Add Buckling (#1155)
* Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
This commit is contained in:
215
Content.Server/GameObjects/Components/Strap/StrapComponent.cs
Normal file
215
Content.Server/GameObjects/Components/Strap/StrapComponent.cs
Normal file
@@ -0,0 +1,215 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Strap;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Strap
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class StrapComponent : SharedStrapComponent, IInteractHand
|
||||
{
|
||||
private StrapPosition _position;
|
||||
private string _buckleSound;
|
||||
private string _unbuckleSound;
|
||||
private int _rotation;
|
||||
private int _size;
|
||||
|
||||
/// <summary>
|
||||
/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
|
||||
/// </summary>
|
||||
private HashSet<IEntity> BuckledEntities { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The change in position to the strapped mob
|
||||
/// </summary>
|
||||
public override StrapPosition Position
|
||||
{
|
||||
get => _position;
|
||||
set
|
||||
{
|
||||
_position = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The sound to be played when a mob is buckled
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public string BuckleSound => _buckleSound;
|
||||
|
||||
/// <summary>
|
||||
/// The sound to be played when a mob is unbuckled
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public string UnbuckleSound => _unbuckleSound;
|
||||
|
||||
/// <summary>
|
||||
/// The angle in degrees to rotate the player by when they get strapped
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public int Rotation => _rotation;
|
||||
|
||||
/// <summary>
|
||||
/// The size of the strap which is compared against when buckling entities
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public int Size => _size;
|
||||
|
||||
/// <summary>
|
||||
/// The sum of the sizes of all the buckled entities in this strap
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public int OccupiedSize { get; private set; }
|
||||
|
||||
public bool HasSpace(BuckleComponent buckle)
|
||||
{
|
||||
return OccupiedSize + buckle.Size <= _size;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a buckled entity. Called from <see cref="BuckleComponent.TryBuckle"/>
|
||||
/// </summary>
|
||||
/// <param name="buckle">The component to add</param>
|
||||
/// <param name="force">Whether or not to check if the strap has enough space</param>
|
||||
/// <returns>True if added, false otherwise</returns>
|
||||
public bool TryAdd(BuckleComponent buckle, bool force = false)
|
||||
{
|
||||
if (!force && !HasSpace(buckle))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!BuckledEntities.Add(buckle.Owner))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
OccupiedSize += buckle.Size;
|
||||
|
||||
if (buckle.Owner.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
appearance.SetData(StrapVisuals.RotationAngle, _rotation);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a buckled entity. Called from <see cref="BuckleComponent.TryUnbuckle"/>
|
||||
/// </summary>
|
||||
/// <param name="buckle">The component to remove</param>
|
||||
public void Remove(BuckleComponent buckle)
|
||||
{
|
||||
if (BuckledEntities.Remove(buckle.Owner))
|
||||
{
|
||||
OccupiedSize -= buckle.Size;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataField(ref _position, "position", StrapPosition.None);
|
||||
serializer.DataField(ref _buckleSound, "buckleSound", "/Audio/effects/buckle.ogg");
|
||||
serializer.DataField(ref _unbuckleSound, "unbuckleSound", "/Audio/effects/unbuckle.ogg");
|
||||
serializer.DataField(ref _rotation, "rotation", 0);
|
||||
|
||||
var defaultSize = 100;
|
||||
|
||||
serializer.DataField(ref _size, "size", defaultSize);
|
||||
BuckledEntities = new HashSet<IEntity>(_size / defaultSize);
|
||||
|
||||
OccupiedSize = 0;
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
base.OnRemove();
|
||||
|
||||
foreach (var entity in BuckledEntities)
|
||||
{
|
||||
if (entity.TryGetComponent(out BuckleComponent buckle))
|
||||
{
|
||||
buckle.TryUnbuckle(entity, true);
|
||||
}
|
||||
}
|
||||
|
||||
BuckledEntities.Clear();
|
||||
OccupiedSize = 0;
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class StrapVerb : Verb<StrapComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, StrapComponent component, VerbData data)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
|
||||
if (!ActionBlockerSystem.CanInteract(component.Owner) ||
|
||||
!user.TryGetComponent(out BuckleComponent buckle) ||
|
||||
buckle.BuckledTo != null && buckle.BuckledTo != component ||
|
||||
user == component.Owner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var parent = component.Owner.Transform.Parent;
|
||||
while (parent != null)
|
||||
{
|
||||
if (parent == user.Transform)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
parent = parent.Parent;
|
||||
}
|
||||
|
||||
var userPosition = user.Transform.MapPosition;
|
||||
var strapPosition = component.Owner.Transform.MapPosition;
|
||||
var range = SharedInteractionSystem.InteractionRange / 2;
|
||||
var inRange = EntitySystem.Get<SharedInteractionSystem>()
|
||||
.InRangeUnobstructed(userPosition, strapPosition, range,
|
||||
predicate: entity => entity == user || entity == component.Owner);
|
||||
|
||||
if (!inRange)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
data.Visibility = VerbVisibility.Visible;
|
||||
data.Text = buckle.BuckledTo == null ? Loc.GetString("Buckle") : Loc.GetString("Unbuckle");
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, StrapComponent component)
|
||||
{
|
||||
if (!user.TryGetComponent(out BuckleComponent buckle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buckle.ToggleBuckle(user, component.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
||||
{
|
||||
if (!eventArgs.User.TryGetComponent(out BuckleComponent buckle))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return buckle.ToggleBuckle(eventArgs.User, Owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user