner, _entMan)));
|
||||
popupSystem.PopupEntity(message, user, Filter.Entities(user));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool TryBuckle(EntityUid user, EntityUid to)
|
||||
{
|
||||
var popupSystem = EntitySystem.Get<SharedPopupSystem>();
|
||||
if (!CanBuckle(user, to, out var strap))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
SoundSystem.Play(strap.BuckleSound.GetSound(), Filter.Pvs(Owner), Owner);
|
||||
|
||||
if (!strap.TryAdd(this))
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "buckle-component-cannot-buckle-message"
|
||||
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(Owner, _entMan)));
|
||||
popupSystem.PopupEntity(message, user, Filter.Entities(user));
|
||||
return false;
|
||||
}
|
||||
|
||||
if(EntMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
|
||||
appearance.SetData(BuckleVisuals.Buckled, true);
|
||||
|
||||
ReAttach(strap);
|
||||
|
||||
BuckledTo = strap;
|
||||
LastEntityBuckledTo = BuckledTo.Owner;
|
||||
DontCollide = true;
|
||||
|
||||
UpdateBuckleStatus();
|
||||
|
||||
var ev = new BuckleChangeEvent() { Buckling = true, Strap = BuckledTo.Owner, BuckledEntity = Owner };
|
||||
EntMan.EventBus.RaiseLocalEvent(ev.BuckledEntity, ev, false);
|
||||
EntMan.EventBus.RaiseLocalEvent(ev.Strap, ev, false);
|
||||
|
||||
if (EntMan.TryGetComponent(Owner, out SharedPullableComponent? ownerPullable))
|
||||
{
|
||||
if (ownerPullable.Puller != null)
|
||||
{
|
||||
EntitySystem.Get<PullingSystem>().TryStopPull(ownerPullable);
|
||||
}
|
||||
}
|
||||
|
||||
if (EntMan.TryGetComponent(to, out SharedPullableComponent? toPullable))
|
||||
{
|
||||
if (toPullable.Puller == Owner)
|
||||
{
|
||||
// can't pull it and buckle to it at the same time
|
||||
EntitySystem.Get<PullingSystem>().TryStopPull(toPullable);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to unbuckle the Owner of this component from its current strap.
|
||||
/// </summary>
|
||||
/// <param name="user">The entity doing the unbuckling.</param>
|
||||
/// <param name="force">
|
||||
/// Whether to force the unbuckling or not. Does not guarantee true to
|
||||
/// be returned, but guarantees the owner to be unbuckled afterwards.
|
||||
/// </param>
|
||||
/// <returns>
|
||||
/// true if the owner was unbuckled, otherwise false even if the owner
|
||||
/// was previously already unbuckled.
|
||||
/// </returns>
|
||||
public bool TryUnbuckle(EntityUid user, bool force = false)
|
||||
{
|
||||
if (BuckledTo == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var oldBuckledTo = BuckledTo;
|
||||
|
||||
if (!force)
|
||||
{
|
||||
if (_gameTiming.CurTime < _buckleTime + _unbuckleDelay)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(user, oldBuckledTo.Owner, Range, popup: true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (EntMan.TryGetComponent<SleepingComponent>(Owner, out var sleeping) && Owner == user)
|
||||
return false;
|
||||
// If the strap is a vehicle and the rider is not the person unbuckling, return.
|
||||
if (EntMan.TryGetComponent<VehicleComponent>(oldBuckledTo.Owner, out var vehicle) &&
|
||||
vehicle.Rider != user)
|
||||
return false;
|
||||
}
|
||||
|
||||
BuckledTo = null;
|
||||
|
||||
var entManager = IoCManager.Resolve<IEntityManager>();
|
||||
var xform = entManager.GetComponent<TransformComponent>(Owner);
|
||||
var oldBuckledXform = entManager.GetComponent<TransformComponent>(oldBuckledTo.Owner);
|
||||
|
||||
if (xform.ParentUid == oldBuckledXform.Owner)
|
||||
{
|
||||
xform.AttachParentToContainerOrGrid();
|
||||
xform.WorldRotation = oldBuckledXform.WorldRotation;
|
||||
|
||||
if (oldBuckledTo.UnbuckleOffset != Vector2.Zero)
|
||||
xform.Coordinates = oldBuckledXform.Coordinates.Offset(oldBuckledTo.UnbuckleOffset);
|
||||
}
|
||||
|
||||
if(EntMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
|
||||
appearance.SetData(BuckleVisuals.Buckled, false);
|
||||
|
||||
if (EntMan.HasComponent<KnockedDownComponent>(Owner)
|
||||
| (EntMan.TryGetComponent<MobStateComponent>(Owner, out var mobState) && mobState.IsIncapacitated()))
|
||||
{
|
||||
EntitySystem.Get<StandingStateSystem>().Down(Owner);
|
||||
}
|
||||
else
|
||||
{
|
||||
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
|
||||
}
|
||||
|
||||
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
|
||||
.EnterState(mobState, mobState?.CurrentState);
|
||||
|
||||
UpdateBuckleStatus();
|
||||
|
||||
oldBuckledTo.Remove(this);
|
||||
SoundSystem.Play(oldBuckledTo.UnbuckleSound.GetSound(), Filter.Pvs(Owner), Owner);
|
||||
|
||||
var ev = new BuckleChangeEvent() { Buckling = false, Strap = oldBuckledTo.Owner, BuckledEntity = Owner };
|
||||
EntMan.EventBus.RaiseLocalEvent(Owner, ev, false);
|
||||
EntMan.EventBus.RaiseLocalEvent(oldBuckledTo.Owner, ev, false);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an entity toggle the buckling status of the owner to a
|
||||
/// specific entity.
