Files
Delta-v/Content.Shared/Cuffs/SharedCuffableSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

839 lines
35 KiB
C#

using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Components;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Buckle.Components;
using Content.Shared.CombatMode;
using Content.Shared.Cuffs.Components;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Popups;
using Content.Shared.Pulling.Events;
using Content.Shared.Rejuvenate;
using Content.Shared.Stunnable;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
namespace Content.Shared.Cuffs
{
// TODO remove all the IsServer() checks.
public abstract partial class SharedCuffableSystem : EntitySystem
{
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly UseDelaySystem _delay = default!;
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CuffableComponent, HandCountChangedEvent>(OnHandCountChanged);
SubscribeLocalEvent<UncuffAttemptEvent>(OnUncuffAttempt);
SubscribeLocalEvent<CuffableComponent, EntRemovedFromContainerMessage>(OnCuffsRemovedFromContainer);
SubscribeLocalEvent<CuffableComponent, EntInsertedIntoContainerMessage>(OnCuffsInsertedIntoContainer);
SubscribeLocalEvent<CuffableComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<CuffableComponent, ComponentInit>(OnStartup);
SubscribeLocalEvent<CuffableComponent, AttemptStopPullingEvent>(HandleStopPull);
SubscribeLocalEvent<CuffableComponent, RemoveCuffsAlertEvent>(OnRemoveCuffsAlert);
SubscribeLocalEvent<CuffableComponent, UpdateCanMoveEvent>(HandleMoveAttempt);
SubscribeLocalEvent<CuffableComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<CuffableComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<CuffableComponent, BeingPulledAttemptEvent>(OnBeingPulledAttempt);
SubscribeLocalEvent<CuffableComponent, BuckleAttemptEvent>(OnBuckleAttemptEvent);
SubscribeLocalEvent<CuffableComponent, UnbuckleAttemptEvent>(OnUnbuckleAttemptEvent);
SubscribeLocalEvent<CuffableComponent, GetVerbsEvent<Verb>>(AddUncuffVerb);
SubscribeLocalEvent<CuffableComponent, UnCuffDoAfterEvent>(OnCuffableDoAfter);
SubscribeLocalEvent<CuffableComponent, PullStartedMessage>(OnPull);
SubscribeLocalEvent<CuffableComponent, PullStoppedMessage>(OnPull);
SubscribeLocalEvent<CuffableComponent, DropAttemptEvent>(CheckAct);
SubscribeLocalEvent<CuffableComponent, PickupAttemptEvent>(CheckAct);
SubscribeLocalEvent<CuffableComponent, AttackAttemptEvent>(CheckAct);
SubscribeLocalEvent<CuffableComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<CuffableComponent, InteractionAttemptEvent>(CheckInteract);
SubscribeLocalEvent<HandcuffComponent, AfterInteractEvent>(OnCuffAfterInteract);
SubscribeLocalEvent<HandcuffComponent, MeleeHitEvent>(OnCuffMeleeHit);
SubscribeLocalEvent<HandcuffComponent, AddCuffDoAfterEvent>(OnAddCuffDoAfter);
SubscribeLocalEvent<HandcuffComponent, VirtualItemDeletedEvent>(OnCuffVirtualItemDeleted);
}
private void CheckInteract(Entity<CuffableComponent> ent, ref InteractionAttemptEvent args)
{
if (!ent.Comp.CanStillInteract)
args.Cancelled = true;
}
private void OnUncuffAttempt(ref UncuffAttemptEvent args)
{
if (args.Cancelled)
return;
if (!Exists(args.User) || Deleted(args.User))
{
// Should this even be possible?
args.Cancelled = true;
return;
}
// If the user is the target, special logic applies.
