Moves buckling and vehicles to shared, some cleanup (#15923)

This commit is contained in:
AJCM-git
2023-05-01 03:04:23 -04:00
committed by GitHub
parent 2343dd1d3c
commit 878c7c0b85
33 changed files with 1451 additions and 1405 deletions

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@@ -1,86 +1,82 @@
using Content.Client.Rotation; using Content.Client.Rotation;
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle; using Content.Shared.Buckle;
using Content.Shared.Buckle.Components; using Content.Shared.Buckle.Components;
using Content.Shared.Vehicle.Components; using Content.Shared.Vehicle.Components;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
namespace Content.Client.Buckle namespace Content.Client.Buckle;
internal sealed class BuckleSystem : SharedBuckleSystem
{ {
internal sealed class BuckleSystem : SharedBuckleSystem [Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
public override void Initialize()
{ {
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!; base.Initialize();
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
public override void Initialize() SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState);
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnBuckleHandleState(EntityUid uid, BuckleComponent component, ref ComponentHandleState args)
{
if (args.Current is not BuckleComponentState state)
return;
component.Buckled = state.Buckled;
component.BuckledTo = state.BuckledTo;
component.LastEntityBuckledTo = state.LastEntityBuckledTo;
component.DontCollide = state.DontCollide;
ActionBlockerSystem.UpdateCanMove(uid);
if (!TryComp<SpriteComponent>(uid, out var ownerSprite))
return;
if (HasComp<VehicleComponent>(component.LastEntityBuckledTo))
return;
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
// Reset the draw depth when rotated in any other direction.
// TODO when ECSing, make this a visualizer
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
// better to get it working for most people before we look at a more permanent solution.
if (component is { Buckled: true, LastEntityBuckledTo: { } } &&
Transform(component.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
TryComp<SpriteComponent>(component.LastEntityBuckledTo, out var buckledSprite))
{ {
base.Initialize(); component.OriginalDrawDepth ??= ownerSprite.DrawDepth;
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
SubscribeLocalEvent<BuckleComponent, ComponentHandleState>(OnBuckleHandleState); return;
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
} }
private void OnBuckleHandleState(EntityUid uid, BuckleComponent buckle, ref ComponentHandleState args) // If here, we're not turning north and should restore the saved draw depth.
if (component.OriginalDrawDepth.HasValue)
{ {
if (args.Current is not BuckleComponentState state) ownerSprite.DrawDepth = component.OriginalDrawDepth.Value;
return; component.OriginalDrawDepth = null;
buckle.Buckled = state.Buckled;
buckle.LastEntityBuckledTo = state.LastEntityBuckledTo;
buckle.DontCollide = state.DontCollide;
_actionBlocker.UpdateCanMove(uid);
if (!TryComp(uid, out SpriteComponent? ownerSprite))
return;
if (HasComp<VehicleComponent>(buckle.LastEntityBuckledTo))
return;
// Adjust draw depth when the chair faces north so that the seat back is drawn over the player.
// Reset the draw depth when rotated in any other direction.
// TODO when ECSing, make this a visualizer
// This code was written before rotatable viewports were introduced, so hard-coding Direction.North
// and comparing it against LocalRotation now breaks this in other rotations. This is a FIXME, but
// better to get it working for most people before we look at a more permanent solution.
if (buckle.Buckled &&
buckle.LastEntityBuckledTo != null &&
Transform(buckle.LastEntityBuckledTo.Value).LocalRotation.GetCardinalDir() == Direction.North &&
TryComp<SpriteComponent>(buckle.LastEntityBuckledTo, out var buckledSprite))
{
buckle.OriginalDrawDepth ??= ownerSprite.DrawDepth;
ownerSprite.DrawDepth = buckledSprite.DrawDepth - 1;
return;
}
// If here, we're not turning north and should restore the saved draw depth.
if (buckle.OriginalDrawDepth.HasValue)
{
ownerSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
buckle.OriginalDrawDepth = null;
}
}
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
{
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
return;
if (!_appearanceSystem.TryGetData<int>(uid, StrapVisuals.RotationAngle, out var angle, args.Component) ||
!_appearanceSystem.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
!buckled ||
args.Sprite == null)
{
_rotationVisualizerSystem.SetHorizontalAngle(uid, RotationVisualsComponent.DefaultRotation, rotVisuals);
return;
}
// Animate strapping yourself to something at a given angle
_rotationVisualizerSystem.SetHorizontalAngle(uid, Angle.FromDegrees(angle), rotVisuals);
// TODO: Dump this when buckle is better
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
} }
} }
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
{
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
return;
if (!AppearanceSystem.TryGetData<int>(uid, StrapVisuals.RotationAngle, out var angle, args.Component) ||
!AppearanceSystem.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
!buckled ||
args.Sprite == null)
{
_rotationVisualizerSystem.SetHorizontalAngle(uid, RotationVisualsComponent.DefaultRotation, rotVisuals);
return;
}
// Animate strapping yourself to something at a given angle
_rotationVisualizerSystem.SetHorizontalAngle(uid, Angle.FromDegrees(angle), rotVisuals);
// TODO: Dump this when buckle is better
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
}
} }

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@@ -3,41 +3,68 @@ using Content.Shared.Vehicle.Components;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
namespace Content.Client.Vehicle namespace Content.Client.Vehicle;
public sealed class VehicleSystem : SharedVehicleSystem
{ {
public sealed class VehicleSystem : SharedVehicleSystem public override void Initialize()
{ {
public override void Initialize() base.Initialize();
{
base.Initialize();
SubscribeLocalEvent<RiderComponent, ComponentStartup>(OnRiderStartup);
SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
SubscribeLocalEvent<RiderComponent, ComponentHandleState>(OnRiderHandleState);
}
private void OnRiderStartup(EntityUid uid, RiderComponent component, ComponentStartup args) SubscribeLocalEvent<RiderComponent, ComponentStartup>(OnRiderStartup);
{ SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
// Center the player's eye on the vehicle SubscribeLocalEvent<RiderComponent, ComponentHandleState>(OnRiderHandleState);
if (TryComp(uid, out EyeComponent? eyeComp)) SubscribeLocalEvent<VehicleComponent, AppearanceChangeEvent>(OnVehicleAppearanceChange);
eyeComp.Target ??= component.Vehicle; }
}
private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args) private void OnRiderStartup(EntityUid uid, RiderComponent component, ComponentStartup args)
{ {
// reset the riders eye centering. // Center the player's eye on the vehicle
if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle) if (TryComp(uid, out EyeComponent? eyeComp))
eyeComp.Target = null; eyeComp.Target ??= component.Vehicle;
} }
private void OnRiderHandleState(EntityUid uid, RiderComponent component, ref ComponentHandleState args) private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args)
{ {
if (args.Current is not RiderComponentState state) // reset the riders eye centering.
return; if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
eyeComp.Target = null;
}
if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle) private void OnRiderHandleState(EntityUid uid, RiderComponent component, ref ComponentHandleState args)
eyeComp.Target = state.Entity; {
if (args.Current is not RiderComponentState state)
return;
component.Vehicle = state.Entity; if (TryComp(uid, out EyeComponent? eyeComp) && eyeComp.Target == component.Vehicle)
} eyeComp.Target = state.Entity;
component.Vehicle = state.Entity;
}
private void OnVehicleAppearanceChange(EntityUid uid, VehicleComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (component.HideRider
&& Appearance.TryGetData<bool>(uid, VehicleVisuals.HideRider, out var hide, args.Component)
&& TryComp<SpriteComponent>(component.LastRider, out var riderSprite))
riderSprite.Visible = !hide;
// First check is for the sprite itself
if (Appearance.TryGetData<int>(uid, VehicleVisuals.DrawDepth, out var drawDepth, args.Component))
args.Sprite.DrawDepth = drawDepth;
// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
if (component.AutoAnimate
&& Appearance.TryGetData<bool>(uid, VehicleVisuals.AutoAnimate, out var autoAnimate, args.Component))
args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);
} }
} }
public enum VehicleVisualLayers : byte
{
/// Layer for the vehicle's wheels
AutoAnimate,
}

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@@ -1,10 +0,0 @@
namespace Content.Client.Vehicle;
/// <summary>
/// Controls visuals for vehicles
/// </summary>
[RegisterComponent]
public sealed class VehicleVisualsComponent : Component
{
public int DrawDepth = 0;
}

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@@ -1,35 +0,0 @@
using Robust.Client.GameObjects;
using Content.Shared.Vehicle;
namespace Content.Client.Vehicle
{
/// <summary>
/// Controls client-side visuals for
/// vehicles
/// </summary>
public sealed class VehicleVisualsSystem : VisualizerSystem<VehicleVisualsComponent>
{
protected override void OnAppearanceChange(EntityUid uid, VehicleVisualsComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
// First check is for the sprite itself
if (AppearanceSystem.TryGetData<int>(uid, VehicleVisuals.DrawDepth, out var drawDepth, args.Component))
{
args.Sprite.DrawDepth = drawDepth;
}
// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
if (AppearanceSystem.TryGetData<bool>(uid, VehicleVisuals.AutoAnimate, out var autoAnimate, args.Component))
{
args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);
}
}
}
}
public enum VehicleVisualLayers : byte
{
/// Layer for the vehicle's wheels
AutoAnimate,
}