|
||||
/// </summary>
|
||||
/// <param name="user">The entity doing the buckling/unbuckling.</param>
|
||||
/// <param name="to">
|
||||
/// The entity to toggle the buckle status of the owner to.
|
||||
/// </param>
|
||||
/// <param name="force">
|
||||
/// Whether to force the unbuckling or not, if it happens. Does not
|
||||
/// guarantee true to be returned, but guarantees the owner to be
|
||||
/// unbuckled afterwards.
|
||||
/// </param>
|
||||
/// <returns>true if the buckling status was changed, false otherwise.</returns>
|
||||
public bool ToggleBuckle(EntityUid user, EntityUid to, bool force = false)
|
||||
{
|
||||
if (BuckledTo?.Owner == to)
|
||||
{
|
||||
return TryUnbuckle(user, force);
|
||||
}
|
||||
|
||||
return TryBuckle(user, to);
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
UpdateBuckleStatus();
|
||||
}
|
||||
|
||||
protected override void Shutdown()
|
||||
{
|
||||
BuckledTo?.Remove(this);
|
||||
TryUnbuckle(Owner, true);
|
||||
|
||||
_buckleTime = default;
|
||||
UpdateBuckleStatus();
|
||||
|
||||
base.Shutdown();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new BuckleComponentState(Buckled, LastEntityBuckledTo, DontCollide);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// The amount of space that this entity occupies in a
|
||||
/// <see cref="StrapComponent"/>.
|
||||
/// </summary>
|
||||
[DataField("size")]
|
||||
[ViewVariables]
|
||||
public int Size = 100;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,10 +1,9 @@
|
|||
using System.Linq;
|
||||
using Content.Server.Buckle.Systems;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.DragDrop;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
|
||||
namespace Content.Server.Buckle.Components
|
||||
{
|
||||
|
|
@ -150,14 +149,11 @@ namespace Content.Server.Buckle.Components
|
|||
|
||||
public void RemoveAll()
|
||||
{
|
||||
var entManager = IoCManager.Resolve<IEntityManager>();
|
||||
var buckleSystem = IoCManager.Resolve<IEntityManager>().System<BuckleSystem>();
|
||||
|
||||
foreach (var entity in BuckledEntities.ToArray())
|
||||
{
|
||||
if (entManager.TryGetComponent<BuckleComponent>(entity, out var buckle))
|
||||
{
|
||||
buckle.TryUnbuckle(entity, true);
|
||||
}
|
||||
buckleSystem.TryUnbuckle(entity, entity, true);
|
||||
}
|
||||
|
||||
BuckledEntities.Clear();
|
||||
|
|
@ -167,10 +163,8 @@ namespace Content.Server.Buckle.Components
|
|||
|
||||
public override bool DragDropOn(DragDropEvent eventArgs)
|
||||
{
|
||||
var entManager = IoCManager.Resolve<IEntityManager>();
|
||||
|
||||
if (!entManager.TryGetComponent(eventArgs.Dragged, out BuckleComponent? buckleComponent)) return false;
|
||||
return buckleComponent.TryBuckle(eventArgs.User, Owner);
|
||||
var buckleSystem = IoCManager.Resolve<IEntityManager>().System<BuckleSystem>();
|
||||
return buckleSystem.TryBuckle(eventArgs.Dragged, eventArgs.User, Owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,130 +1,473 @@
|
|||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Server.Buckle.Components;
|
||||
using Content.Server.Interaction;
|
||||
using Content.Server.Popups;
|
||||
using Content.Server.Pulling;
|
||||
using Content.Server.Storage.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Bed.Sleep;
|
||||
using Content.Shared.Buckle;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.MobState.EntitySystems;
|
||||
using Content.Shared.Pulling.Components;
|
||||
using Content.Shared.Stunnable;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Content.Shared.Verbs;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Containers;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.Buckle.Systems
|
||||
namespace Content.Server.Buckle.Systems;
|
||||
|
||||
[UsedImplicitly]
|
||||
public sealed class BuckleSystem : SharedBuckleSystem
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class BuckleSystem : SharedBuckleSystem
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
|
||||
[Dependency] private readonly AlertsSystem _alerts = default!;
|
||||
[Dependency] private readonly AppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly ContainerSystem _containers = default!;
|
||||
[Dependency] private readonly InteractionSystem _interactions = default!;
|
||||
[Dependency] private readonly SharedMobStateSystem _mobState = default!;
|
||||
[Dependency] private readonly PopupSystem _popups = default!;
|
||||
[Dependency] private readonly PullingSystem _pulling = default!;
|
||||
[Dependency] private readonly Shared.Standing.StandingStateSystem _standing = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
public override void Initialize()
|
||||
base.Initialize();
|
||||
|
||||
UpdatesAfter.Add(typeof(InteractionSystem));
|
||||
UpdatesAfter.Add(typeof(InputSystem));
|
||||
|
||||
SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState);
|
||||
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(ContainerModifiedStrap);
|
||||
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, ComponentStartup>(OnBuckleStartup);
|
||||
SubscribeLocalEvent<BuckleComponent, ComponentShutdown>(OnBuckleShutdown);
|
||||
SubscribeLocalEvent<BuckleComponent, ComponentGetState>(OnBuckleGetState);
|
||||
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
|
||||
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
|
||||
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
|
||||
SubscribeLocalEvent<BuckleComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
|
||||
SubscribeLocalEvent<BuckleComponent, CanDropEvent>(OnBuckleCanDrop);
|
||||
SubscribeLocalEvent<BuckleComponent, DragDropEvent>(OnBuckleDragDrop);
|
||||
}
|
||||
|
||||
private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance);
|
||||
}
|
||||
|
||||
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
|
||||
{
|
||||
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
|
||||
return;
|
||||
|
||||
InteractionVerb verb = new()
|
||||
{
|
||||
base.Initialize();
|
||||
Act = () => TryUnbuckle(uid, args.User, buckle: component),
|
||||
Text = Loc.GetString("verb-categories-unbuckle"),
|
||||
IconTexture = "/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png"
|
||||
};
|
||||
|
||||
UpdatesAfter.Add(typeof(InteractionSystem));
|
||||
UpdatesAfter.Add(typeof(InputSystem));
|
||||
|
||||
SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState);
|
||||
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(ContainerModifiedStrap);
|
||||
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
|
||||
|
||||
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
|
||||
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
|
||||
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
|
||||
SubscribeLocalEvent<BuckleComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
|
||||
if (args.Target == args.User && args.Using == null)
|
||||
{
|
||||
// A user is left clicking themselves with an empty hand, while buckled.