// This is because the CanInteract blocking of the cuffs prevents self-uncuff.
if (args.User == args.Target)
{
if (!TryComp<CuffableComponent>(args.User, out var cuffable))
{
DebugTools.Assert($"{args.User} tried to uncuff themselves but they are not cuffable.");
return;
}
// We temporarily allow interactions so the cuffable system does not block itself.
// It's assumed that this will always be false.
// Otherwise they would not be trying to uncuff themselves.
cuffable.CanStillInteract = true;
Dirty(args.User, cuffable);
if (!_actionBlocker.CanInteract(args.User, args.User))
args.Cancelled = true;
cuffable.CanStillInteract = false;
Dirty(args.User, cuffable);
}
else
{
// Check if the user can interact.
if (!_actionBlocker.CanInteract(args.User, args.Target))
args.Cancelled = true;
}
if (args.Cancelled)
{
_popup.PopupClient(Loc.GetString("cuffable-component-cannot-interact-message"), args.Target, args.User);
}
}
private void OnStartup(EntityUid uid, CuffableComponent component, ComponentInit args)
{
component.Container = _container.EnsureContainer<Container>(uid, Factory.GetComponentName(component.GetType()));
}
private void OnRejuvenate(EntityUid uid, CuffableComponent component, RejuvenateEvent args)
{
_container.EmptyContainer(component.Container, true);
}
private void OnCuffsRemovedFromContainer(EntityUid uid, CuffableComponent component, EntRemovedFromContainerMessage args)
{
// ReSharper disable once ConditionalAccessQualifierIsNonNullableAccordingToAPIContract
if (args.Container.ID != component.Container?.ID)
return;
_virtualItem.DeleteInHandsMatching(uid, args.Entity);
UpdateCuffState(uid, component);
}
private void OnCuffsInsertedIntoContainer(EntityUid uid, CuffableComponent component, ContainerModifiedMessage args)
{
if (args.Container == component.Container)
UpdateCuffState(uid, component);
}
public void UpdateCuffState(EntityUid uid, CuffableComponent component)
{
var canInteract = TryComp(uid, out HandsComponent? hands) && hands.Hands.Count > component.CuffedHandCount;
if (canInteract == component.CanStillInteract)
return;
component.CanStillInteract = canInteract;
Dirty(uid, component);
_actionBlocker.UpdateCanMove(uid);
if (component.CanStillInteract)
_alerts.ClearAlert(uid, component.CuffedAlert);
else
_alerts.ShowAlert(uid, component.CuffedAlert);
var ev = new CuffedStateChangeEvent();
RaiseLocalEvent(uid, ref ev);
}
private void OnBeingPulledAttempt(EntityUid uid, CuffableComponent component, BeingPulledAttemptEvent args)
{
if (!TryComp<PullableComponent>(uid, out var pullable))
return;
if (pullable.Puller != null && !component.CanStillInteract) // If we are being pulled already and cuffed, we can't get pulled again.