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@@ -1,6 +1,6 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using Content.Server.Body.Systems; using Content.Server.Body.Systems;
using Content.Server.Buckle.Systems; using Content.Shared.Buckle;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
using Content.Shared.Body.Components; using Content.Shared.Body.Components;
using Content.Shared.Body.Part; using Content.Shared.Body.Part;
@@ -57,7 +57,7 @@ namespace Content.IntegrationTests.Tests.Buckle
var coordinates = testMap.GridCoords; var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>(); var entityManager = server.ResolveDependency<IEntityManager>();
var actionBlocker = entityManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>(); var actionBlocker = entityManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>();
var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<BuckleSystem>(); var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<SharedBuckleSystem>();
var standingState = entityManager.EntitySysManager.GetEntitySystem<StandingStateSystem>(); var standingState = entityManager.EntitySysManager.GetEntitySystem<StandingStateSystem>();
EntityUid human = default; EntityUid human = default;
@@ -108,7 +108,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle)); Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle));
// Trying to unbuckle too quickly fails // Trying to unbuckle too quickly fails
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.False(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
@@ -123,7 +123,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
// Unbuckle // Unbuckle
Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.True(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.Null(buckle.BuckledTo); Assert.Null(buckle.BuckledTo);
Assert.False(buckle.Buckled); Assert.False(buckle.Buckled);
Assert.True(actionBlocker.CanMove(human)); Assert.True(actionBlocker.CanMove(human));
@@ -135,11 +135,11 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.Zero(strap.OccupiedSize); Assert.Zero(strap.OccupiedSize);
// Re-buckling has no cooldown // Re-buckling has no cooldown
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
// On cooldown // On cooldown
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.False(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
@@ -156,15 +156,15 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
// Unbuckle // Unbuckle
Assert.True(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.True(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.False(buckle.Buckled); Assert.False(buckle.Buckled);
// Move away from the chair // Move away from the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1000, 1000); entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1000, 1000);
// Out of range // Out of range
Assert.False(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.False(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.False(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
// Move near the chair // Move near the chair
@@ -172,22 +172,22 @@ namespace Content.IntegrationTests.Tests.Buckle
entityManager.GetComponent<TransformComponent>(chair).WorldPosition + (0.5f, 0); entityManager.GetComponent<TransformComponent>(chair).WorldPosition + (0.5f, 0);
// In range // In range
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
Assert.False(buckleSystem.TryUnbuckle(human, human, buckle: buckle)); Assert.False(buckleSystem.TryUnbuckle(human, human, buckleComp: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle)); Assert.False(buckleSystem.ToggleBuckle(human, human, chair, buckle: buckle));
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
// Force unbuckle // Force unbuckle
Assert.True(buckleSystem.TryUnbuckle(human, human, true, buckle: buckle)); Assert.True(buckleSystem.TryUnbuckle(human, human, true, buckleComp: buckle));
Assert.False(buckle.Buckled); Assert.False(buckle.Buckled);
Assert.True(actionBlocker.CanMove(human)); Assert.True(actionBlocker.CanMove(human));
Assert.True(actionBlocker.CanChangeDirection(human)); Assert.True(actionBlocker.CanChangeDirection(human));
Assert.True(standingState.Down(human)); Assert.True(standingState.Down(human));
// Re-buckle // Re-buckle
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
// Move away from the chair // Move away from the chair
entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1, 0); entityManager.GetComponent<TransformComponent>(human).WorldPosition += (1, 0);
@@ -225,7 +225,7 @@ namespace Content.IntegrationTests.Tests.Buckle
var entityManager = server.ResolveDependency<IEntityManager>(); var entityManager = server.ResolveDependency<IEntityManager>();
var handsSys = entityManager.EntitySysManager.GetEntitySystem<SharedHandsSystem>(); var handsSys = entityManager.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<BuckleSystem>(); var buckleSystem = entityManager.EntitySysManager.GetEntitySystem<SharedBuckleSystem>();
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
@@ -239,7 +239,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(entityManager.TryGetComponent(human, out body)); Assert.True(entityManager.TryGetComponent(human, out body));
// Buckle // Buckle
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.NotNull(buckle.BuckledTo); Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
@@ -288,7 +288,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.Null(hand.HeldEntity); Assert.Null(hand.HeldEntity);
} }
buckleSystem.TryUnbuckle(human, human, true, buckle: buckle); buckleSystem.TryUnbuckle(human, human, true, buckleComp: buckle);
}); });
await pairTracker.CleanReturnAsync(); await pairTracker.CleanReturnAsync();
@@ -304,7 +304,7 @@ namespace Content.IntegrationTests.Tests.Buckle
var testMap = await PoolManager.CreateTestMap(pairTracker); var testMap = await PoolManager.CreateTestMap(pairTracker);
var coordinates = testMap.GridCoords; var coordinates = testMap.GridCoords;
var entityManager = server.ResolveDependency<IEntityManager>(); var entityManager = server.ResolveDependency<IEntityManager>();
var buckleSystem = entityManager.System<BuckleSystem>(); var buckleSystem = entityManager.System<SharedBuckleSystem>();
EntityUid human = default; EntityUid human = default;
EntityUid chair = default; EntityUid chair = default;
@@ -320,7 +320,7 @@ namespace Content.IntegrationTests.Tests.Buckle
Assert.True(entityManager.HasComponent<StrapComponent>(chair)); Assert.True(entityManager.HasComponent<StrapComponent>(chair));
// Buckle // Buckle
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.NotNull(buckle.BuckledTo); Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
@@ -338,7 +338,7 @@ namespace Content.IntegrationTests.Tests.Buckle
entityManager.GetComponent<TransformComponent>(human).WorldPosition -= (100, 0); entityManager.GetComponent<TransformComponent>(human).WorldPosition -= (100, 0);
// Buckle // Buckle
Assert.True(buckleSystem.TryBuckle(human, human, chair, buckle: buckle)); Assert.True(buckleSystem.TryBuckle(human, human, chair, buckleComp: buckle));
Assert.NotNull(buckle.BuckledTo); Assert.NotNull(buckle.BuckledTo);
Assert.True(buckle.Buckled); Assert.True(buckle.Buckled);
}); });

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@@ -1,5 +1,5 @@
using Content.Server.Buckle.Systems;
using Content.Shared.Alert; using Content.Shared.Alert;
using Content.Shared.Buckle;
using JetBrains.Annotations; using JetBrains.Annotations;
namespace Content.Server.Alert.Click namespace Content.Server.Alert.Click
@@ -13,7 +13,7 @@ namespace Content.Server.Alert.Click
{ {
public void AlertClicked(EntityUid player) public void AlertClicked(EntityUid player)
{ {
IoCManager.Resolve<IEntityManager>().System<BuckleSystem>().TryUnbuckle(player, player); IoCManager.Resolve<IEntityManager>().System<SharedBuckleSystem>().TryUnbuckle(player, player);
} }
} }
} }

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@@ -40,7 +40,7 @@ namespace Content.Server.Bed
SubscribeLocalEvent<StasisBedComponent, UpgradeExamineEvent>(OnUpgradeExamine); SubscribeLocalEvent<StasisBedComponent, UpgradeExamineEvent>(OnUpgradeExamine);
} }
private void ManageUpdateList(EntityUid uid, HealOnBuckleComponent component, BuckleChangeEvent args) private void ManageUpdateList(EntityUid uid, HealOnBuckleComponent component, ref BuckleChangeEvent args)
{ {
_prototypeManager.TryIndex<InstantActionPrototype>("Sleep", out var sleepAction); _prototypeManager.TryIndex<InstantActionPrototype>("Sleep", out var sleepAction);
if (args.Buckling) if (args.Buckling)
@@ -92,7 +92,7 @@ namespace Content.Server.Bed
_appearance.SetData(uid, StasisBedVisuals.IsOn, isOn); _appearance.SetData(uid, StasisBedVisuals.IsOn, isOn);
} }
private void OnBuckleChange(EntityUid uid, StasisBedComponent component, BuckleChangeEvent args) private void OnBuckleChange(EntityUid uid, StasisBedComponent component, ref BuckleChangeEvent args)
{ {
// In testing this also received an unbuckle event when the bed is destroyed // In testing this also received an unbuckle event when the bed is destroyed
// So don't worry about that // So don't worry about that