|
||||
// It is very likely they are trying to unbuckle themselves.
|
||||
verb.Priority = 1;
|
||||
}
|
||||
|
||||
private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
private void OnBuckleStartup(EntityUid uid, BuckleComponent component, ComponentStartup args)
|
||||
{
|
||||
UpdateBuckleStatus(uid, component);
|
||||
}
|
||||
|
||||
private void OnBuckleShutdown(EntityUid uid, BuckleComponent component, ComponentShutdown args)
|
||||
{
|
||||
component.BuckledTo?.Remove(component);
|
||||
TryUnbuckle(uid, uid, true, component);
|
||||
|
||||
component.BuckleTime = default;
|
||||
}
|
||||
|
||||
private void OnBuckleGetState(EntityUid uid, BuckleComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new BuckleComponentState(component.Buckled, component.LastEntityBuckledTo, component.DontCollide);
|
||||
}
|
||||
|
||||
private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
|
||||
{
|
||||
args.Handled = TryUnbuckle(uid, args.User, buckle: component);
|
||||
}
|
||||
|
||||
private void MoveEvent(EntityUid uid, BuckleComponent buckle, ref MoveEvent ev)
|
||||
{
|
||||
var strap = buckle.BuckledTo;
|
||||
|
||||
if (strap == null)
|
||||
{
|
||||
args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance);
|
||||
return;
|
||||
}
|
||||
|
||||
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
|
||||
var strapPosition = Transform(strap.Owner).Coordinates;
|
||||
|
||||
if (ev.NewPosition.InRange(EntityManager, strapPosition, strap.MaxBuckleDistance))
|
||||
{
|
||||
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
|
||||
return;
|
||||
|
||||
InteractionVerb verb = new()
|
||||
{
|
||||
Act = () => component.TryUnbuckle(args.User),
|
||||
Text = Loc.GetString("verb-categories-unbuckle"),
|
||||
IconTexture = "/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png"
|
||||
};
|
||||
|
||||
if (args.Target == args.User && args.Using == null)
|
||||
{
|
||||
// A user is left clicking themselves with an empty hand, while buckled.
|
||||
// It is very likely they are trying to unbuckle themselves.
|
||||
verb.Priority = 1;
|
||||
}
|
||||
|
||||
args.Verbs.Add(verb);
|
||||
return;
|
||||
}
|
||||
|
||||
private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
|
||||
TryUnbuckle(uid, buckle.Owner, true, buckle);
|
||||
}
|
||||
|
||||
private void ContainerModifiedStrap(EntityUid uid, StrapComponent strap, ContainerModifiedMessage message)
|
||||
{
|
||||
if (GameTiming.ApplyingState)
|
||||
return;
|
||||
|
||||
foreach (var buckledEntity in strap.BuckledEntities)
|
||||
{
|
||||
args.Handled = component.TryUnbuckle(args.User);
|
||||
}
|
||||
|
||||
private void MoveEvent(EntityUid uid, BuckleComponent buckle, ref MoveEvent ev)
|
||||
{
|
||||
var strap = buckle.BuckledTo;
|
||||
|
||||
if (strap == null)
|
||||
if (!TryComp(buckledEntity, out BuckleComponent? buckled))
|
||||
{
|
||||
return;
|
||||
continue;
|
||||
}
|
||||
|
||||
var strapPosition = EntityManager.GetComponent<TransformComponent>(strap.Owner).Coordinates.Offset(buckle.BuckleOffset);
|
||||
|
||||
if (ev.NewPosition.InRange(EntityManager, strapPosition, strap.MaxBuckleDistance))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buckle.TryUnbuckle(buckle.Owner, true);
|
||||
}
|
||||
|
||||
private void ContainerModifiedStrap(EntityUid uid, StrapComponent strap, ContainerModifiedMessage message)
|
||||
{
|
||||
if (GameTiming.ApplyingState)
|
||||
return;
|
||||
|
||||
foreach (var buckledEntity in strap.BuckledEntities)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(buckledEntity, out BuckleComponent? buckled))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ContainerModifiedReAttach(buckled, strap);
|
||||
}
|
||||
}
|
||||
|
||||
private void ContainerModifiedReAttach(BuckleComponent buckle, StrapComponent? strap)
|
||||
{
|
||||
if (strap == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var contained = buckle.Owner.TryGetContainer(out var ownContainer);
|
||||
var strapContained = strap.Owner.TryGetContainer(out var strapContainer);
|
||||
|
||||
if (contained != strapContained || ownContainer != strapContainer)
|
||||
{
|
||||
buckle.TryUnbuckle(buckle.Owner, true);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!contained)
|
||||
{
|
||||
buckle.ReAttach(strap);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnEntityStorageInsertAttempt(EntityUid uid, BuckleComponent comp, InsertIntoEntityStorageAttemptEvent args)
|
||||
{
|
||||
if (comp.Buckled)
|
||||
args.Cancel();
|
||||
ContainerModifiedReAttach(buckledEntity, strap.Owner, buckled, strap);
|
||||
}
|
||||
}
|
||||
|
||||
private void ContainerModifiedReAttach(EntityUid buckleId, EntityUid strapId, BuckleComponent? buckle = null, StrapComponent? strap = null)
