ECS buckle (#12586)

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DrSmugleaf 2022-11-14 20:30:30 +01:00 committed by GitHub
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commit d5ae5658a1
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13 changed files with 752 additions and 776 deletions

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@ -1,7 +1,4 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle.Components;
using Content.Shared.Vehicle.Components;
using Robust.Client.GameObjects;
namespace Content.Client.Buckle
{
@ -9,65 +6,6 @@ namespace Content.Client.Buckle
[ComponentReference(typeof(SharedBuckleComponent))]
public sealed class BuckleComponent : SharedBuckleComponent
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
private bool _buckled;
private int? _originalDrawDepth;
public override bool Buckled => _buckled;
public override bool TryBuckle(EntityUid user, EntityUid to)
{
// TODO: Prediction
return false;
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not BuckleComponentState buckle)
{
return;
}
_buckled = buckle.Buckled;
LastEntityBuckledTo = buckle.LastEntityBuckledTo;
DontCollide = buckle.DontCollide;
_sysMan.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
if (!_entMan.TryGetComponent(Owner, out SpriteComponent? ownerSprite))
{
return;
}
if (LastEntityBuckledTo != null && _entMan.HasComponent<VehicleComponent>(LastEntityBuckledTo))
{
return;
}
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
// Reset the draw depth when rotated in any other direction.
// TODO when ECSing, make this a visualizer
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
// better to get it working for most people before we look at a more permanent solution.
if (_buckled &&
LastEntityBuckledTo != null &&
EntMan.GetComponent<TransformComponent>(LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
EntMan.TryGetComponent<SpriteComponent>(LastEntityBuckledTo, out var buckledSprite))
{
_originalDrawDepth ??= ownerSprite.DrawDepth;
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
return;
}
// If here, we're not turning north and should restore the saved draw depth.
if (_originalDrawDepth.HasValue)
{
ownerSprite.DrawDepth = _originalDrawDepth.Value;
_originalDrawDepth = null;
}
}
public int? OriginalDrawDepth { get; set; }
}
}

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@ -1,18 +1,67 @@
using Content.Client.Buckle.Strap;
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Vehicle.Components;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Client.Buckle
{
internal sealed class BuckleSystem : SharedBuckleSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
}
private void OnBuckleHandleState(EntityUid uid, BuckleComponent buckle, ref ComponentHandleState args)
{
if (args.Current is not BuckleComponentState state)
return;
buckle.Buckled = state.Buckled;
buckle.LastEntityBuckledTo = state.LastEntityBuckledTo;
buckle.DontCollide = state.DontCollide;
_actionBlocker.UpdateCanMove(uid);
if (!TryComp(uid, out SpriteComponent? ownerSprite))
return;
if (HasComp<VehicleComponent>(buckle.LastEntityBuckledTo))
return;
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
// Reset the draw depth when rotated in any other direction.
// TODO when ECSing, make this a visualizer
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
// better to get it working for most people before we look at a more permanent solution.
if (buckle.Buckled &&
buckle.LastEntityBuckledTo != null &&
Transform(buckle.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
TryComp<SpriteComponent>(buckle.LastEntityBuckledTo, out var buckledSprite))
{
buckle.OriginalDrawDepth ??= ownerSprite.DrawDepth;
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
return;
}
// If here, we're not turning north and should restore the saved draw depth.
if (buckle.OriginalDrawDepth.HasValue)
{
ownerSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
buckle.OriginalDrawDepth = null;
}
}
private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
{
if (args.Current is not StrapComponentState state) return;

