mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 13:27:30 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
423 lines
16 KiB
C#
423 lines
16 KiB
C#
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Buckle.Components;
|
|
using Content.Shared.Climbing.Events;
|
|
using Content.Shared.DoAfter;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Interaction.Events;
|
|
using Content.Shared.Inventory.VirtualItem;
|
|
using Content.Shared.Item;
|
|
using Content.Shared.Mind.Components;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Movement.Events;
|
|
using Content.Shared.Movement.Pulling.Components;
|
|
using Content.Shared.Movement.Pulling.Events;
|
|
using Content.Shared.Movement.Pulling.Systems;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Nyanotrasen.Item.PseudoItem;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Pulling;
|
|
using Content.Shared.Resist;
|
|
using Content.Shared.Standing;
|
|
using Content.Shared.Storage;
|
|
using Content.Shared.Stunnable;
|
|
using Content.Shared.Throwing;
|
|
using Content.Shared.Verbs;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Network;
|
|
using Robust.Shared.Physics.Components;
|
|
using System.Numerics;
|
|
using Content.Shared._DV.Polymorph;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
|
|
namespace Content.Shared._DV.Carrying;
|
|
|
|
public sealed class CarryingSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
|
|
[Dependency] private readonly CarryingSlowdownSystem _slowdown = default!;
|
|
[Dependency] private readonly INetManager _net = default!;
|
|
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
|
|
[Dependency] private readonly PullingSystem _pulling = default!;
|
|
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedPseudoItemSystem _pseudoItem = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly StandingStateSystem _standingState = default!;
|
|
[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
|
|
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
|
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
|
|
SubscribeLocalEvent<CarriableComponent, GetVerbsEvent<AlternativeVerb>>(AddCarryVerb);
|
|
SubscribeLocalEvent<CarryingComponent, GetVerbsEvent<InnateVerb>>(AddInsertCarriedVerb);
|
|
SubscribeLocalEvent<CarryingComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
|
|
SubscribeLocalEvent<CarryingComponent, BeforeThrowEvent>(OnThrow);
|
|
SubscribeLocalEvent<CarryingComponent, EntParentChangedMessage>(OnParentChanged);
|
|
SubscribeLocalEvent<CarryingComponent, MobStateChangedEvent>(OnMobStateChanged);
|
|
SubscribeLocalEvent<CarryingComponent, DownedEvent>(OnDowned);
|
|
SubscribeLocalEvent<CarryingComponent, BeforePolymorphedEvent>(OnBeforePolymorphed);
|
|
SubscribeLocalEvent<BeingCarriedComponent, InteractionAttemptEvent>(OnInteractionAttempt);
|
|
SubscribeLocalEvent<BeingCarriedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
|
|
SubscribeLocalEvent<BeingCarriedComponent, StandAttemptEvent>(OnStandAttempt);
|
|
SubscribeLocalEvent<BeingCarriedComponent, GettingInteractedWithAttemptEvent>(OnInteractedWith);
|
|
SubscribeLocalEvent<BeingCarriedComponent, PullAttemptEvent>(OnPullAttempt);
|
|
SubscribeLocalEvent<BeingCarriedComponent, StartClimbEvent>(OnDrop);
|
|
SubscribeLocalEvent<BeingCarriedComponent, BuckledEvent>(OnDrop);
|
|
SubscribeLocalEvent<BeingCarriedComponent, UnbuckledEvent>(OnDrop);
|
|
SubscribeLocalEvent<BeingCarriedComponent, StrappedEvent>(OnDrop);
|
|
SubscribeLocalEvent<BeingCarriedComponent, UnstrappedEvent>(OnDrop);
|
|
SubscribeLocalEvent<BeingCarriedComponent, EscapeInventoryEvent>(OnDrop);
|
|
SubscribeLocalEvent<BeingCarriedComponent, ComponentRemove>(OnRemoved);
|
|
SubscribeLocalEvent<CarriableComponent, CarryDoAfterEvent>(OnDoAfter);
|
|
}
|
|
|
|
private void AddCarryVerb(Entity<CarriableComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
var user = args.User;
|
|
var target = args.Target;
|
|
if (!args.CanInteract || !args.CanAccess || user == target)
|
|
return;
|
|
|
|
if (!CanCarry(user, ent))
|
|
return;
|
|
|
|
args.Verbs.Add(new AlternativeVerb()
|
|
{
|
|
Act = () => StartCarryDoAfter(user, ent),
|
|
Text = Loc.GetString("carry-verb"),
|
|
Priority = 2
|
|
});
|
|
}
|
|
|
|