|
||||
{
|
||||
if (!Resolve(buckleId, ref buckle, false) ||
|
||||
!Resolve(strapId, ref strap, false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var contained = _containers.TryGetContainingContainer(buckleId, out var ownContainer);
|
||||
var strapContained = _containers.TryGetContainingContainer(strapId, out var strapContainer);
|
||||
|
||||
if (contained != strapContained || ownContainer != strapContainer)
|
||||
{
|
||||
TryUnbuckle(buckleId, buckle.Owner, true, buckle);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!contained)
|
||||
{
|
||||
ReAttach(buckleId, strap, buckle);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnEntityStorageInsertAttempt(EntityUid uid, BuckleComponent comp, InsertIntoEntityStorageAttemptEvent args)
|
||||
{
|
||||
if (comp.Buckled)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnBuckleCanDrop(EntityUid uid, BuckleComponent component, CanDropEvent args)
|
||||
{
|
||||
args.Handled = HasComp<StrapComponent>(args.Target);
|
||||
}
|
||||
|
||||
private void OnBuckleDragDrop(EntityUid uid, BuckleComponent component, DragDropEvent args)
|
||||
{
|
||||
args.Handled = TryBuckle(uid, args.User, args.Target, component);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shows or hides the buckled status effect depending on if the
|
||||
/// entity is buckled or not.
|
||||
/// </summary>
|
||||
private void UpdateBuckleStatus(EntityUid uid, BuckleComponent component)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
var alertType = component.BuckledTo?.BuckledAlertType ?? AlertType.Buckled;
|
||||
_alerts.ShowAlert(uid, alertType);
|
||||
}
|
||||
else
|
||||
{
|
||||
_alerts.ClearAlertCategory(uid, AlertCategory.Buckled);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetBuckledTo(BuckleComponent buckle, StrapComponent? strap)
|
||||
{
|
||||
buckle.BuckledTo = strap;
|
||||
buckle.LastEntityBuckledTo = strap?.Owner;
|
||||
|
||||
if (strap == null)
|
||||
{
|
||||
buckle.Buckled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
buckle.DontCollide = true;
|
||||
buckle.Buckled = true;
|
||||
buckle.BuckleTime = _gameTiming.CurTime;
|
||||
}
|
||||
|
||||
_actionBlocker.UpdateCanMove(buckle.Owner);
|
||||
UpdateBuckleStatus(buckle.Owner, buckle);
|
||||
Dirty(buckle);
|
||||
}
|
||||
|
||||
public bool CanBuckle(
|
||||
EntityUid buckleId,
|
||||
EntityUid user,
|
||||
EntityUid to,
|
||||
[NotNullWhen(true)] out StrapComponent? strap,
|
||||
BuckleComponent? buckle = null)
|
||||
{
|
||||
strap = null;
|
||||
|
||||
if (user == to ||
|
||||
!Resolve(buckleId, ref buckle, false) ||
|
||||
!Resolve(to, ref strap, false))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var strapUid = strap.Owner;
|
||||
bool Ignored(EntityUid entity) => entity == buckleId || entity == user || entity == strapUid;
|
||||
|
||||
if (!_interactions.InRangeUnobstructed(buckleId, strapUid, buckle.Range, predicate: Ignored, popup: true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If in a container
|
||||
if (_containers.TryGetContainingContainer(buckleId, out var ownerContainer))
|
||||
{
|
||||
// And not in the same container as the strap
|
||||
if (!_containers.TryGetContainingContainer(strap.Owner, out var strapContainer) ||
|
||||
ownerContainer != strapContainer)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!HasComp<SharedHandsComponent>(user))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("buckle-component-no-hands-message"), user, Filter.Entities(user));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (buckle.Buckled)
|
||||
{
|
||||
var message = Loc.GetString(buckleId == user
|
||||
? "buckle-component-already-buckled-message"
|
||||
: "buckle-component-other-already-buckled-message",
|
||||
("owner", Identity.Entity(buckleId, EntityManager)));
|
||||
_popups.PopupEntity(message, user, Filter.Entities(user));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
var parent = Transform(to).ParentUid;
|
||||
while (parent.IsValid())
|
||||
{
|
||||
if (parent == user)
|
||||
{
|
||||
var message = Loc.GetString(buckleId == user
|
||||
? "buckle-component-cannot-buckle-message"
|
||||
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
|
||||
_popups.PopupEntity(message, user, Filter.Entities(user));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
parent = Transform(parent).ParentUid;
|
||||
}
|
||||
|
||||
if (!strap.HasSpace(buckle))
|
||||
{
|
||||
var message = Loc.GetString(buckleId == user
|
||||
? "buckle-component-cannot-fit-message"
|
||||
: "buckle-component-other-cannot-fit-message", ("owner", Identity.Entity(buckleId, EntityManager)));
|
||||