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@@ -1,419 +0,0 @@
using System.Diagnostics.CodeAnalysis;
using Content.Server.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.Database;
using Content.Shared.DragDrop;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Components;
using Content.Shared.Pulling.Components;
using Content.Shared.Storage.Components;
using Content.Shared.Stunnable;
using Content.Shared.Vehicle.Components;
using Content.Shared.Verbs;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Server.Buckle.Systems;
public sealed partial class BuckleSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
private void InitializeBuckle()
{
SubscribeLocalEvent<BuckleComponent, ComponentStartup>(OnBuckleStartup);
SubscribeLocalEvent<BuckleComponent, ComponentShutdown>(OnBuckleShutdown);
SubscribeLocalEvent<BuckleComponent, ComponentGetState>(OnBuckleGetState);
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
SubscribeLocalEvent<BuckleComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
SubscribeLocalEvent<BuckleComponent, CanDropDraggedEvent>(OnBuckleCanDrop);
SubscribeLocalEvent<BuckleComponent, DragDropDraggedEvent>(OnBuckleDragDrop);
}
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
return;
InteractionVerb verb = new()
{
Act = () => TryUnbuckle(uid, args.User, buckle: component),
Text = Loc.GetString("verb-categories-unbuckle"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png"))
};
if (args.Target == args.User && args.Using == null)
{
// A user is left clicking themselves with an empty hand, while buckled.
// It is very likely they are trying to unbuckle themselves.
verb.Priority = 1;
}
args.Verbs.Add(verb);
}
private void OnBuckleStartup(EntityUid uid, BuckleComponent component, ComponentStartup args)
{
UpdateBuckleStatus(uid, component);
}
private void OnBuckleShutdown(EntityUid uid, BuckleComponent component, ComponentShutdown args)
{
TryUnbuckle(uid, uid, true, component);
component.BuckleTime = default;
}
private void OnBuckleGetState(EntityUid uid, BuckleComponent component, ref ComponentGetState args)
{
args.State = new BuckleComponentState(component.Buckled, component.LastEntityBuckledTo, component.DontCollide);
}
private void HandleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
{
if (TryUnbuckle(uid, args.User, buckle: component))
args.Handled = true;
}
private void MoveEvent(EntityUid uid, BuckleComponent buckle, ref MoveEvent ev)
{
var strap = buckle.BuckledTo;
if (strap == null)
{
return;
}
var strapPosition = Transform(strap.Owner).Coordinates;
if (ev.NewPosition.InRange(EntityManager, strapPosition, strap.MaxBuckleDistance))
{
return;
}
TryUnbuckle(uid, buckle.Owner, true, buckle);
}
private void OnEntityStorageInsertAttempt(EntityUid uid, BuckleComponent comp, ref InsertIntoEntityStorageAttemptEvent args)
{
if (comp.Buckled)
args.Cancelled = true;
}
private void OnBuckleCanDrop(EntityUid uid, BuckleComponent component, ref CanDropDraggedEvent args)
{
args.Handled = HasComp<StrapComponent>(args.Target);
}
private void OnBuckleDragDrop(EntityUid uid, BuckleComponent component, ref DragDropDraggedEvent args)
{
args.Handled = TryBuckle(uid, args.User, args.Target, component);
}
/// <summary>
/// Shows or hides the buckled status effect depending on if the
/// entity is buckled or not.
/// </summary>
private void UpdateBuckleStatus(EntityUid uid, BuckleComponent component)
{
if (component.Buckled)
{
var alertType = component.BuckledTo?.BuckledAlertType ?? AlertType.Buckled;
_alerts.ShowAlert(uid, alertType);
}
else
{
_alerts.ClearAlertCategory(uid, AlertCategory.Buckled);
}
}
private void SetBuckledTo(BuckleComponent buckle, StrapComponent? strap)
{
buckle.BuckledTo = strap;
buckle.LastEntityBuckledTo = strap?.Owner;
if (strap == null)
{
buckle.Buckled = false;
}
else
{
buckle.DontCollide = true;
buckle.Buckled = true;
buckle.BuckleTime = _gameTiming.CurTime;
}
_actionBlocker.UpdateCanMove(buckle.Owner);
UpdateBuckleStatus(buckle.Owner, buckle);
Dirty(buckle);
}
private bool CanBuckle(
EntityUid buckleId,
EntityUid user,
EntityUid to,
[NotNullWhen(true)] out StrapComponent? strap,
BuckleComponent? buckle = null)
{
strap = null;
if (user == to ||
!Resolve(buckleId, ref buckle, false) ||
!Resolve(to, ref strap, false))
{
return false;
}
var strapUid = strap.Owner;
bool Ignored(EntityUid entity) => entity == buckleId || entity == user || entity == strapUid;
if (!_interactions.InRangeUnobstructed(buckleId, strapUid, buckle.Range, predicate: Ignored, popup: true))
{
return false;
}
// If in a container
if (_containers.TryGetContainingContainer(buckleId, out var ownerContainer))
{
// And not in the same container as the strap
if (!_containers.TryGetContainingContainer(strap.Owner, out var strapContainer) ||
ownerContainer != strapContainer)
{
return false;
}
}
if (!HasComp<HandsComponent>(user))
{
_popups.PopupEntity(Loc.GetString("buckle-component-no-hands-message"), user, user);
return false;
}
if (buckle.Buckled)
{
var message = Loc.GetString(buckleId == user
? "buckle-component-already-buckled-message"
: "buckle-component-other-already-buckled-message",
("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, user);
return false;
}
var parent = Transform(to).ParentUid;
while (parent.IsValid())
{
if (parent == user)
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, user);
return false;
}
parent = Transform(parent).ParentUid;
}
if (!StrapHasSpace(to, buckle, strap))
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-fit-message"
: "buckle-component-other-cannot-fit-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, user);
return false;
}
return true;
}
public bool TryBuckle(EntityUid buckleId, EntityUid user, EntityUid to, BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return false;
if (!CanBuckle(buckleId, user, to, out var strap, buckle))
return false;
_audio.PlayPvs(strap.BuckleSound, buckleId);
if (!StrapTryAdd(to, buckle, strap: strap))
{
var message = Loc.GetString(buckleId == user
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleId, EntityManager)));
_popups.PopupEntity(message, user, user);
return false;
}
if (TryComp<AppearanceComponent>(buckleId, out var appearance))
_appearance.SetData(buckleId, BuckleVisuals.Buckled, true, appearance);
ReAttach(buckleId, strap, buckle);
SetBuckledTo(buckle, strap);
var ev = new BuckleChangeEvent { Buckling = true, Strap = strap.Owner, BuckledEntity = buckleId };
RaiseLocalEvent(ev.BuckledEntity, ev);
RaiseLocalEvent(ev.Strap, ev);
if (TryComp(buckleId, out SharedPullableComponent? ownerPullable))
{
if (ownerPullable.Puller != null)
{
_pulling.TryStopPull(ownerPullable);
}
}
if (TryComp(to, out SharedPullableComponent? toPullable))
{
if (toPullable.Puller == buckleId)
{
// can't pull it and buckle to it at the same time
_pulling.TryStopPull(toPullable);
}
}
// Logging
if (user != buckleId)
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user):player} buckled {ToPrettyString(buckleId)} to {ToPrettyString(to)}");
else
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user):player} buckled themselves to {ToPrettyString(to)}");
return true;
}
/// <summary>
/// Tries to unbuckle the Owner of this component from its current strap.
/// </summary>
/// <param name="buckleId">The entity to unbuckle.</param>
/// <param name="user">The entity doing the unbuckling.</param>
/// <param name="force">
/// Whether to force the unbuckling or not. Does not guarantee true to
/// be returned, but guarantees the owner to be unbuckled afterwards.
/// </param>
/// <param name="buckle">The buckle component of the entity to unbuckle.</param>
/// <returns>
/// true if the owner was unbuckled, otherwise false even if the owner
/// was previously already unbuckled.
/// </returns>
public bool TryUnbuckle(EntityUid buckleId, EntityUid user, bool force = false, BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false) ||
buckle.BuckledTo is not { } oldBuckledTo)
{
return false;
}
if (!force)
{
if (_gameTiming.CurTime < buckle.BuckleTime + buckle.UnbuckleDelay)
return false;
if (!_interactions.InRangeUnobstructed(user, oldBuckledTo.Owner, buckle.Range, popup: true))
return false;
if (HasComp<SleepingComponent>(buckleId) && buckleId == user)
return false;
// If the strap is a vehicle and the rider is not the person unbuckling, return.
if (TryComp(oldBuckledTo.Owner, out VehicleComponent? vehicle) &&
vehicle.Rider != user)
return false;
}
// Logging
if (user != buckleId)
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user):player} unbuckled {ToPrettyString(buckleId)} from {ToPrettyString(oldBuckledTo.Owner)}");
else
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user):player} unbuckled themselves from {ToPrettyString(oldBuckledTo.Owner)}");
SetBuckledTo(buckle, null);
var xform = Transform(buckleId);
var oldBuckledXform = Transform(oldBuckledTo.Owner);
if (xform.ParentUid == oldBuckledXform.Owner && !Terminating(xform.ParentUid))
{
_containers.AttachParentToContainerOrGrid(xform);
xform.WorldRotation = oldBuckledXform.WorldRotation;
if (oldBuckledTo.UnbuckleOffset != Vector2.Zero)
xform.Coordinates = oldBuckledXform.Coordinates.Offset(oldBuckledTo.UnbuckleOffset);
}
if (TryComp(buckleId, out AppearanceComponent? appearance))
_appearance.SetData(buckleId, BuckleVisuals.Buckled, false, appearance);
if ((TryComp<MobStateComponent>(buckleId, out var mobState) && _mobState.IsIncapacitated(buckleId, mobState)) ||
HasComp<KnockedDownComponent>(buckleId))
{
_standing.Down(buckleId);
}
else
{
_standing.Stand(buckleId);
}
if (_mobState.IsIncapacitated(buckleId, mobState))
{
_standing.Down(buckleId);
}
// Sync StrapComponent data
_appearance.SetData(oldBuckledTo.Owner, StrapVisuals.State, false);
if (oldBuckledTo.BuckledEntities.Remove(buckleId))
{
oldBuckledTo.OccupiedSize -= buckle.Size;
Dirty(oldBuckledTo);
}
_audio.PlayPvs(oldBuckledTo.UnbuckleSound, buckleId);
var ev = new BuckleChangeEvent { Buckling = false, Strap = oldBuckledTo.Owner, BuckledEntity = buckleId };
RaiseLocalEvent(buckleId, ev);
RaiseLocalEvent(oldBuckledTo.Owner, ev);
return true;
}
/// <summary>
/// Makes an entity toggle the buckling status of the owner to a
/// specific entity.
/// </summary>
/// <param name="buckleId">The entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <param name="user">The entity doing the buckling/unbuckling.</param>
/// <param name="to">
/// The entity to toggle the buckle status of the owner to.
/// </param>
/// <param name="force">
/// Whether to force the unbuckling or not, if it happens. Does not
/// guarantee true to be returned, but guarantees the owner to be
/// unbuckled afterwards.
/// </param>
/// <param name="buckle">The buckle component of the entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <returns>true if the buckling status was changed, false otherwise.</returns>
public bool ToggleBuckle(
EntityUid buckleId,
EntityUid user,
EntityUid to,
bool force = false,
BuckleComponent? buckle = null)
{
if (!Resolve(buckleId, ref buckle, false))
return false;
if (buckle.BuckledTo?.Owner == to)
{
return TryUnbuckle(buckleId, user, force, buckle);
}
return TryBuckle(buckleId, user, to, buckle);
}
}

