Add unbuckling entities that are moved away from their straps (#1437)
* Add unbuckling entities that move away from their straps * Remove range constraint from movement unbuckling check * Fix setting the wrong positions when buckling * Fix beds making you sleep for the rest of your life
This commit is contained in:
@@ -2,6 +2,7 @@
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using System;
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using System;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces;
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using Content.Server.Mobs;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Server.Utility;
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@@ -21,6 +22,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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@@ -58,6 +60,8 @@ namespace Content.Server.GameObjects.Components.Buckle
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[ViewVariables]
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[ViewVariables]
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private TimeSpan _buckleTime;
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private TimeSpan _buckleTime;
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public Vector2? BuckleOffset { get; private set; }
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private StrapComponent? _buckledTo;
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private StrapComponent? _buckledTo;
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/// <summary>
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/// <summary>
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@@ -116,7 +120,6 @@ namespace Content.Server.GameObjects.Components.Buckle
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var ownTransform = Owner.Transform;
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var ownTransform = Owner.Transform;
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var strapTransform = strap.Owner.Transform;
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var strapTransform = strap.Owner.Transform;
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ownTransform.GridPosition = strapTransform.GridPosition;
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ownTransform.AttachParent(strapTransform);
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ownTransform.AttachParent(strapTransform);
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switch (strap.Position)
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switch (strap.Position)
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@@ -129,14 +132,21 @@ namespace Content.Server.GameObjects.Components.Buckle
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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break;
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case StrapPosition.Down:
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case StrapPosition.Down:
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StandingStateHelper.Down(Owner);
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StandingStateHelper.Down(Owner, force: true);
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ownTransform.WorldRotation = Angle.South;
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ownTransform.WorldRotation = Angle.South;
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break;
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break;
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}
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}
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// Assign BuckleOffset first, before causing a MoveEvent to fire
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if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
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if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
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{
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{
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ownTransform.WorldPosition += (0, 0.15f);
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BuckleOffset = (0, 0.15f);
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ownTransform.WorldPosition = strapTransform.WorldPosition + BuckleOffset!.Value;
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}
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else
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{
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BuckleOffset = Vector2.Zero;
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ownTransform.WorldPosition = strapTransform.WorldPosition;
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}
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}
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}
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}
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@@ -257,9 +267,9 @@ namespace Content.Server.GameObjects.Components.Buckle
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appearance.SetData(BuckleVisuals.Buckled, true);
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appearance.SetData(BuckleVisuals.Buckled, true);
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}
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}
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ReAttach(strap);
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BuckledTo = strap;
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BuckledTo = strap;
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ReAttach(strap);
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BuckleStatus();
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BuckleStatus();
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return true;
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return true;
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@@ -315,8 +325,8 @@ namespace Content.Server.GameObjects.Components.Buckle
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if (Owner.Transform.Parent == BuckledTo.Owner.Transform)
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if (Owner.Transform.Parent == BuckledTo.Owner.Transform)
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{
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{
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Owner.Transform.DetachParent();
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Owner.Transform.WorldRotation = BuckledTo.Owner.Transform.WorldRotation;
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Owner.Transform.WorldRotation = BuckledTo.Owner.Transform.WorldRotation;
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Owner.Transform.DetachParent();
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}
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}
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BuckledTo = null;
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BuckledTo = null;
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@@ -1,14 +1,46 @@
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using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Server.GameObjects.EntitySystems.Click;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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namespace Content.Server.GameObjects.EntitySystems
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{
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{
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[UsedImplicitly]
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public class BuckleSystem : EntitySystem
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public class BuckleSystem : EntitySystem
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{
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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/// <summary>
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/// Checks if a buckled entity should be unbuckled from moving
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/// too far from its strap.
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/// </summary>
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/// <param name="moveEvent">The move event of a buckled entity.</param>
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private void MoveEvent(MoveEvent moveEvent)
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{
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if (!moveEvent.Sender.TryGetComponent(out BuckleComponent buckle) ||
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buckle.BuckledTo == null ||
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!buckle.BuckleOffset.HasValue)
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{
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return;
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}
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var bucklePosition = buckle.BuckledTo.Owner.Transform.GridPosition.Offset(buckle.BuckleOffset.Value);
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if (moveEvent.NewPosition.InRange(_mapManager, bucklePosition, 0.2f))
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{
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return;
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}
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buckle.TryUnbuckle(buckle.Owner, true);
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}
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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@@ -17,6 +49,8 @@ namespace Content.Server.GameObjects.EntitySystems
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UpdatesAfter.Add(typeof(InteractionSystem));
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UpdatesAfter.Add(typeof(InteractionSystem));
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UpdatesAfter.Add(typeof(InputSystem));
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UpdatesAfter.Add(typeof(InputSystem));
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SubscribeLocalEvent<MoveEvent>(MoveEvent);
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}
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}
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public override void Update(float frameTime)
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public override void Update(float frameTime)
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@@ -17,11 +17,16 @@ namespace Content.Server.Mobs
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/// <param name="entity">The mob in question</param>
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/// <param name="entity">The mob in question</param>
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/// <param name="playSound">Whether to play a sound when falling down or not</param>
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/// <param name="playSound">Whether to play a sound when falling down or not</param>
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/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
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/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
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/// <param name="force">Whether or not to check if the entity can fall.</param>
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/// <returns>False if the mob was already downed or couldn't set the state</returns>
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/// <returns>False if the mob was already downed or couldn't set the state</returns>
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public static bool Down(IEntity entity, bool playSound = true, bool dropItems = true)
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public static bool Down(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
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{
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{
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if (!EffectBlockerSystem.CanFall(entity) ||
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if (!force && !EffectBlockerSystem.CanFall(entity))
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!entity.TryGetComponent(out AppearanceComponent appearance))
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{
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return false;
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}
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if (!entity.TryGetComponent(out AppearanceComponent appearance))
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{
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{
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return false;
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return false;
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}
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}
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