_popups.PopupEntity(message, user, Filter.Entities(user));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryBuckle(EntityUid buckleId, EntityUid user, EntityUid to, BuckleComponent? buckle = null)
|
||||
{
|
||||
if (!Resolve(buckleId, ref buckle, false))
|
||||
return false;
|
||||
|
||||
if (!CanBuckle(buckleId, user, to, out var strap, buckle))
|
||||
return false;
|
||||
|
||||
_audio.Play(strap.BuckleSound, Filter.Pvs(buckleId), buckleId);
|
||||
|
||||
if (!strap.TryAdd(buckle))
|
||||
{
|
||||
var message = Loc.GetString(buckleId == user
|
||||
? "buckle-component-cannot-buckle-message"
|
||||
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
|
||||
_popups.PopupEntity(message, user, Filter.Entities(user));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (TryComp<AppearanceComponent>(buckleId, out var appearance))
|
||||
_appearance.SetData(buckleId, BuckleVisuals.Buckled, true, appearance);
|
||||
|
||||
ReAttach(buckleId, strap, buckle);
|
||||
SetBuckledTo(buckle, strap);
|
||||
|
||||
var ev = new BuckleChangeEvent { Buckling = true, Strap = strap.Owner, BuckledEntity = buckleId };
|
||||
RaiseLocalEvent(ev.BuckledEntity, ev);
|
||||
RaiseLocalEvent(ev.Strap, ev);
|
||||
|
||||
if (TryComp(buckleId, out SharedPullableComponent? ownerPullable))
|
||||
{
|
||||
if (ownerPullable.Puller != null)
|
||||
{
|
||||
_pulling.TryStopPull(ownerPullable);
|
||||
}
|
||||
}
|
||||
|
||||
if (TryComp(to, out SharedPullableComponent? toPullable))
|
||||
{
|
||||
if (toPullable.Puller == buckleId)
|
||||
{
|
||||
// can't pull it and buckle to it at the same time
|
||||
_pulling.TryStopPull(toPullable);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to unbuckle the Owner of this component from its current strap.
|
||||
/// </summary>
|
||||
/// <param name="buckleId">The entity to unbuckle.</param>
|
||||
/// <param name="user">The entity doing the unbuckling.</param>
|
||||
/// <param name="force">
|
||||
/// Whether to force the unbuckling or not. Does not guarantee true to
|
||||
/// be returned, but guarantees the owner to be unbuckled afterwards.
|
||||
/// </param>
|
||||
/// <param name="buckle">The buckle component of the entity to unbuckle.</param>
|
||||
/// <returns>
|
||||
/// true if the owner was unbuckled, otherwise false even if the owner
|
||||
/// was previously already unbuckled.
|
||||
/// </returns>
|
||||
public bool TryUnbuckle(EntityUid buckleId, EntityUid user, bool force = false, BuckleComponent? buckle = null)
|
||||
{
|
||||
if (!Resolve(buckleId, ref buckle, false) ||
|
||||
buckle.BuckledTo is not { } oldBuckledTo)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!force)
|
||||
{
|
||||
if (_gameTiming.CurTime < buckle.BuckleTime + buckle.UnbuckleDelay)
|
||||
return false;
|
||||
|
||||
if (!_interactions.InRangeUnobstructed(user, oldBuckledTo.Owner, buckle.Range, popup: true))
|
||||
return false;
|
||||
|
||||
if (HasComp<SleepingComponent>(buckleId) && buckleId == user)
|
||||
return false;
|
||||
|
||||
// If the strap is a vehicle and the rider is not the person unbuckling, return.
|
||||
if (TryComp(oldBuckledTo.Owner, out VehicleComponent? vehicle) &&
|
||||
vehicle.Rider != user)
|
||||
return false;
|
||||
}
|
||||
|
||||
SetBuckledTo(buckle, null);
|
||||
|
||||
var xform = Transform(buckleId);
|
||||
var oldBuckledXform = Transform(oldBuckledTo.Owner);
|
||||
|
||||
if (xform.ParentUid == oldBuckledXform.Owner)
|
||||
{
|
||||
_containers.AttachParentToContainerOrGrid(xform);
|
||||
xform.WorldRotation = oldBuckledXform.WorldRotation;
|
||||
|
||||
if (oldBuckledTo.UnbuckleOffset != Vector2.Zero)
|
||||
xform.Coordinates = oldBuckledXform.Coordinates.Offset(oldBuckledTo.UnbuckleOffset);
|
||||
}
|
||||
|
||||
if (TryComp(buckleId, out AppearanceComponent? appearance))
|
||||
_appearance.SetData(buckleId, BuckleVisuals.Buckled, false, appearance);
|
||||
|
||||
if (HasComp<KnockedDownComponent>(buckleId)
|
||||
| (TryComp<MobStateComponent>(buckleId, out var mobState) && _mobState.IsIncapacitated(buckleId, mobState)))
|
||||
{
|
||||
_standing.Down(buckleId);
|
||||
}
|
||||
else
|
||||
{
|
||||
_standing.Stand(buckleId);
|
||||
}
|
||||
|
||||
_mobState.EnterState(mobState, mobState?.CurrentState);
|
||||
|
||||
oldBuckledTo.Remove(buckle);
|
||||
_audio.Play(oldBuckledTo.UnbuckleSound, Filter.Pvs(buckleId), buckleId);
|
||||
|
||||
var ev = new BuckleChangeEvent { Buckling = false, Strap = oldBuckledTo.Owner, BuckledEntity = buckleId };
|
||||
RaiseLocalEvent(buckleId, ev);
|
||||
RaiseLocalEvent(oldBuckledTo.Owner, ev);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an entity toggle the buckling status of the owner to a
|
||||
/// specific entity.
