Added insertion blocking to Strap and Foldable components (#6151)
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@@ -1,8 +1,12 @@
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using Content.Server.Buckle.Components;
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using Content.Server.Buckle.Components;
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using Content.Server.Interaction;
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using Content.Server.Interaction;
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using Content.Shared.Body.Components;
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using Content.Shared.MobState.Components;
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using Content.Shared.Storage;
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using Content.Shared.Verbs;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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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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@@ -19,6 +23,14 @@ namespace Content.Server.Buckle.Systems
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<StrapComponent, GetInteractionVerbsEvent>(AddStrapVerbs);
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SubscribeLocalEvent<StrapComponent, GetInteractionVerbsEvent>(AddStrapVerbs);
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SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(OnInsertAttempt);
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}
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private void OnInsertAttempt(EntityUid uid, StrapComponent component, ContainerGettingInsertedAttemptEvent args)
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{
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// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
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if (HasComp<SharedStorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
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args.Cancel();
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}
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}
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// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
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// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
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@@ -40,7 +40,7 @@ namespace Content.Server.Foldable
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if (!Resolve(uid, ref fold))
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if (!Resolve(uid, ref fold))
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return false;
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return false;
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// Can't un-fold in hands / inventory
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// Can't un-fold in any container (locker, hands, inventory, whatever).
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if (_container.IsEntityInContainer(uid))
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if (_container.IsEntityInContainer(uid))
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return false;
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return false;
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@@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Content.Server.Hands.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Interaction;
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using Content.Server.Storage.Components;
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using Content.Server.Storage.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction;
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using Content.Shared.Movement;
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using Content.Shared.Movement;
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@@ -9,8 +9,11 @@ using System;
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namespace Content.Shared.Foldable;
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namespace Content.Shared.Foldable;
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/// <summary>
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/// <summary>
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/// Used to create "foldable structures" that you can pickup like an item when folded. Used for rollerbeds and wheelchairs
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/// Used to create "foldable structures" that you can pickup like an item when folded. Used for rollerbeds and wheelchairs.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// Wiill prevent any insertions into containers while this item is unfolded.
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/// </remarks>
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[RegisterComponent]
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[RegisterComponent]
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[NetworkedComponent]
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[NetworkedComponent]
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[Friend(typeof(SharedFoldableSystem))]
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[Friend(typeof(SharedFoldableSystem))]
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@@ -1,5 +1,6 @@
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using Content.Shared.Item;
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using Content.Shared.Item;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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@@ -18,7 +19,7 @@ public abstract class SharedFoldableSystem : EntitySystem
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SubscribeLocalEvent<FoldableComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<FoldableComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
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SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
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SubscribeLocalEvent<FoldableComponent, AttemptItemPickupEvent>(OnPickedUpAttempt);
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SubscribeLocalEvent<FoldableComponent, ContainerGettingInsertedAttemptEvent>(OnInsertEvent);
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}
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}
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private void OnGetState(EntityUid uid, FoldableComponent component, ref ComponentGetState args)
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private void OnGetState(EntityUid uid, FoldableComponent component, ref ComponentGetState args)
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@@ -54,7 +55,7 @@ public abstract class SharedFoldableSystem : EntitySystem
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appearance.SetData(FoldKey, folded);
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appearance.SetData(FoldKey, folded);
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}
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}
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private void OnPickedUpAttempt(EntityUid uid, FoldableComponent component, AttemptItemPickupEvent args)
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private void OnInsertEvent(EntityUid uid, FoldableComponent component, ContainerGettingInsertedAttemptEvent args)
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{
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{
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if (!component.IsFolded)
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if (!component.IsFolded)
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args.Cancel();
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args.Cancel();
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