args.Cancel();
}
private void OnBuckleAttempt(Entity<CuffableComponent> ent, EntityUid? user, ref bool cancelled, bool buckling, bool popup)
{
if (cancelled || user != ent.Owner)
return;
if (!TryComp<HandsComponent>(ent, out var hands) || ent.Comp.CuffedHandCount < hands.Count)
return;
cancelled = true;
if (!popup)
return;
var message = buckling
? Loc.GetString("handcuff-component-cuff-interrupt-buckled-message")
: Loc.GetString("handcuff-component-cuff-interrupt-unbuckled-message");
_popup.PopupClient(message, ent, user);
}
private void OnBuckleAttemptEvent(Entity<CuffableComponent> ent, ref BuckleAttemptEvent args)
{
OnBuckleAttempt(ent, args.User, ref args.Cancelled, true, args.Popup);
}
private void OnUnbuckleAttemptEvent(Entity<CuffableComponent> ent, ref UnbuckleAttemptEvent args)
{
OnBuckleAttempt(ent, args.User, ref args.Cancelled, false, args.Popup);
}
private void OnPull(EntityUid uid, CuffableComponent component, PullMessage args)
{
if (!component.CanStillInteract)
_actionBlocker.UpdateCanMove(uid);
}
private void HandleMoveAttempt(EntityUid uid, CuffableComponent component, UpdateCanMoveEvent args)
{
if (component.CanStillInteract || !TryComp(uid, out PullableComponent? pullable) || !pullable.BeingPulled)
return;
args.Cancel();
}
private void HandleStopPull(EntityUid uid, CuffableComponent component, AttemptStopPullingEvent args)
{
if (args.User == null || !Exists(args.User.Value))
return;
if (args.User.Value == uid && !component.CanStillInteract)
args.Cancelled = true;
}
private void OnRemoveCuffsAlert(Entity<CuffableComponent> ent, ref RemoveCuffsAlertEvent args)
{
if (args.Handled)
return;
TryUncuff(ent, ent, cuffable: ent.Comp);
args.Handled = true;
}
private void AddUncuffVerb(EntityUid uid, CuffableComponent component, GetVerbsEvent<Verb> args)
{
// Can the user access the cuffs, and is there even anything to uncuff?
if (!args.CanAccess || component.CuffedHandCount == 0 || args.Hands == null)
return;
// We only check can interact if the user is not uncuffing themselves. As a result, the verb will show up
// when the user is incapacitated & trying to uncuff themselves, but TryUncuff() will still fail when
// attempted.
if (args.User != args.Target && !args.CanInteract)
return;
Verb verb = new()
{
Act = () => TryUncuff(uid, args.User, cuffable: component),
DoContactInteraction = true,
Text = Loc.GetString("uncuff-verb-get-data-text")
};
//TODO VERB ICON add uncuffing symbol? may re-use the alert symbol showing that you are currently cuffed?
args.Verbs.Add(verb);
}
private void OnCuffableDoAfter(EntityUid uid, CuffableComponent component, UnCuffDoAfterEvent args)
{
if (args.Args.Target is not { } target || args.Args.Used is not { } used)
return;
if (args.Handled)
return;
args.Handled = true;
var user = args.Args.User;
if (!args.Cancelled)
{
Uncuff(target, user, used, component);
}
else
{
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-fail-message"), user, user);
}
}
private void OnCuffAfterInteract(EntityUid uid, HandcuffComponent component, AfterInteractEvent args)
{
if (args.Target is not { Valid: true } target)
return;
if (!args.CanReach)
{
_popup.PopupClient(Loc.GetString("handcuff-component-too-far-away-error"), args.User, args.User);
return;
}
var result = TryCuffing(args.User, target, uid, component);
args.Handled = result;
}
private void OnCuffMeleeHit(EntityUid uid, HandcuffComponent component, MeleeHitEvent args)
{
if (!args.HitEntities.Any())
return;
TryCuffing(args.User, args.HitEntities.First(), uid, component);
args.Handled = true;
}
private void OnAddCuffDoAfter(EntityUid uid, HandcuffComponent component, AddCuffDoAfterEvent args)
{
var user = args.Args.User;
if (!TryComp<CuffableComponent>(args.Args.Target, out var cuffable))
return;
var target = args.Args.Target.Value;
if (args.Handled)
return;
args.Handled = true;
if (!args.Cancelled && TryAddNewCuffs(target, user, uid, cuffable))
{
component.Used = true;
_audio.PlayPredicted(component.EndCuffSound, uid, user);
var popupText = (user == target)
? "handcuff-component-cuff-self-observer-success-message"
: "handcuff-component-cuff-observer-success-message";
_popup.PopupEntity(Loc.GetString(popupText,
("user", Identity.Name(user, EntityManager)), ("target", Identity.Entity(target, EntityManager))),
target, Filter.Pvs(target, entityManager: EntityManager)
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user), true);
if (target == user)
{
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-self-success-message"), user, user);
_adminLog.Add(LogType.Action, LogImpact.Medium,
$"{ToPrettyString(user):player} has cuffed himself");
}
else
{
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-other-success-message",
("otherName", Identity.Name(target, EntityManager, user))), user, user);
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-by-other-success-message",
("otherName", Identity.Name(user, EntityManager, target))), target, target);
_adminLog.Add(LogType.Action, LogImpact.High,
$"{ToPrettyString(user):player} has cuffed {ToPrettyString(target):player}");
}
}
else
{
if (target == user)
{
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-self-message"), user, user);
}
else
{
// TODO Fix popup message wording
// This message assumes that the user being handcuffed is the one that caused the handcuff to fail.