|
||||
/// </summary>
|
||||
/// <param name="buckleId">The entity to buckle/unbuckle from <see cref="to"/>.</param>
|
||||
/// <param name="user">The entity doing the buckling/unbuckling.</param>
|
||||
/// <param name="to">
|
||||
/// The entity to toggle the buckle status of the owner to.
|
||||
/// </param>
|
||||
/// <param name="force">
|
||||
/// Whether to force the unbuckling or not, if it happens. Does not
|
||||
/// guarantee true to be returned, but guarantees the owner to be
|
||||
/// unbuckled afterwards.
|
||||
/// </param>
|
||||
/// <param name="buckle">The buckle component of the entity to buckle/unbuckle from <see cref="to"/>.</param>
|
||||
/// <returns>true if the buckling status was changed, false otherwise.</returns>
|
||||
public bool ToggleBuckle(
|
||||
EntityUid buckleId,
|
||||
EntityUid user,
|
||||
EntityUid to,
|
||||
bool force = false,
|
||||
BuckleComponent? buckle = null)
|
||||
{
|
||||
if (!Resolve(buckleId, ref buckle, false))
|
||||
return false;
|
||||
|
||||
if (buckle.BuckledTo?.Owner == to)
|
||||
{
|
||||
return TryUnbuckle(buckleId, user, force, buckle);
|
||||
}
|
||||
|
||||
return TryBuckle(buckleId, user, to, buckle);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,7 +14,8 @@ namespace Content.Server.Buckle.Systems
|
|||
[UsedImplicitly]
|
||||
internal sealed class StrapSystem : EntitySystem
|
||||
{
|
||||
[Dependency] InteractionSystem _interactionSystem = default!;
|
||||
[Dependency] private readonly BuckleSystem _buckle = default!;
|
||||
[Dependency] private readonly InteractionSystem _interactionSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
|
|
@ -47,12 +48,10 @@ namespace Content.Server.Buckle.Systems
|
|||
|
||||
private void OnInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
|
||||
{
|
||||
if (args.Handled) return;
|
||||
|
||||
if (!TryComp<BuckleComponent>(args.User, out var buckle))
|
||||
if (args.Handled)
|
||||
return;
|
||||
|
||||
buckle.ToggleBuckle(args.User, uid);
|
||||
_buckle.ToggleBuckle(args.User, args.User, uid);
|
||||
}
|
||||
|
||||
// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
|
||||
|
|
@ -77,7 +76,7 @@ namespace Content.Server.Buckle.Systems
|
|||
|
||||
InteractionVerb verb = new()
|
||||
{
|
||||
Act = () => buckledComp.TryUnbuckle(args.User),
|
||||
Act = () => _buckle.TryUnbuckle(entity, args.User, buckle: buckledComp),
|
||||
Category = VerbCategory.Unbuckle
|
||||
};
|
||||
|
||||
|
|
@ -103,7 +102,7 @@ namespace Content.Server.Buckle.Systems
|
|||
{
|
||||
InteractionVerb verb = new()
|
||||
{
|
||||
Act = () => buckle.TryBuckle(args.User, args.Target),
|
||||
Act = () => _buckle.TryBuckle(args.User, args.User, args.Target, buckle),
|
||||
Category = VerbCategory.Buckle,
|
||||
Text = Loc.GetString("verb-self-target-pronoun")
|
||||
};
|
||||
|
|
@ -123,7 +122,7 @@ namespace Content.Server.Buckle.Systems
|
|||
|
||||
InteractionVerb verb = new()
|
||||
{
|
||||
Act = () => usingBuckle.TryBuckle(args.User, args.Target),
|
||||
Act = () => _buckle.TryBuckle(@using, args.User, args.Target, usingBuckle),
|
||||
Category = VerbCategory.Buckle,
|
||||
Text = EntityManager.GetComponent<MetaDataComponent>(@using).EntityName,
|
||||
// just a held object, the user is probably just trying to sit down.