private void AddInsertCarriedVerb(Entity<CarryingComponent> ent, ref GetVerbsEvent<InnateVerb> args)
|
|
{
|
|
// If the person is carrying someone, and the carried person is a pseudo-item, and the target entity is a storage,
|
|
// then add an action to insert the carried entity into the target
|
|
// AKA put carried felenid into a duffelbag
|
|
if (args.Using is not {} carried || !args.CanAccess || !TryComp<PseudoItemComponent>(carried, out var pseudoItem))
|
|
return;
|
|
|
|
var target = args.Target;
|
|
if (!TryComp<StorageComponent>(target, out var storageComp))
|
|
return;
|
|
|
|
if (!_pseudoItem.CheckItemFits((carried, pseudoItem), (target, storageComp)))
|
|
return;
|
|
|
|
args.Verbs.Add(new InnateVerb()
|
|
{
|
|
Act = () =>
|
|
{
|
|
DropCarried(ent, carried);
|
|
_pseudoItem.TryInsert(target, carried, pseudoItem, storageComp);
|
|
},
|
|
Text = Loc.GetString("action-name-insert-other", ("target", carried)),
|
|
Priority = 2
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// Since the carried entity is stored as 2 virtual items, when deleted we want to drop them.
|
|
/// </summary>
|
|
private void OnVirtualItemDeleted(Entity<CarryingComponent> ent, ref VirtualItemDeletedEvent args)
|
|
{
|
|
if (HasComp<CarriableComponent>(args.BlockingEntity))
|
|
DropCarried(ent, args.BlockingEntity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Basically using virtual item passthrough to throw the carried person. A new age!
|
|
/// Maybe other things besides throwing should use virt items like this...
|
|
/// </summary>
|
|
private void OnThrow(Entity<CarryingComponent> ent, ref BeforeThrowEvent args)
|
|
{
|
|
if (!TryComp<VirtualItemComponent>(args.ItemUid, out var virtItem) || !HasComp<CarriableComponent>(virtItem.BlockingEntity))
|
|
return;
|
|
|
|
var carried = virtItem.BlockingEntity;
|
|
args.ItemUid = carried;
|
|
|
|
args.ThrowSpeed = 5f * MassContest(ent, carried);
|
|
}
|
|
|
|
private void OnParentChanged(Entity<CarryingComponent> ent, ref EntParentChangedMessage args)
|
|
{
|
|
var xform = Transform(ent);
|
|
if (xform.MapUid != args.OldMapId)
|
|
return;
|
|
|
|
// Do not drop the carried entity if the new parent is a grid
|
|
if (xform.ParentUid == xform.GridUid)
|
|
return;
|
|
|
|
DropCarried(ent, ent.Comp.Carried);
|
|
}
|
|
|
|
private void OnMobStateChanged(Entity<CarryingComponent> ent, ref MobStateChangedEvent args)
|
|
{
|
|
DropCarried(ent, ent.Comp.Carried);
|
|
}
|
|
|
|
private void OnDowned(Entity<CarryingComponent> ent, ref DownedEvent args)
|
|
{
|
|
DropCarried(ent, ent.Comp.Carried);
|
|
}
|
|
|
|
private void OnBeforePolymorphed(Entity<CarryingComponent> ent, ref BeforePolymorphedEvent args)
|
|
{
|
|
if (HasComp<MindContainerComponent>(ent.Comp.Carried))
|
|
DropCarried(ent, ent.Comp.Carried);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Only let the person being carried interact with their carrier and things on their person.
|
|
/// </summary>
|
|
private void OnInteractionAttempt(Entity<BeingCarriedComponent> ent, ref InteractionAttemptEvent args)
|
|
{
|
|
if (args.Target is not {} target)
|
|
return;
|
|
|
|
var targetParent = Transform(target).ParentUid;
|
|
|
|
var carrier = ent.Comp.Carrier;
|
|
if (target != carrier && targetParent != carrier && targetParent != ent.Owner)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnMoveAttempt(Entity<BeingCarriedComponent> ent, ref UpdateCanMoveEvent args)
|
|
{
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnStandAttempt(Entity<BeingCarriedComponent> ent, ref StandAttemptEvent args)
|
|
{
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnInteractedWith(Entity<BeingCarriedComponent> ent, ref GettingInteractedWithAttemptEvent args)
|
|
{
|
|
if (args.Uid != ent.Comp.Carrier)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnPullAttempt(Entity<BeingCarriedComponent> ent, ref PullAttemptEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnDrop<TEvent>(Entity<BeingCarriedComponent> ent, ref TEvent args) // Augh
|
|
{
|
|
DropCarried(ent.Comp.Carrier, ent);
|
|
}
|
|
|
|
private void OnRemoved(Entity<BeingCarriedComponent> ent, ref ComponentRemove args)
|
|
{
|
|
/*
|
|
This component has been removed for whatever reason, so just make sure that the
|
|
carrier is cleaned up.