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-message",
("targetName", Identity.Name(target, EntityManager, user))), user, user);
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-other-message",
("otherName", Identity.Name(user, EntityManager, target)),
("otherEnt", user)), target, target);
}
}
}
private void OnCuffVirtualItemDeleted(EntityUid uid, HandcuffComponent component, VirtualItemDeletedEvent args)
{
Uncuff(args.User, null, uid, cuff: component);
}
/// <summary>
/// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs.
/// </summary>
private void OnHandCountChanged(Entity<CuffableComponent> ent, ref HandCountChangedEvent message)
{
// TODO: either don't store a container ref, or make it actually nullable.
if (ent.Comp.Container == default!)
return;
var dirty = false;
var handCount = CompOrNull<HandsComponent>(ent.Owner)?.Count ?? 0;
while (ent.Comp.CuffedHandCount > handCount && ent.Comp.CuffedHandCount > 0)
{
dirty = true;
var handcuffContainer = ent.Comp.Container;
var handcuffEntity = handcuffContainer.ContainedEntities[^1];
_transform.PlaceNextTo(handcuffEntity, ent.Owner);
}
if (dirty)
{
UpdateCuffState(ent.Owner, ent.Comp);
}
}
/// <summary>
/// Adds virtual cuff items to the user's hands.
/// </summary>
private void UpdateHeldItems(EntityUid uid, EntityUid handcuff, CuffableComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
// TODO we probably don't just want to use the generic virtual-item entity, and instead
// want to add our own item, so that use-in-hand triggers an uncuff attempt and the like.
if (!TryComp<HandsComponent>(uid, out var handsComponent))
return;
var freeHands = 0;
foreach (var hand in _hands.EnumerateHands((uid, handsComponent)))
{
if (!_hands.TryGetHeldItem((uid, handsComponent), hand, out var held))
{
freeHands++;
continue;
}
// Is this entity removable? (it might be an existing handcuff blocker)
if (HasComp<UnremoveableComponent>(held))
continue;
_hands.DoDrop(uid, hand, true);
freeHands++;
if (freeHands == 2)
break;
}
if (_virtualItem.TrySpawnVirtualItemInHand(handcuff, uid, out var virtItem1))
EnsureComp<UnremoveableComponent>(virtItem1.Value);
if (_virtualItem.TrySpawnVirtualItemInHand(handcuff, uid, out var virtItem2))
EnsureComp<UnremoveableComponent>(virtItem2.Value);
}
/// <summary>
/// Add a set of cuffs to an existing CuffedComponent.
/// </summary>
public bool TryAddNewCuffs(EntityUid target, EntityUid user, EntityUid handcuff, CuffableComponent? component = null, HandcuffComponent? cuff = null)
{
if (!Resolve(target, ref component) || !Resolve(handcuff, ref cuff))
return false;
if (!_interaction.InRangeUnobstructed(handcuff, target))
return false;
// if the amount of hands the target has is equal to or less than the amount of hands that are cuffed
// don't apply the new set of cuffs
// (how would you even end up with more cuffed hands than actual hands? either way accounting for it)
if (TryComp<HandsComponent>(target, out var hands) && hands.Count <= component.CuffedHandCount)
return false;
var ev = new TargetHandcuffedEvent();
RaiseLocalEvent(target, ref ev);
// Success!