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
using Content.Server.Actions;
|
||||
using Content.Server.Buckle.Components;
|
||||
using Content.Server.Buckle.Systems;
|
||||
using Content.Server.Humanoid;
|
||||
using Content.Server.Inventory;
|
||||
using Content.Server.Mind.Commands;
|
||||
|
|
@ -23,6 +23,7 @@ namespace Content.Server.Polymorph.Systems
|
|||
private readonly ISawmill _saw = default!;
|
||||
|
||||
[Dependency] private readonly ActionsSystem _actions = default!;
|
||||
[Dependency] private readonly BuckleSystem _buckle = default!;
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly IComponentFactory _compFact = default!;
|
||||
[Dependency] private readonly ServerInventorySystem _inventory = default!;
|
||||
|
|
@ -91,8 +92,7 @@ namespace Content.Server.Polymorph.Systems
|
|||
return null;
|
||||
|
||||
// mostly just for vehicles
|
||||
if (TryComp<BuckleComponent>(target, out var buckle))
|
||||
buckle.TryUnbuckle(target, true);
|
||||
_buckle.TryUnbuckle(target, target, true);
|
||||
|
||||
var targetTransformComp = Transform(target);
|
||||
|
||||
|
|
|
|||
|
|
@ -1,8 +1,7 @@
|
|||
using Content.Server.Buckle.Components;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Content.Shared.MobState;
|
||||
using Content.Server.Standing;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.MobState;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Server.Vehicle
|
||||
|
|
@ -57,10 +56,7 @@ namespace Content.Server.Vehicle
|
|||
|
||||
public void UnbuckleFromVehicle(EntityUid uid)
|
||||
{
|
||||
if (!TryComp<BuckleComponent>(uid, out var buckle))
|
||||
return;
|
||||
|
||||
buckle.TryUnbuckle(uid, true);
|
||||
_buckle.TryUnbuckle(uid, uid, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,26 +1,21 @@
|
|||
using Content.Server.Buckle.Components;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Content.Shared.Vehicle;
|
||||
using Content.Server.Buckle.Systems;
|
||||
using Content.Server.Hands.Systems;
|
||||
using Content.Server.Light.Components;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Containers.ItemSlots;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Server.Light.Components;
|
||||
using Content.Server.Hands.Systems;
|
||||
using Content.Shared.Tag;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.Vehicle;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Systems;
|
||||
using Robust.Shared.Player;
|
||||
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
|
||||
|
||||
namespace Content.Server.Vehicle
|
||||
{
|
||||
public sealed partial class VehicleSystem : SharedVehicleSystem
|
||||
{
|
||||
[Dependency] private readonly BuckleSystem _buckle = default!;
|
||||
[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
|
||||
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
|
||||
[Dependency] private readonly SharedJointSystem _joints = default!;
|
||||
|
|
|
|||
|
|
@ -1,103 +1,55 @@
|
|||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Standing;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Buckle.Components
|
||||
namespace Content.Shared.Buckle.Components;
|
||||
|
||||
[NetworkedComponent]
|
||||
[Access(typeof(SharedBuckleSystem))]
|
||||
public abstract class SharedBuckleComponent : Component
|
||||
{
|
||||
[NetworkedComponent()]
|
||||
public abstract class SharedBuckleComponent : Component, IDraggable
|
||||
{
|
||||
[Dependency] protected readonly IEntityManager EntMan = default!;
|
||||
/// <summary>
|
||||
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("range")]
|
||||
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
|
||||
|
||||
/// <summary>
|
||||
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("range")]
|
||||
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
|
||||
/// <summary>
|
||||
/// True if the entity is buckled, false otherwise.
|
||||
/// </summary>
|
||||
public bool Buckled { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// True if the entity is buckled, false otherwise.
|
||||
/// </summary>
|
||||
public abstract bool Buckled { get; }
|
||||
public EntityUid? LastEntityBuckledTo { get; set; }
|
||||
|
||||
public EntityUid? LastEntityBuckledTo { get; set; }
|
||||
|
||||
public bool DontCollide { get; set; }
|
||||
|
||||
public abstract bool TryBuckle(EntityUid user, EntityUid to);
|
||||
|
||||
bool IDraggable.CanDrop(CanDropEvent args)
|
||||
{
|
||||
return IoCManager.Resolve<IEntityManager>().HasComponent<SharedStrapComponent>(args.Target);
|
||||
}
|
||||
|
||||
bool IDraggable.Drop(DragDropEvent args)
|
||||
{
|
||||
return TryBuckle(args.User, args.Target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reattaches this entity to the strap, modifying its position and rotation.
|
||||
/// </summary>
|
||||
/// <param name="strap">The strap to reattach to.</param>
|
||||
public void ReAttach(SharedStrapComponent strap)
|
||||
{
|
||||
var ownTransform = EntMan.GetComponent<TransformComponent>(Owner);
|
||||
var strapTransform = EntMan.GetComponent<TransformComponent>(strap.Owner);
|
||||
|
||||
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
|
||||
|
||||
// Buckle subscribes to move for <reasons> so this might fail.
|
||||
// TODO: Make buckle not do that.
|
||||
if (ownTransform.ParentUid != strapTransform.Owner)
|
||||
return;
|
||||
|
||||
ownTransform.LocalRotation = Angle.Zero;
|
||||
|
||||
switch (strap.Position)
|
||||
{
|
||||
case StrapPosition.None:
|
||||
break;
|
||||
case StrapPosition.Stand:
|
||||
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
|
||||
break;
|
||||
case StrapPosition.Down:
|
||||
EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class BuckleComponentState : ComponentState
|
||||
{
|
||||
public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide)
|
||||
{
|
||||
Buckled = buckled;
|
||||
LastEntityBuckledTo = lastEntityBuckledTo;
|
||||
DontCollide = dontCollide;
|
||||
}
|
||||
|
||||
public bool Buckled { get; }
|
||||
public EntityUid? LastEntityBuckledTo { get; }
|
||||
public bool DontCollide { get; }
|
||||
}
|
||||
|
||||
public sealed class BuckleChangeEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid Strap;
|
||||
|
||||
public EntityUid BuckledEntity;
|
||||
public bool Buckling;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum BuckleVisuals
|
||||
{
|
||||
Buckled
|
||||
}
|
||||
public bool DontCollide { get; set; }
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class BuckleComponentState : ComponentState
|
||||
{
|
||||
public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide)
|
||||
{
|
||||
Buckled = buckled;
|
||||
LastEntityBuckledTo = lastEntityBuckledTo;
|
||||
DontCollide = dontCollide;
|
||||
}
|
||||
|
||||
public bool Buckled { get; }
|
||||
public EntityUid? LastEntityBuckledTo { get; }
|
||||
public bool DontCollide { get; }
|
||||
}
|
||||
|
||||
public sealed class BuckleChangeEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid Strap;
|
||||
|
||||
public EntityUid BuckledEntity;
|
||||
public bool Buckling;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum BuckleVisuals
|
||||
{
|
||||
Buckled
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,122 +1,160 @@
|
|||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Movement;
|
||||
using Content.Shared.Movement.Events;
|
||||
using Content.Shared.Standing;
|
||||
using Content.Shared.Throwing;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics.Events;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Buckle
|
||||
namespace Content.Shared.Buckle;
|
||||
|
||||
public abstract class SharedBuckleSystem : EntitySystem
|
||||
{
|
||||
public abstract class SharedBuckleSystem : EntitySystem
|
||||
[Dependency] protected readonly IGameTiming GameTiming = default!;
|
||||
|
||||
[Dependency] private readonly StandingStateSystem _standing = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
[Dependency] protected readonly IGameTiming GameTiming = default!;
|
||||
base.Initialize();
|
||||
|
||||
public override void Initialize()
|
||||
SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
|
||||
|
||||
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
|
||||
}
|
||||
|
||||
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
|
||||
{
|
||||
// TODO: This looks dirty af.