|
|
*/
|
|
if (!TryComp<CarryingComponent>(ent.Comp.Carrier, out var carryingComponent))
|
|
// This carrier has probably already been cleaned, no reason to try again
|
|
return;
|
|
|
|
CleanupCarrier(ent.Comp.Carrier, ent);
|
|
}
|
|
|
|
private void OnDoAfter(Entity<CarriableComponent> ent, ref CarryDoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Cancelled)
|
|
return;
|
|
|
|
if (!CanCarry(args.Args.User, ent))
|
|
return;
|
|
|
|
Carry(args.Args.User, ent);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void StartCarryDoAfter(EntityUid carrier, Entity<CarriableComponent> carried)
|
|
{
|
|
TimeSpan length = GetPickupDuration(carrier, carried);
|
|
|
|
if (length.TotalSeconds >= 9f)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("carry-too-heavy"), carried, carrier, PopupType.SmallCaution);
|
|
return;
|
|
}
|
|
|
|
if (!HasComp<KnockedDownComponent>(carried))
|
|
length *= 2f;
|
|
|
|
var ev = new CarryDoAfterEvent();
|
|
var args = new DoAfterArgs(EntityManager, carrier, length, ev, carried, target: carried)
|
|
{
|
|
BreakOnMove = true,
|
|
NeedHand = true
|
|
};
|
|
|
|
_doAfter.TryStartDoAfter(args);
|
|
|
|
// Show a popup to the person getting picked up
|
|
_popup.PopupEntity(Loc.GetString("carry-started", ("carrier", carrier)), carried, carried);
|
|
}
|
|
|
|
private void Carry(EntityUid carrier, EntityUid carried)
|
|
{
|
|
if (TryComp<PullableComponent>(carried, out var carriedPullable))
|
|
_pulling.TryStopPull(carried, carriedPullable);
|
|
|
|
if (TryComp<PullableComponent>(carrier, out var carrierPullable))
|
|
_pulling.TryStopPull(carrier, carrierPullable);
|
|
|
|
var carrierXform = Transform(carrier);
|
|
var xform = Transform(carried);
|
|
_transform.AttachToGridOrMap(carrier, carrierXform);
|
|
_transform.AttachToGridOrMap(carried, xform);
|
|
_transform.SetParent(carried, xform, carrier, carrierXform);
|
|
|
|
var carryingComp = EnsureComp<CarryingComponent>(carrier);
|
|
carryingComp.Carried = carried;
|
|
Dirty(carrier, carryingComp);
|
|
var carriedComp = EnsureComp<BeingCarriedComponent>(carried);
|
|
carriedComp.Carrier = carrier;
|
|
Dirty(carried, carriedComp);
|
|
EnsureComp<KnockedDownComponent>(carried);
|
|
|
|
ApplyCarrySlowdown(carrier, carried);
|
|
|
|
_actionBlocker.UpdateCanMove(carried);
|
|
|
|
if (_net.IsClient) // no spawning prediction
|
|
return;
|
|
|
|
_virtualItem.TrySpawnVirtualItemInHand(carried, carrier);
|
|
_virtualItem.TrySpawnVirtualItemInHand(carried, carrier);
|
|
}
|
|
|
|
public bool TryCarry(EntityUid carrier, Entity<CarriableComponent?> toCarry)
|
|
{
|
|
if (!Resolve(toCarry, ref toCarry.Comp, false))
|
|
return false;
|
|
|
|
if (!CanCarry(carrier, (toCarry, toCarry.Comp)))
|
|
return false;
|
|
|
|
// The second one means that carrier is a pseudo-item and is inside a bag.