View File

@@ -1,241 +0,0 @@
using System.Linq;
using Content.Server.Construction.Completions;
using Content.Shared.Buckle.Components;
using Content.Shared.Destructible;
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Storage;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
namespace Content.Server.Buckle.Systems;
public sealed partial class BuckleSystem
{
private void InitializeStrap()
{
SubscribeLocalEvent<StrapComponent, ComponentShutdown>(OnStrapShutdown);
SubscribeLocalEvent<StrapComponent, ComponentRemove>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState);
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(ContainerModifiedStrap);
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
SubscribeLocalEvent<StrapComponent, GetVerbsEvent<InteractionVerb>>(AddStrapVerbs);
SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(OnStrapInsertAttempt);
SubscribeLocalEvent<StrapComponent, InteractHandEvent>(OnStrapInteractHand);
SubscribeLocalEvent<StrapComponent, DestructionEventArgs>((_,c,_) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, BreakageEventArgs>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, ConstructionBeforeDeleteEvent>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, DragDropTargetEvent>(OnStrapDragDrop);
}
private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
{
args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance);
}
private void ContainerModifiedStrap(EntityUid uid, StrapComponent strap, ContainerModifiedMessage message)
{
if (GameTiming.ApplyingState)
return;
foreach (var buckledEntity in strap.BuckledEntities)
{
if (!TryComp(buckledEntity, out BuckleComponent? buckled))
{
continue;
}
ContainerModifiedReAttach(buckledEntity, strap.Owner, buckled, strap);
}
}
private void ContainerModifiedReAttach(EntityUid buckleId, EntityUid strapId, BuckleComponent? buckle = null, StrapComponent? strap = null)
{
if (!Resolve(buckleId, ref buckle, false) ||
!Resolve(strapId, ref strap, false))
{
return;
}
var contained = _containers.TryGetContainingContainer(buckleId, out var ownContainer);
var strapContained = _containers.TryGetContainingContainer(strapId, out var strapContainer);
if (contained != strapContained || ownContainer != strapContainer)
{
TryUnbuckle(buckleId, buckle.Owner, true, buckle);
return;
}
if (!contained)
{
ReAttach(buckleId, strap, buckle);
}
}
private void OnStrapShutdown(EntityUid uid, StrapComponent component, ComponentShutdown args)
{
if (LifeStage(uid) > EntityLifeStage.MapInitialized)
return;
StrapRemoveAll(component);
}
private void OnStrapInsertAttempt(EntityUid uid, StrapComponent component, ContainerGettingInsertedAttemptEvent args)
{
// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
if (HasComp<SharedStorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
args.Cancel();
}
private void OnStrapInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
ToggleBuckle(args.User, args.User, uid);
}
private void AddStrapVerbs(EntityUid uid, StrapComponent strap, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract || !strap.Enabled)
return;
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
// Add unstrap verbs for every strapped entity.
foreach (var entity in strap.BuckledEntities)
{
var buckledComp = Comp<BuckleComponent>(entity);
if (!_interactions.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
continue;
InteractionVerb verb = new()
{
Act = () => TryUnbuckle(entity, args.User, buckle: buckledComp),
Category = VerbCategory.Unbuckle
};
if (entity == args.User)
verb.Text = Loc.GetString("verb-self-target-pronoun");
else
verb.Text = Comp<MetaDataComponent>(entity).EntityName;
// In the event that you have more than once entity with the same name strapped to the same object,
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
// appending an integer to verb.Text to distinguish the verbs.
args.Verbs.Add(verb);
}
// Add a verb to buckle the user.
if (TryComp(args.User, out BuckleComponent? buckle) &&
buckle.BuckledTo != strap &&
args.User != strap.Owner &&
StrapHasSpace(uid, buckle, strap) &&
_interactions.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
{
InteractionVerb verb = new()
{
Act = () => TryBuckle(args.User, args.User, args.Target, buckle),
Category = VerbCategory.Buckle,
Text = Loc.GetString("verb-self-target-pronoun")
};
args.Verbs.Add(verb);
}
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
if (args.Using is {Valid: true} @using &&
TryComp(@using, out BuckleComponent? usingBuckle) &&
StrapHasSpace(uid, usingBuckle, strap) &&
_interactions.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
{
// Check that the entity is unobstructed from the target (ignoring the user).
bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
if (!_interactions.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
return;
InteractionVerb verb = new()
{
Act = () => TryBuckle(@using, args.User, args.Target, usingBuckle),
Category = VerbCategory.Buckle,
Text = Comp<MetaDataComponent>(@using).EntityName,
// just a held object, the user is probably just trying to sit down.
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
Priority = HasComp<ActorComponent>(@using) ? 1 : -1
};
args.Verbs.Add(verb);
}
}
private void StrapRemoveAll(StrapComponent strap)
{
foreach (var entity in strap.BuckledEntities.ToArray())
{
TryUnbuckle(entity, entity, true);
}
strap.BuckledEntities.Clear();
strap.OccupiedSize = 0;
Dirty(strap);
}
private void OnStrapDragDrop(EntityUid uid, StrapComponent component, ref DragDropTargetEvent args)
{
if (!StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component))
return;
args.Handled = TryBuckle(args.Dragged, args.User, uid);
}
private bool StrapHasSpace(EntityUid strapId, BuckleComponent buckle, StrapComponent? strap = null)
{
if (!Resolve(strapId, ref strap, false))
return false;
return strap.OccupiedSize + buckle.Size <= strap.Size;
}
private bool StrapTryAdd(EntityUid strapId, BuckleComponent buckle, bool force = false, StrapComponent? strap = null)
{
if (!Resolve(strapId, ref strap, false) ||
!strap.Enabled)
{
return false;
}
if (!force && !StrapHasSpace(strapId, buckle, strap))
return false;
if (!strap.BuckledEntities.Add(buckle.Owner))
return false;
strap.OccupiedSize += buckle.Size;
_appearance.SetData(buckle.Owner, StrapVisuals.RotationAngle, strap.Rotation);
_appearance.SetData(strap.Owner, StrapVisuals.State, true);
Dirty(strap);
return true;
}
public void StrapSetEnabled(EntityUid strapId, bool enabled, StrapComponent? strap = null)
{
if (!Resolve(strapId, ref strap, false) ||
strap.Enabled == enabled)
{
return;
}
strap.Enabled = enabled;
if (!enabled)
StrapRemoveAll(strap);
}
}

View File

@@ -1,41 +1,7 @@
using Content.Server.Interaction;
using Content.Server.Popups;
using Content.Server.Pulling;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Buckle; using Content.Shared.Buckle;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Shared.Timing;
namespace Content.Server.Buckle.Systems; namespace Content.Server.Buckle.Systems;
[UsedImplicitly] public sealed class BuckleSystem : SharedBuckleSystem
public sealed partial class BuckleSystem : SharedBuckleSystem
{ {
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ContainerSystem _containers = default!;
[Dependency] private readonly InteractionSystem _interactions = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly PullingSystem _pulling = default!;
[Dependency] private readonly Shared.Standing.StandingStateSystem _standing = default!;
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(InteractionSystem));
UpdatesAfter.Add(typeof(InputSystem));
InitializeBuckle();
InitializeStrap();
}
} }

View File

@@ -342,7 +342,7 @@ public sealed class ClimbSystem : SharedClimbSystem
Climb(uid, uid, uid, climbable, true, component); Climb(uid, uid, uid, climbable, true, component);
} }
private void OnBuckleChange(EntityUid uid, ClimbingComponent component, BuckleChangeEvent args) private void OnBuckleChange(EntityUid uid, ClimbingComponent component, ref BuckleChangeEvent args)
{ {
if (!args.Buckling) if (!args.Buckling)
return; return;