|
||||
// On rotation of a strap, reattach all buckled entities.
|
||||
// This fixes buckle offsets and draw depths.
|
||||
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
|
||||
// Oh god I'm back here again. Send help.
|
||||
|
||||
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
|
||||
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
|
||||
// state, then the chairs transform comp state, and then the buckle state. The transform state will
|
||||
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
|
||||
// chair was teleporting in from nullspace after having left PVS.
|
||||
//
|
||||
// One option is to just never trigger re-buckles during state application.
|
||||
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
|
||||
|
||||
if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
|
||||
return;
|
||||
|
||||
foreach (var buckledEntity in component.BuckledEntities)
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
|
||||
|
||||
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
|
||||
}
|
||||
|
||||
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
|
||||
{
|
||||
// TODO: This looks dirty af.
|
||||
// On rotation of a strap, reattach all buckled entities.
|
||||
// This fixes buckle offsets and draw depths.
|
||||
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
|
||||
// Oh god I'm back here again. Send help.
|
||||
|
||||
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
|
||||
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
|
||||
// state, then the chairs transform comp state, and then the buckle state. The transform state will
|
||||
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
|
||||
// chair was teleporting in from nullspace after having left PVS.
|
||||
//
|
||||
// One option is to just never trigger re-buckles during state application.
|
||||
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
|
||||
|
||||
if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
|
||||
return;
|
||||
|
||||
foreach (var buckledEntity in component.BuckledEntities)
|
||||
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
|
||||
{
|
||||
Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
|
||||
continue;
|
||||
}
|
||||
|
||||
buckled.ReAttach(component);
|
||||
Dirty(buckled);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
|
||||
{
|
||||
return Resolve(uid, ref component, false) && component.Buckled;
|
||||
}
|
||||
|
||||
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
|
||||
{
|
||||
if (component.LifeStage > ComponentLifeStage.Running)
|
||||
return;
|
||||
|
||||
if (component.Buckled &&
|
||||
!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
|
||||
{
|
||||
args.Cancel();
|
||||
Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
args.Cancel();
|
||||
}
|
||||
ReAttach(buckledEntity, component, buckle: buckled);
|
||||
Dirty(buckled);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
|
||||
public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
|
||||
{
|
||||
return Resolve(uid, ref component, false) && component.Buckled;
|
||||
}
|
||||
|
||||
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
|
||||
{
|
||||
if (component.LifeStage > ComponentLifeStage.Running)
|
||||
return;
|
||||
|
||||
if (component.Buckled &&
|
||||
!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
if (!component.Buckled) return;
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
|
||||
private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
if (args.BodyB.Owner != component.LastEntityBuckledTo) return;
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
if (component.Buckled || component.DontCollide)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
}
|
||||
private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
|
||||
{
|
||||
if (!component.Buckled) return;
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
|
||||
{
|
||||
if (args.BodyB.Owner != component.LastEntityBuckledTo)
|
||||
return;
|
||||
|
||||
if (component.Buckled || component.DontCollide)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reattaches this entity to the strap, modifying its position and rotation.
|
||||
/// </summary>
|
||||
/// <param name="buckleId">The entity to reattach.</param>
|
||||
/// <param name="strap">The strap to reattach to.</param>
|
||||
/// <param name="buckle">The buckle component of the entity to reattach.</param>
|
||||
public void ReAttach(EntityUid buckleId, SharedStrapComponent strap, SharedBuckleComponent? buckle = null)
|
||||
{
|
||||
if (!Resolve(buckleId, ref buckle, false))
|
||||
return;
|
||||
|
||||
var ownTransform = Transform(buckleId);
|
||||
var strapTransform = Transform(strap.Owner);
|
||||
|
||||
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
|
||||
|
||||
// Buckle subscribes to move for <reasons> so this might fail.
|
||||
// TODO: Make buckle not do that.
|
||||
if (ownTransform.ParentUid != strapTransform.Owner)
|
||||
return;
|
||||
|
||||
ownTransform.LocalRotation = Angle.Zero;
|
||||
|
||||
switch (strap.Position)
|
||||
{
|
||||
case StrapPosition.None:
|
||||
break;
|
||||
case StrapPosition.Stand:
|
||||
_standing.Stand(buckleId);
|
||||
break;
|
||||
case StrapPosition.Down:
|
||||
_standing.Down(buckleId, false, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue