Cuff enhancements (#3087)
* Cuff enhancements * Cuffs now have an OnClick for the alert to remove them * nullables * Use default interaction range so highlights are accurate * Cuffing fails more gracely * Make shared abstract and add component references to client / server * Don't cache AudioSystem and HandsComponent given cuffs are rarely used * Fix test Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -1,15 +1,13 @@
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using System;
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.ActionBlocking;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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@@ -46,24 +44,20 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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[ViewVariables(VVAccess.ReadOnly)]
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private Container _container = default!;
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private float _interactRange;
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private IHandsComponent _hands;
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// TODO: Make a component message
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public event Action? OnCuffedStateChanged;
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public event Action OnCuffedStateChanged;
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private bool _uncuffing;
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public override void Initialize()
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{
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base.Initialize();
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_container = ContainerManagerComponent.Ensure<Container>(Name, Owner);
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_interactRange = SharedInteractionSystem.InteractionRange / 2;
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Owner.EntityManager.EventBus.SubscribeEvent<HandCountChangedEvent>(EventSource.Local, this, HandleHandCountChange);
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if (!Owner.TryGetComponent(out _hands))
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{
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Logger.Warning("Player does not have an IHandsComponent!");
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}
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Owner.EnsureComponentWarn<HandsComponent>();
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}
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public override ComponentState GetComponentState()
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@@ -99,27 +93,35 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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/// Add a set of cuffs to an existing CuffedComponent.
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/// </summary>
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/// <param name="prototype"></param>
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public void AddNewCuffs(IEntity handcuff)
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public bool TryAddNewCuffs(IEntity user, IEntity handcuff)
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{
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if (!handcuff.HasComponent<HandcuffComponent>())
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{
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Logger.Warning($"Handcuffs being applied to player are missing a {nameof(HandcuffComponent)}!");
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return;
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return false;
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}
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if (!handcuff.InRangeUnobstructed(Owner, _interactRange))
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if (!handcuff.InRangeUnobstructed(Owner))
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{
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Logger.Warning("Handcuffs being applied to player are obstructed or too far away! This should not happen!");
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return;
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return true;
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}
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// Success!
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if (user.TryGetComponent(out HandsComponent? handsComponent) && handsComponent.IsHolding(handcuff))
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{
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// Good lord handscomponent is scuffed, I hope some smug person will fix it someday
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handsComponent.Drop(handcuff);
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}
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_container.Insert(handcuff);
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CanStillInteract = _hands.Hands.Count() > CuffedHandCount;
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CanStillInteract = Owner.TryGetComponent(out HandsComponent? ownerHands) && ownerHands.Hands.Count() > CuffedHandCount;
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OnCuffedStateChanged?.Invoke();
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UpdateAlert();
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UpdateHeldItems();
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Dirty();
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return true;
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}
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/// <summary>
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@@ -128,7 +130,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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private void UpdateHandCount()
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{
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var dirty = false;
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var handCount = _hands.Hands.Count();
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var handCount = Owner.TryGetComponent(out HandsComponent? handsComponent) ? handsComponent.Hands.Count() : 0;
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while (CuffedHandCount > handCount && CuffedHandCount > 0)
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{
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@@ -142,7 +144,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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if (dirty)
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{
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CanStillInteract = handCount > CuffedHandCount;
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OnCuffedStateChanged.Invoke();
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OnCuffedStateChanged?.Invoke();
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Dirty();
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}
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}
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@@ -160,17 +162,19 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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/// </summary>
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public void UpdateHeldItems()
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{
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var itemCount = _hands.GetAllHeldItems().Count();
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var freeHandCount = _hands.Hands.Count() - CuffedHandCount;
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if (!Owner.TryGetComponent(out HandsComponent? handsComponent)) return;
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var itemCount = handsComponent.GetAllHeldItems().Count();
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var freeHandCount = handsComponent.Hands.Count() - CuffedHandCount;
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if (freeHandCount < itemCount)
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{
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foreach (var item in _hands.GetAllHeldItems())
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foreach (var item in handsComponent.GetAllHeldItems())
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{
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if (freeHandCount < itemCount)
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{
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freeHandCount++;
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_hands.Drop(item.Owner, false);
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handsComponent.Drop(item.Owner, false);
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}
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else
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{
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@@ -185,7 +189,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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/// </summary>
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private void UpdateAlert()
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{
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if (Owner.TryGetComponent(out ServerAlertsComponent status))
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if (Owner.TryGetComponent(out ServerAlertsComponent? status))
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{
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if (CanStillInteract)
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{
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@@ -204,8 +208,10 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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/// </summary>
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/// <param name="user">The cuffed entity</param>
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/// <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>
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public async void TryUncuff(IEntity user, IEntity cuffsToRemove = null)
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public async void TryUncuff(IEntity user, IEntity? cuffsToRemove = null)
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{
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if (_uncuffing) return;
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var isOwner = user == Owner;
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if (cuffsToRemove == null)
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@@ -232,13 +238,13 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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return;
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}
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if (!isOwner && !user.InRangeUnobstructed(Owner, _interactRange))
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if (!isOwner && !user.InRangeUnobstructed(Owner))
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{
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user.PopupMessage(Loc.GetString("You are too far away to remove the cuffs."));
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return;
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}
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if (!cuffsToRemove.InRangeUnobstructed(Owner, _interactRange))
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if (!cuffsToRemove.InRangeUnobstructed(Owner))
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{
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Logger.Warning("Handcuffs being removed from player are obstructed or too far away! This should not happen!");
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return;
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@@ -247,7 +253,17 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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user.PopupMessage(Loc.GetString("You start removing the cuffs."));
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var audio = EntitySystem.Get<AudioSystem>();
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audio.PlayFromEntity(isOwner ? cuff.StartBreakoutSound : cuff.StartUncuffSound, Owner);
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if (isOwner)
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{
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if (cuff.StartBreakoutSound != null)
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audio.PlayFromEntity(cuff.StartBreakoutSound, Owner);
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}
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else
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{
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if (cuff.StartUncuffSound != null)
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audio.PlayFromEntity(cuff.StartUncuffSound, Owner);
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}
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var uncuffTime = isOwner ? cuff.BreakoutTime : cuff.UncuffTime;
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var doAfterEventArgs = new DoAfterEventArgs(user, uncuffTime)
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@@ -259,11 +275,16 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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};
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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_uncuffing = true;
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var result = await doAfterSystem.DoAfter(doAfterEventArgs);
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_uncuffing = false;
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if (result != DoAfterStatus.Cancelled)
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{
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audio.PlayFromEntity(cuff.EndUncuffSound, Owner);
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if (cuff.EndUncuffSound != null)
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audio.PlayFromEntity(cuff.EndUncuffSound, Owner);
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_container.ForceRemove(cuffsToRemove);
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cuffsToRemove.Transform.AttachToGridOrMap();
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@@ -276,14 +297,14 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
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cuffsToRemove.Name = cuff.BrokenName;
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cuffsToRemove.Description = cuff.BrokenDesc;
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if (cuffsToRemove.TryGetComponent<SpriteComponent>(out var sprite))
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if (cuffsToRemove.TryGetComponent<SpriteComponent>(out var sprite) && cuff.BrokenState != null)
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{
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sprite.LayerSetState(0, cuff.BrokenState); // TODO: safety check to see if RSI contains the state?
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}
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}
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CanStillInteract = _hands.Hands.Count() > CuffedHandCount;
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OnCuffedStateChanged.Invoke();
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CanStillInteract = Owner.TryGetComponent(out HandsComponent? handsComponent) && handsComponent.Hands.Count() > CuffedHandCount;
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OnCuffedStateChanged?.Invoke();
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UpdateAlert();
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Dirty();
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