View File

@@ -25,7 +25,7 @@ namespace Content.Server.Disease.Cures
public override bool Cure(DiseaseEffectArgs args) public override bool Cure(DiseaseEffectArgs args)
{ {
if (!args.EntityManager.TryGetComponent<BuckleComponent>(args.DiseasedEntity, out var buckle) || if (!args.EntityManager.TryGetComponent<BuckleComponent>(args.DiseasedEntity, out var buckle) ||
!args.EntityManager.HasComponent<HealOnBuckleComponent>(buckle.BuckledTo?.Owner)) !args.EntityManager.HasComponent<HealOnBuckleComponent>(buckle.BuckledTo))
return false; return false;
var ticks = 1; var ticks = 1;

View File

@@ -1,6 +1,6 @@
using System.Linq; using System.Linq;
using Content.Server.Buckle.Systems;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components; using Content.Shared.Buckle.Components;
using Content.Shared.Foldable; using Content.Shared.Foldable;
using Content.Shared.Verbs; using Content.Shared.Verbs;
@@ -13,7 +13,7 @@ namespace Content.Server.Foldable
[UsedImplicitly] [UsedImplicitly]
public sealed class FoldableSystem : SharedFoldableSystem public sealed class FoldableSystem : SharedFoldableSystem
{ {
[Dependency] private readonly BuckleSystem _buckle = default!; [Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly SharedContainerSystem _container = default!; [Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize() public override void Initialize()

View File

@@ -1,22 +0,0 @@
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Light;
using Robust.Shared.Audio;
namespace Content.Server.Light.Components
{
/// <summary>
/// This is simplified version of <see cref="HandheldLightComponent"/>.
/// It doesn't consume any power and can be toggle only by verb.
/// </summary>
[RegisterComponent]
public sealed class UnpoweredFlashlightComponent : Component
{
[DataField("toggleFlashlightSound")]
public SoundSpecifier ToggleSound = new SoundPathSpecifier("/Audio/Items/flashlight_pda.ogg");
[ViewVariables] public bool LightOn = false;
[DataField("toggleAction", required: true)]
public InstantAction ToggleAction = new();
}
}

View File

@@ -3,6 +3,7 @@ using Content.Server.Light.Events;
using Content.Server.Mind.Components; using Content.Server.Mind.Components;
using Content.Shared.Actions; using Content.Shared.Actions;
using Content.Shared.Light; using Content.Shared.Light;
using Content.Shared.Light.Component;
using Content.Shared.Toggleable; using Content.Shared.Toggleable;
using Content.Shared.Verbs; using Content.Shared.Verbs;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;

View File

@@ -1,4 +1,4 @@
using Content.Server.Buckle.Systems; using Content.Shared.Buckle;
namespace Content.Server.NPC.HTN.Preconditions; namespace Content.Server.NPC.HTN.Preconditions;
@@ -7,14 +7,14 @@ namespace Content.Server.NPC.HTN.Preconditions;
/// </summary> /// </summary>
public sealed class BuckledPrecondition : HTNPrecondition public sealed class BuckledPrecondition : HTNPrecondition
{ {
private BuckleSystem _buckle = default!; private SharedBuckleSystem _buckle = default!;
[ViewVariables(VVAccess.ReadWrite)] [DataField("isBuckled")] public bool IsBuckled = true; [ViewVariables(VVAccess.ReadWrite)] [DataField("isBuckled")] public bool IsBuckled = true;
public override void Initialize(IEntitySystemManager sysManager) public override void Initialize(IEntitySystemManager sysManager)
{ {
base.Initialize(sysManager); base.Initialize(sysManager);
_buckle = sysManager.GetEntitySystem<BuckleSystem>(); _buckle = sysManager.GetEntitySystem<SharedBuckleSystem>();
} }
public override bool IsMet(NPCBlackboard blackboard) public override bool IsMet(NPCBlackboard blackboard)

View File

@@ -15,6 +15,7 @@ using Robust.Shared.Containers;
using Robust.Shared.Map; using Robust.Shared.Map;
using Content.Server.Mind.Components; using Content.Server.Mind.Components;
using Content.Server.Traitor; using Content.Server.Traitor;
using Content.Shared.Light.Component;
namespace Content.Server.PDA namespace Content.Server.PDA
{ {

View File

@@ -1,5 +1,4 @@
using Content.Server.Actions; using Content.Server.Actions;
using Content.Server.Buckle.Systems;
using Content.Server.Humanoid; using Content.Server.Humanoid;
using Content.Server.Inventory; using Content.Server.Inventory;
using Content.Server.Mind.Commands; using Content.Server.Mind.Commands;
@@ -7,6 +6,7 @@ using Content.Server.Mind.Components;
using Content.Server.Polymorph.Components; using Content.Server.Polymorph.Components;
using Content.Shared.Actions; using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes; using Content.Shared.Actions.ActionTypes;
using Content.Shared.Buckle;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.Hands.EntitySystems; using Content.Shared.Hands.EntitySystems;
using Content.Shared.IdentityManagement; using Content.Shared.IdentityManagement;
@@ -30,7 +30,7 @@ namespace Content.Server.Polymorph.Systems
[Dependency] private readonly IPrototypeManager _proto = default!; [Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ActionsSystem _actions = default!; [Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly AudioSystem _audio = default!; [Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly BuckleSystem _buckle = default!; [Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly ContainerSystem _container = default!; [Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;

View File

@@ -1,12 +1,11 @@
using Content.Server.Body.Systems; using Content.Server.Body.Systems;
using Content.Server.Buckle.Systems; using Content.Shared.Buckle;
using Content.Server.Popups; using Content.Server.Popups;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Server.Storage.EntitySystems; using Content.Server.Storage.EntitySystems;
using Content.Shared.Body.Components; using Content.Shared.Body.Components;
using Content.Shared.Body.Part; using Content.Shared.Body.Part;
using Content.Shared.Buckle.Components; using Content.Shared.Buckle.Components;
using Content.Shared.DoAfter;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.IdentityManagement; using Content.Shared.IdentityManagement;
using Content.Shared.Interaction; using Content.Shared.Interaction;
@@ -37,7 +36,7 @@ namespace Content.Server.Toilet
SubscribeLocalEvent<ToiletComponent, ComponentInit>(OnInit); SubscribeLocalEvent<ToiletComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ToiletComponent, MapInitEvent>(OnMapInit); SubscribeLocalEvent<ToiletComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ToiletComponent, InteractUsingEvent>(OnInteractUsing); SubscribeLocalEvent<ToiletComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<ToiletComponent, InteractHandEvent>(OnInteractHand, new []{typeof(BuckleSystem)}); SubscribeLocalEvent<ToiletComponent, InteractHandEvent>(OnInteractHand, new []{typeof(SharedBuckleSystem)});
SubscribeLocalEvent<ToiletComponent, ExaminedEvent>(OnExamine); SubscribeLocalEvent<ToiletComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<ToiletComponent, SuicideEvent>(OnSuicide); SubscribeLocalEvent<ToiletComponent, SuicideEvent>(OnSuicide);
SubscribeLocalEvent<ToiletComponent, ToiletPryDoAfterEvent>(OnToiletPried); SubscribeLocalEvent<ToiletComponent, ToiletPryDoAfterEvent>(OnToiletPried);

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@@ -1,62 +0,0 @@
using Content.Server.Standing;
using Content.Shared.Hands;
using Content.Shared.Mobs;
using Content.Shared.Vehicle.Components;
using Robust.Shared.GameStates;
namespace Content.Server.Vehicle
{
public sealed partial class VehicleSystem
{
private void InitializeRider()
{
SubscribeLocalEvent<RiderComponent, ComponentGetState>(OnRiderGetState);
SubscribeLocalEvent<RiderComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<RiderComponent, FellDownEvent>(OnFallDown);
SubscribeLocalEvent<RiderComponent, MobStateChangedEvent>(OnMobStateChanged);
}
private void OnRiderGetState(EntityUid uid, RiderComponent component, ref ComponentGetState args)
{
args.State = new RiderComponentState()
{
Entity = component.Vehicle,
};
}
/// <summary>
/// Kick the rider off the vehicle if they press q / drop the virtual item
/// </summary>
private void OnVirtualItemDeleted(EntityUid uid, RiderComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == component.Vehicle)
{
UnbuckleFromVehicle(uid);
}
}
/// <summary>
/// Kick the rider off the vehicle if they get stunned
/// </summary>
private void OnFallDown(EntityUid uid, RiderComponent rider, FellDownEvent args)
{
UnbuckleFromVehicle(uid);
}
/// <summary>
/// Kick the rider off the vehicle if they go into crit or die.
/// </summary>
private void OnMobStateChanged(EntityUid uid, RiderComponent rider, MobStateChangedEvent args)
{
if (args.NewMobState is MobState.Critical or MobState.Dead)
{
UnbuckleFromVehicle(uid);
}
}
public void UnbuckleFromVehicle(EntityUid uid)
{
_buckle.TryUnbuckle(uid, uid, true);
}
}
}