|
|
if (HasComp<BeingCarriedComponent>(carrier) || HasComp<ItemComponent>(carrier))
|
|
return false;
|
|
|
|
if (GetPickupDuration(carrier, toCarry).TotalSeconds > 9f)
|
|
return false;
|
|
|
|
Carry(carrier, toCarry);
|
|
return true;
|
|
}
|
|
|
|
public void DropCarried(EntityUid carrier, EntityUid carried)
|
|
{
|
|
Drop(carried);
|
|
CleanupCarrier(carrier, carried);
|
|
}
|
|
|
|
private void CleanupCarrier(EntityUid carrier, EntityUid carried)
|
|
{
|
|
RemComp<CarryingComponent>(carrier); // get rid of this first so we don't recursively fire that event
|
|
RemComp<CarryingSlowdownComponent>(carrier);
|
|
_virtualItem.DeleteInHandsMatching(carrier, carried);
|
|
_movementSpeed.RefreshMovementSpeedModifiers(carrier);
|
|
}
|
|
|
|
private void Drop(EntityUid carried)
|
|
{
|
|
RemComp<BeingCarriedComponent>(carried);
|
|
RemComp<KnockedDownComponent>(carried); // TODO SHITMED: make sure this doesnt let you make someone with no legs walk
|
|
_actionBlocker.UpdateCanMove(carried);
|
|
Transform(carried).AttachToGridOrMap();
|
|
_standingState.Stand(carried);
|
|
}
|
|
|
|
private void ApplyCarrySlowdown(EntityUid carrier, EntityUid carried)
|
|
{
|
|
var massRatio = MassContest(carrier, carried);
|
|
|
|
if (massRatio == 0)
|
|
massRatio = 1;
|
|
|
|
var massRatioSq = Math.Pow(massRatio, 2);
|
|
var modifier = (1 - (0.15 / massRatioSq));
|
|
modifier = Math.Max(0.1, modifier);
|
|
_slowdown.SetModifier(carrier, (float) modifier);
|
|
}
|
|
|
|
public bool CanCarry(EntityUid carrier, Entity<CarriableComponent> carried)
|
|
{
|
|
return
|
|
carrier != carried.Owner &&
|
|
// can't carry multiple people, even if you have 4 hands it will break invariants when removing carryingcomponent for first carried person
|
|
!HasComp<CarryingComponent>(carrier) &&
|
|
// can't carry someone in a locker, buckled, etc
|
|
HasComp<MapGridComponent>(Transform(carrier).ParentUid) &&
|
|
// no tower of spacemen or stack overflow
|
|
!HasComp<BeingCarriedComponent>(carrier) &&
|
|
!HasComp<BeingCarriedComponent>(carried) &&
|
|
// finally check that there are enough free hands
|
|
TryComp<HandsComponent>(carrier, out var hands) && _hands.CountFreeHands((carrier, hands)) >= carried.Comp.FreeHandsRequired;
|
|
}
|
|
|
|
private float MassContest(EntityUid roller, EntityUid target)
|
|
{
|
|
if (!_physicsQuery.TryComp(roller, out var rollerPhysics) || !_physicsQuery.TryComp(target, out var targetPhysics))
|
|
return 1f;
|
|
|
|
if (targetPhysics.FixturesMass == 0)
|
|
return 1f;
|
|
|
|
return rollerPhysics.FixturesMass / targetPhysics.FixturesMass;
|
|
}
|
|
|
|
private TimeSpan GetPickupDuration(EntityUid carrier, EntityUid carried)
|
|
{
|
|
var length = TimeSpan.FromSeconds(3);
|
|
|
|
var mod = MassContest(carrier, carried);
|
|
if (mod != 0)
|
|
length /= mod;
|
|
|
|
return length;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<BeingCarriedComponent, TransformComponent>();
|
|
while (query.MoveNext(out var carried, out var comp, out var xform))
|
|
{
|
|
var carrier = comp.Carrier;
|
|
if (TerminatingOrDeleted(carrier))
|
|
{
|
|
RemCompDeferred<BeingCarriedComponent>(carried);
|
|
continue;
|
|
}
|
|
|
|
// SOMETIMES - when an entity is inserted into disposals, or a cryosleep chamber - it can get re-parented without a proper reparent event
|
|
// when this happens, it needs to be dropped because it leads to weird behavior
|
|
if (xform.ParentUid != carrier)
|
|
{
|
|
DropCarried(carrier, carried);
|
|
continue;
|
|
}
|
|
|
|
// Make sure the carried entity is always centered relative to the carrier, as gravity pulls can offset it otherwise
|
|
_transform.SetLocalPosition(carried, Vector2.Zero);
|
|
}
|
|
}
|
|
}
|