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@ -1,11 +1,11 @@
using System.Threading.Tasks;
using Content.Server.Body.Systems;
using Content.Server.Buckle.Components;
using Content.Server.Buckle.Systems;
using Content.Server.Hands.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Buckle.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Standing;
using NUnit.Framework;
@ -57,9 +57,9 @@ namespace Content.IntegrationTests.Tests.Buckle
var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>();
var actionBlocker = entityManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>();
var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<BuckleSystem>();
var standingState = entityManager.EntitySysManager.GetEntitySystem<StandingStateSystem>();
EntityUid human = default;
EntityUid chair = default;
BuckleComponent buckle = null;
@ -87,18 +87,17 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.Zero(strap.OccupiedSize);
// Side effects of buckling
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
Assert.True(((BuckleComponentState) buckle.GetComponentState()).Buckled);
Assert.False(actionBlocker.CanMove(human));
Assert.False(actionBlocker.CanChangeDirection(human));
Assert.False(standingState.Down(human));
Assert.That(
(entityManager.GetComponent<TransformComponent>(human).WorldPosition -
entityManager.GetComponent<TransformComponent>(chair).WorldPosition).Length,
Is.LessThanOrEqualTo(buckle.BuckleOffset.Length));
Is.LessThanOrEqualTo(0));
// Side effects of buckling for the strap
Assert.That(strap.BuckledEntities, Does.Contain(human));
@ -106,11 +105,12 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.Positive(strap.OccupiedSize);
// Trying to buckle while already buckled fails
Assert.False(buckle.TryBuckle(human, chair));
Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle));
// Trying to unbuckle too quickly fails
Assert.False(buckle.TryUnbuckle(human));
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
Assert.True(buckle.Buckled);
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled);
});
@ -123,7 +123,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(buckle.Buckled);
// Unbuckle
Assert.True(buckle.TryUnbuckle(human));
Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
Assert.Null(buckle.BuckledTo);
Assert.False(buckle.Buckled);
Assert.True(actionBlocker.CanMove(human));
@ -135,15 +135,15 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.Zero(strap.OccupiedSize);
// Re-buckling has no cooldown
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled);
// On cooldown
Assert.False(buckle.TryUnbuckle(human));
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
Assert.True(buckle.Buckled);
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled);
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled);
});
@ -156,38 +156,38 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(buckle.Buckled);
// Unbuckle
Assert.True(buckle.TryUnbuckle(human));
Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
Assert.False(buckle.Buckled);
// Move away from the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1000, 1000);
// Out of range
Assert.False(buckle.TryBuckle(human, chair));
Assert.False(buckle.TryUnbuckle(human));
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
// Move near the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition =
entityManager.GetComponent<TransformComponent>(chair).WorldPosition + (0.5f, 0);
// In range
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled);
Assert.False(buckle.TryUnbuckle(human));
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle));
Assert.True(buckle.Buckled);
Assert.False(buckle.ToggleBuckle(human, chair));
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled);
// Force unbuckle
Assert.True(buckle.TryUnbuckle(human, true));
Assert.True(buckleSystem.TryUnbuckle(human, human, true, buckle: buckle));
Assert.False(buckle.Buckled);
Assert.True(actionBlocker.CanMove(human));
Assert.True(actionBlocker.CanChangeDirection(human));
Assert.True(standingState.Down(human));
// Re-buckle
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
// Move away from the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1, 0);
@ -225,6 +225,7 @@ namespace Content.IntegrationTests.Tests.Buckle
var entityManager = server.ResolveDependency<IEntityManager>();
var handsSys = entityManager.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<BuckleSystem>();
await server.WaitAssertion(() =>
{
@ -238,7 +239,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(entityManager.TryGetComponent(human, out body));
// Buckle
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
@ -287,7 +288,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.Null(hand.HeldEntity);
}
buckle.TryUnbuckle(human, true);
buckleSystem.TryUnbuckle(human, human, true, buckle: buckle);
});
await pairTracker.CleanReturnAsync();
@ -303,6 +304,7 @@ namespace Content.IntegrationTests.Tests.Buckle
var testMap = await PoolManager.CreateTestMap(pairTracker);
var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>();
var buckleSystem = entityManager.System<BuckleSystem>();
EntityUid human = default;
EntityUid chair = default;
@ -318,7 +320,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(entityManager.HasComponent<StrapComponent>(chair));
// Buckle
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
@ -336,7 +338,7 @@ namespace Content.IntegrationTests.Tests.Buckle
entityManager.GetComponent<TransformComponent>(human).WorldPosition -= (100, 0);
// Buckle
Assert.True(buckle.TryBuckle(human, chair));
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle));
Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled);
});

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@ -1,4 +1,4 @@
using Content.Server.Buckle.Components;
using Content.Server.Buckle.Systems;
using Content.Shared.Alert;
using JetBrains.Annotations;
@ -13,10 +13,7 @@ namespace Content.Server.Alert.Click
{
public void AlertClicked(EntityUid player)
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out BuckleComponent? buckle))
{
buckle.TryUnbuckle(player);
}
IoCManager.Resolve<IEntityManager>().System<BuckleSystem>().TryUnbuckle(player, player);
}
}
}

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@ -1,365 +1,38 @@
using Content.Server.Hands.Components;
using Content.Server.Pulling;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.Pulling.Components;
using Content.Shared.Standing;
using Content.Shared.Stunnable;
using Content.Shared.Vehicle.Components;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Buckle.Components
namespace Content.Server.Buckle.Components;
/// <summary>
/// Component that handles sitting entities into <see cref="StrapComponent"/>s.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(SharedBuckleComponent))]
public sealed class BuckleComponent : SharedBuckleComponent
{
/// <summary>
/// Component that handles sitting entities into <see cref="StrapComponent"/>s.
/// The amount of time that must pass for this entity to
/// be able to unbuckle after recently buckling.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(SharedBuckleComponent))]
public sealed class BuckleComponent : SharedBuckleComponent
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[DataField("delay")]
[ViewVariables]
public TimeSpan UnbuckleDelay = TimeSpan.FromSeconds(0.25f);
[DataField("size")]
private int _size = 100;
/// <summary>
/// The time that this entity buckled at.
/// </summary>
[ViewVariables] public TimeSpan BuckleTime;
/// <summary>
/// The amount of time that must pass for this entity to
/// be able to unbuckle after recently buckling.
/// </summary>
[DataField("delay")]
[ViewVariables]
private TimeSpan _unbuckleDelay = TimeSpan.FromSeconds(0.25f);
/// <summary>
/// The strap that this component is buckled to.
/// </summary>
[ViewVariables]
public StrapComponent? BuckledTo { get; set; }
/// <summary>
/// The time that this entity buckled at.
/// </summary>
[ViewVariables]
private TimeSpan _buckleTime;
/// <summary>
/// The position offset that is being applied to this entity if buckled.
/// </summary>
public Vector2 BuckleOffset { get; private set; }
private StrapComponent? _buckledTo;
/// <summary>
/// The strap that this component is buckled to.
/// </summary>
[ViewVariables]
public StrapComponent? BuckledTo
{
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;
}

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@ -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);
}
}
}

View File

@ -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);
}
}

View File

@ -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.

View File

@ -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);

View File

@ -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);
}
}
}

View File

@ -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!;

View File

@ -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
}

View File

@ -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;
}
}
}