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@@ -1,125 +1,7 @@
using Content.Server.Buckle.Systems;
using Content.Server.Hands.Systems;
using Content.Server.Light.Components;
using Content.Shared.Actions;
using Content.Shared.Buckle.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Vehicle; using Content.Shared.Vehicle;
using Content.Shared.Vehicle.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
namespace Content.Server.Vehicle namespace Content.Server.Vehicle;
public sealed class VehicleSystem : SharedVehicleSystem
{ {
public sealed partial class VehicleSystem : SharedVehicleSystem
{
[Dependency] private readonly BuckleSystem _buckle = default!;
[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
public override void Initialize()
{
base.Initialize();
InitializeRider();
SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonk);
SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
}
/// <summary>
/// This fires when the rider presses the honk action
/// </summary>
private void OnHonk(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
{
if (args.Handled || vehicle.HornSound == null)
return;
// TODO: Need audio refactor maybe, just some way to null it when the stream is over.
// For now better to just not loop to keep the code much cleaner.
vehicle.HonkPlayingStream?.Stop();
vehicle.HonkPlayingStream = SoundSystem.Play(vehicle.HornSound.GetSound(), Filter.Pvs(uid), uid, vehicle.HornSound.Params);
args.Handled = true;
}
/// <summary>
/// This just controls whether the wheels are turning.
/// </summary>
public override void Update(float frameTime)
{
foreach (var (vehicle, mover) in EntityQuery<VehicleComponent, InputMoverComponent>())
{
if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
{
UpdateAutoAnimate(vehicle.Owner, false);
continue;
}
UpdateAutoAnimate(vehicle.Owner, true);
}
}
/// <summary>
/// Give the user the rider component if they're buckling to the vehicle,
/// otherwise remove it.
/// </summary>
private void OnBuckleChange(EntityUid uid, VehicleComponent component, BuckleChangeEvent args)
{
// Add Rider
if (args.Buckling)
{
// Add a virtual item to rider's hand, unbuckle if we can't.
if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
{
UnbuckleFromVehicle(args.BuckledEntity);
return;
}
// Set up the rider and vehicle with each other
EnsureComp<InputMoverComponent>(uid);
var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
component.Rider = args.BuckledEntity;
var relay = EnsureComp<RelayInputMoverComponent>(args.BuckledEntity);
_mover.SetRelay(args.BuckledEntity, uid, relay);
rider.Vehicle = uid;
// Update appearance stuff, add actions
UpdateBuckleOffset(Transform(uid), component);
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
{
_actionsSystem.AddAction(args.BuckledEntity, flashlight.ToggleAction, uid, actions);
}
if (component.HornSound != null)
{
_actionsSystem.AddAction(args.BuckledEntity, component.HornAction, uid, actions);
}
_joints.ClearJoints(args.BuckledEntity);
return;
}
// Remove rider
// Clean up actions and virtual items
_actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid);
_virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid);
// Entity is no longer riding
RemComp<RiderComponent>(args.BuckledEntity);
RemComp<RelayInputMoverComponent>(args.BuckledEntity);
// Reset component
component.Rider = null;
}
}
} }

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@@ -5,76 +5,99 @@ using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components; namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent] [RegisterComponent, NetworkedComponent]
[Access(typeof(SharedBuckleSystem))]
public sealed class BuckleComponent : Component public sealed class BuckleComponent : Component
{ {
/// <summary> /// <summary>
/// The range from which this entity can buckle to a <see cref="StrapComponent"/>. /// The range from which this entity can buckle to a <see cref="StrapComponent"/>.
/// Separated from normal interaction range to fix the "someone buckled to a strap
/// across a table two tiles away" problem.
/// </summary> /// </summary>
[DataField("range")] [DataField("range")]
[ViewVariables(VVAccess.ReadWrite)]
public float Range = SharedInteractionSystem.InteractionRange / 1.4f; public float Range = SharedInteractionSystem.InteractionRange / 1.4f;
/// <summary> /// <summary>
/// True if the entity is buckled, false otherwise. /// True if the entity is buckled, false otherwise.
/// </summary> /// </summary>
public bool Buckled { get; set; } [ViewVariables(VVAccess.ReadWrite)]
public bool Buckled;
public EntityUid? LastEntityBuckledTo { get; set; } [ViewVariables]
public EntityUid? LastEntityBuckledTo;
public bool DontCollide { get; set; }
/// <summary> /// <summary>
/// The amount of time that must pass for this entity to /// Whether or not collisions should be possible with the entity we are strapped to
/// be able to unbuckle after recently buckling. /// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("dontCollide")]
public bool DontCollide;
/// <summary>
/// Whether or not we should be allowed to pull the entity we are strapped to
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("pullStrap")]
public bool PullStrap;
/// <summary>
/// The amount of time that must pass for this entity to
/// be able to unbuckle after recently buckling.
/// </summary> /// </summary>
[DataField("delay")] [DataField("delay")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan UnbuckleDelay = TimeSpan.FromSeconds(0.25f); public TimeSpan UnbuckleDelay = TimeSpan.FromSeconds(0.25f);
/// <summary> /// <summary>
/// The time that this entity buckled at. /// The time that this entity buckled at.
/// </summary>
[ViewVariables] public TimeSpan BuckleTime;
/// <summary>
/// The strap that this component is buckled to.
/// </summary> /// </summary>
[ViewVariables] [ViewVariables]
public StrapComponent? BuckledTo { get; set; } public TimeSpan BuckleTime;
/// <summary> /// <summary>
/// The amount of space that this entity occupies in a /// The strap that this component is buckled to.
/// <see cref="StrapComponent"/>. /// </summary>
[ViewVariables]
public EntityUid? BuckledTo;
/// <summary>
/// The amount of space that this entity occupies in a
/// <see cref="StrapComponent"/>.
/// </summary> /// </summary>
[DataField("size")] [DataField("size")]
[ViewVariables(VVAccess.ReadWrite)]
public int Size = 100; public int Size = 100;
/// <summary> /// <summary>
/// Used for client rendering /// Used for client rendering
/// </summary> /// </summary>
public int? OriginalDrawDepth { get; set; } [ViewVariables]
public int? OriginalDrawDepth;
} }
[Serializable, NetSerializable] [Serializable, NetSerializable]
public sealed class BuckleComponentState : ComponentState public sealed class BuckleComponentState : ComponentState
{ {
public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide) public BuckleComponentState(bool buckled, EntityUid? buckledTo, EntityUid? lastEntityBuckledTo,
bool dontCollide)
{ {
Buckled = buckled; Buckled = buckled;
BuckledTo = buckledTo;
LastEntityBuckledTo = lastEntityBuckledTo; LastEntityBuckledTo = lastEntityBuckledTo;
DontCollide = dontCollide; DontCollide = dontCollide;
} }
public bool Buckled { get; } public readonly bool Buckled;
public EntityUid? LastEntityBuckledTo { get; } public readonly EntityUid? BuckledTo;
public bool DontCollide { get; } public readonly EntityUid? LastEntityBuckledTo;
public readonly bool DontCollide;
} }
public sealed class BuckleChangeEvent : EntityEventArgs [ByRefEvent]
{ public readonly record struct BuckleAttemptEvent(EntityUid StrapEntity, EntityUid BuckledEntity, bool Buckling, bool Cancelled = false);
public EntityUid Strap;
public EntityUid BuckledEntity; [ByRefEvent]
public bool Buckling; public readonly record struct BuckleChangeEvent(EntityUid StrapEntity, EntityUid BuckledEntity, bool Buckling);
}
[Serializable, NetSerializable] [Serializable, NetSerializable]
public enum BuckleVisuals public enum BuckleVisuals