_hands.TryDrop(user, handcuff);
_container.Insert(handcuff, component.Container);
UpdateHeldItems(target, handcuff, component);
return true;
}
/// <returns>False if the target entity isn't cuffable.</returns>
public bool TryCuffing(EntityUid user, EntityUid target, EntityUid handcuff, HandcuffComponent? handcuffComponent = null, CuffableComponent? cuffable = null)
{
if (!Resolve(handcuff, ref handcuffComponent) || !Resolve(target, ref cuffable, false))
return false;
if (!TryComp<HandsComponent>(target, out var hands))
{
_popup.PopupClient(Loc.GetString("handcuff-component-target-has-no-hands-error",
("targetName", Identity.Name(target, EntityManager, user))), user, user);
return true;
}
if (cuffable.CuffedHandCount >= hands.Count)
{
_popup.PopupClient(Loc.GetString("handcuff-component-target-has-no-free-hands-error",
("targetName", Identity.Name(target, EntityManager, user))), user, user);
return true;
}
if (!_hands.CanDrop(user, handcuff))
{
_popup.PopupClient(Loc.GetString("handcuff-component-cannot-drop-cuffs", ("target", Identity.Name(target, EntityManager, user))), user, user);
return false;
}
var cuffTime = handcuffComponent.CuffTime;
if (HasComp<StunnedComponent>(target))
cuffTime = MathF.Max(0.1f, cuffTime - handcuffComponent.StunBonus);
if (HasComp<DisarmProneComponent>(target))
cuffTime = 0.0f; // cuff them instantly.
var doAfterEventArgs = new DoAfterArgs(EntityManager, user, cuffTime, new AddCuffDoAfterEvent(), handcuff, target, handcuff)
{
BreakOnMove = true,
BreakOnWeightlessMove = false,
BreakOnDamage = true,
NeedHand = true,
DistanceThreshold = 1f // shorter than default but still feels good
};
if (!_doAfter.TryStartDoAfter(doAfterEventArgs))
return true;
var popupText = (user == target)
? "handcuff-component-start-cuffing-self-observer"
: "handcuff-component-start-cuffing-observer";
_popup.PopupEntity(Loc.GetString(popupText,
("user", Identity.Name(user, EntityManager)), ("target", Identity.Entity(target, EntityManager))),
target, Filter.Pvs(target, entityManager: EntityManager)
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user), true);
if (target == user)
{
_popup.PopupClient(Loc.GetString("handcuff-component-target-self"), user, user);
}
else
{
_popup.PopupClient(Loc.GetString("handcuff-component-start-cuffing-target-message",
("targetName", Identity.Name(target, EntityManager, user))), user, user);
_popup.PopupEntity(Loc.GetString("handcuff-component-start-cuffing-by-other-message",
("otherName", Identity.Name(user, EntityManager, target))), target, target);
}
_audio.PlayPredicted(handcuffComponent.StartCuffSound, handcuff, user);
return true;
}
/// <summary>
/// Checks if the target is handcuffed.
/// </summary>
/// /// <param name="target">The entity to be checked</param>
/// <param name="requireFullyCuffed">when true, return false if the target is only partially cuffed (for things with more than 2 hands)</param>
/// <returns></returns>
public bool IsCuffed(Entity<CuffableComponent> target, bool requireFullyCuffed = true)
{
if (!TryComp<HandsComponent>(target, out var hands))
return false;
if (target.Comp.CuffedHandCount <= 0)
return false;
if (requireFullyCuffed && hands.Count > target.Comp.CuffedHandCount)
return false;
return true;
}
/// <summary>
/// Attempt to uncuff a cuffed entity. Can be called by the cuffed entity, or another entity trying to help uncuff them.
/// If the uncuffing succeeds, the cuffs will drop on the floor.
