Cuffable/Handcuff ECS (#14382)
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@@ -1,9 +1,79 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Cuffs;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Humanoid;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Client.Cuffs
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namespace Content.Client.Cuffs;
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public sealed class CuffableSystem : SharedCuffableSystem
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{
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public sealed class CuffableSystem : SharedCuffableSystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CuffableComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<CuffableComponent, ComponentHandleState>(OnCuffableHandleState);
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SubscribeLocalEvent<HandcuffComponent, ComponentHandleState>(OnHandcuffHandleState);
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}
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private void OnShutdown(EntityUid uid, CuffableComponent component, ComponentShutdown args)
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{
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if (TryComp<SpriteComponent>(uid, out var sprite))
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, false);
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}
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private void OnHandcuffHandleState(EntityUid uid, HandcuffComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not HandcuffComponentState state)
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return;
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component.Cuffing = state.Cuffing;
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if (state.IconState == string.Empty)
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return;
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if (TryComp<SpriteComponent>(uid, out var sprite))
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{
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, state.IconState);
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}
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}
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private void OnCuffableHandleState(EntityUid uid, CuffableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not CuffableComponentState cuffState)
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return;
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component.CanStillInteract = cuffState.CanStillInteract;
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component.Uncuffing = cuffState.Uncuffing;
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_actionBlocker.UpdateCanMove(uid);
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var ev = new CuffedStateChangeEvent();
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RaiseLocalEvent(uid, ref ev);
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if (!TryComp<SpriteComponent>(uid, out var sprite))
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return;
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var cuffed = cuffState.NumHandsCuffed > 0;
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sprite.LayerSetVisible(HumanoidVisualLayers.Handcuffs, cuffed);
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// if they are not cuffed, that means that we didn't get a valid color,
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// iconstate, or RSI. that also means we don't need to update the sprites.
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if (!cuffed)
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return;
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sprite.LayerSetColor(HumanoidVisualLayers.Handcuffs, cuffState.Color!.Value);
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if (!Equals(component.CurrentRSI, cuffState.RSI) && cuffState.RSI != null) // we don't want to keep loading the same RSI
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{
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component.CurrentRSI = cuffState.RSI;
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, cuffState.IconState, component.CurrentRSI);
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}
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else
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{
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sprite.LayerSetState(HumanoidVisualLayers.Handcuffs, cuffState.IconState);
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}
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}
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}
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