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@@ -1,10 +1,143 @@
using Content.Shared.Alert; using Content.Shared.Alert;
using Content.Shared.Vehicle;
using Content.Shared.Whitelist;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Shared.Buckle.Components; namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedBuckleSystem), typeof(SharedVehicleSystem))]
public sealed class StrapComponent : Component
{
/// <summary>
/// The entities that are currently buckled
/// </summary>
[ViewVariables]
public readonly HashSet<EntityUid> BuckledEntities = new();
/// <summary>
/// Entities that this strap accepts and can buckle
/// If null it accepts any entity
/// </summary>
[DataField("allowedEntities")]
[ViewVariables]
public EntityWhitelist? AllowedEntities;
/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField("position")]
[ViewVariables(VVAccess.ReadWrite)]
public StrapPosition Position = StrapPosition.None;
/// <summary>
/// The distance above which a buckled entity will be automatically unbuckled.
/// Don't change it unless you really have to
/// </summary>
/// <remarks>
/// Dont set this below 0.2 because that causes audio issues with <see cref="SharedBuckleSystem.OnBuckleMove"/>
/// My guess after testing is that the client sets BuckledTo to the strap in *some* ticks for some reason
/// whereas the server doesnt, thus the client tries to unbuckle like 15 times because it passes the strap null check
/// This is why this needs to be above 0.1 to make the InRange check fail in both client and server.
/// </remarks>
[DataField("maxBuckleDistance", required: false)]
[ViewVariables(VVAccess.ReadWrite)]
public float MaxBuckleDistance = 0.2f;
/// <summary>
/// Gets and clamps the buckle offset to MaxBuckleDistance
/// </summary>
[ViewVariables]
public Vector2 BuckleOffset => Vector2.Clamp(
BuckleOffsetUnclamped,
Vector2.One * -MaxBuckleDistance,
Vector2.One * MaxBuckleDistance);
/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
/// </summary>
[DataField("buckleOffset", required: false)]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
/// <summary>
/// The angle in degrees to rotate the player by when they get strapped
/// </summary>
[DataField("rotation")]
[ViewVariables(VVAccess.ReadWrite)]
public int Rotation;
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[DataField("size")]
[ViewVariables(VVAccess.ReadWrite)]
public int Size = 100;
/// <summary>
/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
/// </summary>
[ViewVariables]
public bool Enabled = true;
/// <summary>
/// You can specify the offset the entity will have after unbuckling.
/// </summary>
[DataField("unbuckleOffset", required: false)]
[ViewVariables(VVAccess.ReadWrite)]
public Vector2 UnbuckleOffset = Vector2.Zero;
/// <summary>
/// The sound to be played when a mob is buckled
/// </summary>
[DataField("buckleSound")]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier BuckleSound = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
/// <summary>
/// The sound to be played when a mob is unbuckled
/// </summary>
[DataField("unbuckleSound")]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier UnbuckleSound = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
/// <summary>
/// ID of the alert to show when buckled
/// </summary>
[DataField("buckledAlertType")]
[ViewVariables(VVAccess.ReadWrite)]
public AlertType BuckledAlertType = AlertType.Buckled;
/// <summary>
/// The sum of the sizes of all the buckled entities in this strap
/// </summary>
[ViewVariables]
public int OccupiedSize;
}
[Serializable, NetSerializable]
public sealed class StrapComponentState : ComponentState
{
public readonly StrapPosition Position;
public readonly float MaxBuckleDistance;
public readonly Vector2 BuckleOffsetClamped;
public readonly HashSet<EntityUid> BuckledEntities;
public readonly int OccupiedSize;
public StrapComponentState(StrapPosition position, Vector2 offset, HashSet<EntityUid> buckled,
float maxBuckleDistance, int occupiedSize)
{
Position = position;
BuckleOffsetClamped = offset;
BuckledEntities = buckled;
MaxBuckleDistance = maxBuckleDistance;
OccupiedSize = occupiedSize;
}
}
public enum StrapPosition public enum StrapPosition
{ {
/// <summary> /// <summary>
@@ -23,111 +156,6 @@ public enum StrapPosition
Down Down
} }
[RegisterComponent, NetworkedComponent]
public sealed class StrapComponent : Component
{
/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField("position")]
public StrapPosition Position { get; set; } = StrapPosition.None;
/// <summary>
/// The entity that is currently buckled here
/// </summary>
public readonly HashSet<EntityUid> BuckledEntities = new();
/// <summary>
/// The distance above which a buckled entity will be automatically unbuckled.
/// Don't change it unless you really have to
/// </summary>
[DataField("maxBuckleDistance", required: false)]
public float MaxBuckleDistance = 0.1f;
/// <summary>
/// Gets and clamps the buckle offset to MaxBuckleDistance
/// </summary>
public Vector2 BuckleOffset => Vector2.Clamp(
BuckleOffsetUnclamped,
Vector2.One * -MaxBuckleDistance,
Vector2.One * MaxBuckleDistance);
/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
/// </summary>
[DataField("buckleOffset", required: false)]
[Access(Other = AccessPermissions.ReadWrite)]
public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
/// <summary>
/// The angle in degrees to rotate the player by when they get strapped
/// </summary>
[DataField("rotation")]
public int Rotation { get; set; }
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[DataField("size")]
public int Size { get; set; } = 100;
/// <summary>
/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
/// </summary>
public bool Enabled { get; set; } = true;
/// <summary>
/// You can specify the offset the entity will have after unbuckling.
/// </summary>
[DataField("unbuckleOffset", required: false)]
public Vector2 UnbuckleOffset = Vector2.Zero;
/// <summary>
/// The sound to be played when a mob is buckled
/// </summary>
[DataField("buckleSound")]
public SoundSpecifier BuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
/// <summary>
/// The sound to be played when a mob is unbuckled
/// </summary>
[DataField("unbuckleSound")]
public SoundSpecifier UnbuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
/// <summary>
/// ID of the alert to show when buckled
/// </summary>
[DataField("buckledAlertType")]
public AlertType BuckledAlertType { get; } = AlertType.Buckled;
/// <summary>
/// The sum of the sizes of all the buckled entities in this strap
/// </summary>
public int OccupiedSize { get; set; }
}
[Serializable, NetSerializable]
public sealed class StrapComponentState : ComponentState
{
/// <summary>
/// The change in position that this strap makes to the strapped mob
/// </summary>
public StrapPosition Position;
public float MaxBuckleDistance;
public Vector2 BuckleOffsetClamped;
public HashSet<EntityUid> BuckledEntities;
public StrapComponentState(StrapPosition position, Vector2 offset, HashSet<EntityUid> buckled, float maxBuckleDistance)
{
Position = position;
BuckleOffsetClamped = offset;
BuckledEntities = buckled;
MaxBuckleDistance = maxBuckleDistance;
}
}
[Serializable, NetSerializable] [Serializable, NetSerializable]
public enum StrapVisuals : byte public enum StrapVisuals : byte
{ {