/// </summary>
/// <param name="target"></param>
/// <param name="user">The cuffed entity</param>
/// <param name="cuffsToRemove">Optional param for the handcuff entity to remove from the cuffed entity. If null, uses the most recently added handcuff entity.</param>
/// <param name="cuffable"></param>
/// <param name="cuff"></param>
public void TryUncuff(EntityUid target, EntityUid user, EntityUid? cuffsToRemove = null, CuffableComponent? cuffable = null, HandcuffComponent? cuff = null)
{
if (!Resolve(target, ref cuffable))
return;
var isOwner = user == target;
if (cuffsToRemove == null)
{
if (cuffable.Container.ContainedEntities.Count == 0)
{
return;
}
cuffsToRemove = cuffable.LastAddedCuffs;
}
else
{
if (!cuffable.Container.ContainedEntities.Contains(cuffsToRemove.Value))
{
Log.Warning("A user is trying to remove handcuffs that aren't in the owner's container. This should never happen!");
}
}
if (!Resolve(cuffsToRemove.Value, ref cuff))
return;
var attempt = new UncuffAttemptEvent(user, target);
RaiseLocalEvent(user, ref attempt, true);
if (attempt.Cancelled)
{
return;
}
if (!isOwner && !_interaction.InRangeUnobstructed(user, target))
{
_popup.PopupClient(Loc.GetString("cuffable-component-cannot-remove-cuffs-too-far-message"), user, user);
return;
}
var ev = new ModifyUncuffDurationEvent(user, target, isOwner ? cuff.BreakoutTime : cuff.UncuffTime);
RaiseLocalEvent(user, ref ev);
var uncuffTime = ev.Duration;
if (isOwner)
{
if (!TryComp(cuffsToRemove.Value, out UseDelayComponent? useDelay))
return;
if (!_delay.TryResetDelay((cuffsToRemove.Value, useDelay), true))
{
return;
}
}
var doAfterEventArgs = new DoAfterArgs(EntityManager, user, uncuffTime, new UnCuffDoAfterEvent(), target, target, cuffsToRemove)
{
BreakOnMove = true,
BreakOnWeightlessMove = false,
BreakOnDamage = true,
NeedHand = true,
RequireCanInteract = false, // Trust in UncuffAttemptEvent
DistanceThreshold = 1f // shorter than default but still feels good
};
if (!_doAfter.TryStartDoAfter(doAfterEventArgs))
return;
_adminLog.Add(LogType.Action, LogImpact.High, $"{ToPrettyString(user):player} is trying to uncuff {ToPrettyString(target):subject}");
var popupText = user == target
? "cuffable-component-start-uncuffing-self-observer"
: "cuffable-component-start-uncuffing-observer";
_popup.PopupEntity(
Loc.GetString(popupText,
("user", Identity.Name(user, EntityManager)),
("target", Identity.Entity(target, EntityManager))),
target,
Filter.Pvs(target, entityManager: EntityManager)
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user),
true);
if (target == user)
{
_popup.PopupClient(Loc.GetString("cuffable-component-start-uncuffing-self"), user, user);
}
else
{
_popup.PopupClient(Loc.GetString("cuffable-component-start-uncuffing-target-message",
("targetName", Identity.Name(target, EntityManager, user))),
user,
user);
_popup.PopupEntity(Loc.GetString("cuffable-component-start-uncuffing-by-other-message",
("otherName", Identity.Name(user, EntityManager, target))),
target,
target);
}
_audio.PlayPredicted(isOwner ? cuff.StartBreakoutSound : cuff.StartUncuffSound, target, user);
}
public void Uncuff(EntityUid target, EntityUid? user, EntityUid cuffsToRemove, CuffableComponent? cuffable = null, HandcuffComponent? cuff = null)
{
if (!Resolve(target, ref cuffable) || !Resolve(cuffsToRemove, ref cuff))
return;
if (!cuff.Used || cuff.Removing || TerminatingOrDeleted(cuffsToRemove) || TerminatingOrDeleted(target))
return;
if (user != null)
{
var attempt = new UncuffAttemptEvent(user.Value, target);
RaiseLocalEvent(user.Value, ref attempt);
if (attempt.Cancelled)
return;
}
cuff.Removing = true;
cuff.Used = false;
_audio.PlayPredicted(cuff.EndUncuffSound, target, user);
_container.Remove(cuffsToRemove, cuffable.Container);
if (_net.IsServer)
{
// Handles spawning broken cuffs on server to avoid client misprediction
if (cuff.BreakOnRemove)
{
QueueDel(cuffsToRemove);
var trash = Spawn(cuff.BrokenPrototype, Transform(cuffsToRemove).Coordinates);
_hands.PickupOrDrop(user, trash);
}
else
{
_hands.PickupOrDrop(user, cuffsToRemove);
}
}
var shoved = false;
// if combat mode is on, shove the person.
if (_combatMode.IsInCombatMode(user) && target != user && user != null)
{
var eventArgs = new DisarmedEvent(target, user.Value, 1f);
RaiseLocalEvent(target, ref eventArgs);
shoved = true;
}
if (cuffable.CuffedHandCount == 0)
{
if (user != null)
{
if (shoved)
{
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-push-success-message",
("otherName", Identity.Name(user.Value, EntityManager, user))),
user.Value,
user.Value);
}
else
{
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-success-message"), user.Value, user.Value);
}
}
if (target != user && user != null)
{
_popup.PopupEntity(Loc.GetString("cuffable-component-remove-cuffs-by-other-success-message",
("otherName", Identity.Name(user.Value, EntityManager, user))), target, target);
_adminLog.Add(LogType.Action, LogImpact.High,
$"{ToPrettyString(user):player} has successfully uncuffed {ToPrettyString(target):player}");
}
else
{
_adminLog.Add(LogType.Action, LogImpact.High,
$"{ToPrettyString(user):player} has successfully uncuffed themselves");
}
}
else if (user != null)
{
if (user != target)
{
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
("cuffedHandCount", cuffable.CuffedHandCount),
("otherName", Identity.Name(user.Value, EntityManager, user.Value))), user.Value, user.Value);
_popup.PopupEntity(Loc.GetString(
"cuffable-component-remove-cuffs-by-other-partial-success-message",
("otherName", Identity.Name(user.Value, EntityManager, user.Value)),
("cuffedHandCount", cuffable.CuffedHandCount)), target, target);
}
else
{
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
("cuffedHandCount", cuffable.CuffedHandCount)), user.Value, user.Value);
}
}
cuff.Removing = false;
}
#region ActionBlocker
private void CheckAct(EntityUid uid, CuffableComponent component, CancellableEntityEventArgs args)
{
if (!component.CanStillInteract)
args.Cancel();
}
private void OnEquipAttempt(EntityUid uid, CuffableComponent component, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == uid)
CheckAct(uid, component, args);
}
private void OnUnequipAttempt(EntityUid uid, CuffableComponent component, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == uid)
CheckAct(uid, component, args);
}
#endregion
public IReadOnlyList<EntityUid> GetAllCuffs(CuffableComponent component)
{
return component.Container.ContainedEntities;
}
}
[Serializable, NetSerializable]
public sealed partial class UnCuffDoAfterEvent : SimpleDoAfterEvent;
[Serializable, NetSerializable]
public sealed partial class AddCuffDoAfterEvent : SimpleDoAfterEvent;
/// <summary>
/// Raised on the target when they get handcuffed.
/// Relayed to their held items.
/// </summary>
[ByRefEvent]
public record struct TargetHandcuffedEvent : IInventoryRelayEvent
{
/// <summary>
/// All slots to relay to
/// </summary>
public SlotFlags TargetSlots { get; set; }
}
}