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@@ -1,11 +1,25 @@
using Content.Shared.Buckle.Components; using System.Diagnostics.CodeAnalysis;
using Content.Shared.Alert;
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.Database;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Events; using Content.Shared.Movement.Events;
using Content.Shared.Popups;
using Content.Shared.Pulling.Components;
using Content.Shared.Standing; using Content.Shared.Standing;
using Content.Shared.Storage.Components;
using Content.Shared.Stunnable;
using Content.Shared.Throwing; using Content.Shared.Throwing;
using Content.Shared.Vehicle.Components; using Content.Shared.Vehicle.Components;
using Robust.Shared.Map; using Content.Shared.Verbs;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Events; using Robust.Shared.Physics.Events;
using Robust.Shared.Utility;
namespace Content.Shared.Buckle; namespace Content.Shared.Buckle;
@@ -13,48 +27,125 @@ public abstract partial class SharedBuckleSystem
{ {
private void InitializeBuckle() private void InitializeBuckle()
{ {
SubscribeLocalEvent<BuckleComponent, PreventCollideEvent>(PreventCollision); SubscribeLocalEvent<BuckleComponent, ComponentStartup>(OnBuckleComponentStartup);
SubscribeLocalEvent<BuckleComponent, DownAttemptEvent>(HandleDown); SubscribeLocalEvent<BuckleComponent, ComponentShutdown>(OnBuckleComponentShutdown);
SubscribeLocalEvent<BuckleComponent, StandAttemptEvent>(HandleStand); SubscribeLocalEvent<BuckleComponent, ComponentGetState>(OnBuckleComponentGetState);
SubscribeLocalEvent<BuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback); SubscribeLocalEvent<BuckleComponent, MoveEvent>(OnBuckleMove);
SubscribeLocalEvent<BuckleComponent, UpdateCanMoveEvent>(HandleMove); SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(OnBuckleInteractHand);
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
SubscribeLocalEvent<BuckleComponent, InsertIntoEntityStorageAttemptEvent>(OnBuckleInsertIntoEntityStorageAttempt);
SubscribeLocalEvent<BuckleComponent, PreventCollideEvent>(OnBucklePreventCollide);
SubscribeLocalEvent<BuckleComponent, DownAttemptEvent>(OnBuckleDownAttempt);
SubscribeLocalEvent<BuckleComponent, StandAttemptEvent>(OnBuckleStandAttempt);
SubscribeLocalEvent<BuckleComponent, ThrowPushbackAttemptEvent>(OnBuckleThrowPushbackAttempt);
SubscribeLocalEvent<BuckleComponent, UpdateCanMoveEvent>(OnBuckleUpdateCanMove);
SubscribeLocalEvent<BuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt); SubscribeLocalEvent<BuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
} }
private void PreventCollision(EntityUid uid, BuckleComponent component, ref PreventCollideEvent args) private void OnBuckleComponentStartup(EntityUid uid, BuckleComponent component, ComponentStartup args)
{ {
if (args.BodyB.Owner != component.LastEntityBuckledTo) UpdateBuckleStatus(uid, component);
}
private void OnBuckleComponentShutdown(EntityUid uid, BuckleComponent component, ComponentShutdown args)
{
TryUnbuckle(uid, uid, true, component);
component.BuckleTime = default;
}
private void OnBuckleComponentGetState(EntityUid uid, BuckleComponent component, ref ComponentGetState args)
{
args.State = new BuckleComponentState(component.Buckled, component.BuckledTo, component.LastEntityBuckledTo, component.DontCollide);
}
private void OnBuckleMove(EntityUid uid, BuckleComponent component, ref MoveEvent ev)
{
if (component.BuckledTo is not {} strapUid)
return;
if (!TryComp<StrapComponent>(strapUid, out var strapComp))
return;
var strapPosition = Transform(strapUid).Coordinates;
if (ev.NewPosition.InRange(EntityManager, _transformSystem, strapPosition, strapComp.MaxBuckleDistance))
return;
TryUnbuckle(uid, uid, true, component);
}
private void OnBuckleInteractHand(EntityUid uid, BuckleComponent component, InteractHandEvent args)
{
if (!component.Buckled)
return;
if (TryUnbuckle(uid, args.User, buckleComp: component))
args.Handled = true;
}
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
return;
InteractionVerb verb = new()
{
Act = () => TryUnbuckle(uid, args.User, buckleComp: component),
Text = Loc.GetString("verb-categories-unbuckle"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/unbuckle.svg.192dpi.png"))
};
if (args.Target == args.User && args.Using == null)
{
// A user is left clicking themselves with an empty hand, while buckled.
// It is very likely they are trying to unbuckle themselves.
verb.Priority = 1;
}
args.Verbs.Add(verb);
}
private void OnBuckleInsertIntoEntityStorageAttempt(EntityUid uid, BuckleComponent component, ref InsertIntoEntityStorageAttemptEvent args)
{
if (component.Buckled)
args.Cancelled = true;
}
private void OnBucklePreventCollide(EntityUid uid, BuckleComponent component, ref PreventCollideEvent args)
{
if (args.BodyB.Owner != component.BuckledTo)
return; return;
if (component.Buckled || component.DontCollide) if (component.Buckled || component.DontCollide)
args.Cancelled = true; args.Cancelled = true;
} }
private void HandleDown(EntityUid uid, BuckleComponent component, DownAttemptEvent args) private void OnBuckleDownAttempt(EntityUid uid, BuckleComponent component, DownAttemptEvent args)
{ {
if (component.Buckled) if (component.Buckled)
args.Cancel(); args.Cancel();
} }
private void HandleStand(EntityUid uid, BuckleComponent component, StandAttemptEvent args) private void OnBuckleStandAttempt(EntityUid uid, BuckleComponent component, StandAttemptEvent args)
{ {
if (component.Buckled) if (component.Buckled)
args.Cancel(); args.Cancel();
} }
private void HandleThrowPushback(EntityUid uid, BuckleComponent component, ThrowPushbackAttemptEvent args) private void OnBuckleThrowPushbackAttempt(EntityUid uid, BuckleComponent component, ThrowPushbackAttemptEvent args)
{ {
if (component.Buckled) if (component.Buckled)
args.Cancel(); args.Cancel();
} }
private void HandleMove(EntityUid uid, BuckleComponent component, UpdateCanMoveEvent args) private void OnBuckleUpdateCanMove(EntityUid uid, BuckleComponent component, UpdateCanMoveEvent args)
{ {
if (component.LifeStage > ComponentLifeStage.Running) if (component.LifeStage > ComponentLifeStage.Running)
return; return;
if (component.Buckled && if (component.Buckled &&
!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode !HasComp<VehicleComponent>(component.BuckledTo)) // buckle+vehicle shitcode
args.Cancel(); args.Cancel();
} }
@@ -70,38 +161,369 @@ public abstract partial class SharedBuckleSystem
} }
/// <summary> /// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation. /// Shows or hides the buckled status effect depending on if the
/// entity is buckled or not.
/// </summary> /// </summary>
/// <param name="buckleId">The entity to reattach.</param> /// <param name="uid"> Entity that we want to show the alert </param>
/// <param name="strap">The strap to reattach to.</param> /// <param name="buckleComp"> buckle component of the entity </param>
/// <param name="buckle">The buckle component of the entity to reattach.</param> /// <param name="strapComp"> strap component of the thing we are strapping to </param>
public void ReAttach(EntityUid buckleId, StrapComponent strap, BuckleComponent? buckle = null) private void UpdateBuckleStatus(EntityUid uid, BuckleComponent buckleComp, StrapComponent? strapComp = null)
{ {
if (!Resolve(buckleId, ref buckle, false)) if (buckleComp.BuckledTo != null)
return;
var ownTransform = Transform(buckleId);
var strapTransform = Transform(strap.Owner);
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
// Buckle subscribes to move for <reasons> so this might fail.
// TODO: Make buckle not do that.
if (ownTransform.ParentUid != strapTransform.Owner)
return;
ownTransform.LocalRotation = Angle.Zero;
switch (strap.Position)
{ {
case StrapPosition.None: if (!Resolve(buckleComp.BuckledTo.Value, ref strapComp))
break; return;
case StrapPosition.Stand:
_standing.Stand(buckleId); var alertType = strapComp.BuckledAlertType;
break; _alertsSystem.ShowAlert(uid, alertType);
case StrapPosition.Down: }
_standing.Down(buckleId, false, false); else
break; {
_alertsSystem.ClearAlertCategory(uid, AlertCategory.Buckled);
} }
} }
/// <summary>
/// Sets the <see cref="BuckleComponent.BuckledTo"/> field in the component to a value
/// </summary>
/// <param name="strapUid"> Value tat with be assigned to the field </param>
private void SetBuckledTo(EntityUid buckleUid, EntityUid? strapUid, StrapComponent? strapComp, BuckleComponent buckleComp)
{
buckleComp.BuckledTo = strapUid;
if (strapUid == null)
{
buckleComp.Buckled = false;
}
else
{
buckleComp.LastEntityBuckledTo = strapUid;
buckleComp.DontCollide = true;
buckleComp.Buckled = true;
buckleComp.BuckleTime = _gameTiming.CurTime;
}
ActionBlockerSystem.UpdateCanMove(buckleUid);
UpdateBuckleStatus(buckleUid, buckleComp, strapComp);
Dirty(buckleComp);
}
/// <summary>
/// Checks whether or not buckling is possible
/// </summary>
/// <param name="buckleUid"> Uid of the owner of BuckleComponent </param>
/// <param name="userUid">
/// Uid of a third party entity,
/// i.e, the uid of someone else you are dragging to a chair.
/// Can equal buckleUid sometimes
/// </param>
/// <param name="strapUid"> Uid of the owner of strap component </param>
private bool CanBuckle(
EntityUid buckleUid,
EntityUid userUid,
EntityUid strapUid,
[NotNullWhen(true)] out StrapComponent? strapComp,
BuckleComponent? buckleComp = null)
{
strapComp = null;
if (userUid == strapUid ||
!Resolve(buckleUid, ref buckleComp, false) ||
!Resolve(strapUid, ref strapComp, false))
{
return false;
}
// Does it pass the Whitelist
if (strapComp.AllowedEntities != null &&
!strapComp.AllowedEntities.IsValid(userUid, EntityManager))
{
if (_netManager.IsServer)
_popupSystem.PopupEntity(Loc.GetString("buckle-component-cannot-fit-message"), userUid, buckleUid, PopupType.Medium);
return false;
}
// Is it within range
bool Ignored(EntityUid entity) => entity == buckleUid || entity == userUid || entity == strapUid;
if (!_interactionSystem.InRangeUnobstructed(buckleUid, strapUid, buckleComp.Range, predicate: Ignored,
popup: true))
{
return false;
}
// If in a container
if (_containerSystem.TryGetContainingContainer(buckleUid, out var ownerContainer))
{
// And not in the same container as the strap
if (!_containerSystem.TryGetContainingContainer(strapUid, out var strapContainer) ||
ownerContainer != strapContainer)
{
return false;
}
}
if (!HasComp<HandsComponent>(userUid))
{
// PopupPredicted when
if (_netManager.IsServer)
_popupSystem.PopupEntity(Loc.GetString("buckle-component-no-hands-message"), userUid, userUid);
return false;
}
if (buckleComp.Buckled)
{
var message = Loc.GetString(buckleUid == userUid
? "buckle-component-already-buckled-message"
: "buckle-component-other-already-buckled-message",
("owner", Identity.Entity(buckleUid, EntityManager)));
if (_netManager.IsServer)
_popupSystem.PopupEntity(message, userUid, userUid);
return false;
}
var parent = Transform(strapUid).ParentUid;
while (parent.IsValid())
{
if (parent == userUid)
{
var message = Loc.GetString(buckleUid == userUid
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleUid, EntityManager)));
if (_netManager.IsServer)
_popupSystem.PopupEntity(message, userUid, userUid);
return false;
}
parent = Transform(parent).ParentUid;
}
if (!StrapHasSpace(strapUid, buckleComp, strapComp))
{
var message = Loc.GetString(buckleUid == userUid
? "buckle-component-cannot-fit-message"
: "buckle-component-other-cannot-fit-message", ("owner", Identity.Entity(buckleUid, EntityManager)));
if (_netManager.IsServer)
_popupSystem.PopupEntity(message, userUid, userUid);
return false;
}
return true;
}
/// <summary>
/// Attempts to buckle an entity to a strap
/// </summary>
/// <param name="buckleUid"> Uid of the owner of BuckleComponent </param>
/// <param name="userUid">
/// Uid of a third party entity,
/// i.e, the uid of someone else you are dragging to a chair.
/// Can equal buckleUid sometimes
/// </param>
/// <param name="strapUid"> Uid of the owner of strap component </param>
public bool TryBuckle(EntityUid buckleUid, EntityUid userUid, EntityUid strapUid, BuckleComponent? buckleComp = null)
{
if (!Resolve(buckleUid, ref buckleComp, false))
return false;
if (!CanBuckle(buckleUid, userUid, strapUid, out var strapComp, buckleComp))
return false;
var attemptEvent = new BuckleAttemptEvent(strapUid, buckleUid, true);
RaiseLocalEvent(attemptEvent.BuckledEntity, ref attemptEvent);
RaiseLocalEvent(attemptEvent.StrapEntity, ref attemptEvent);
if (attemptEvent.Cancelled)
return false;
if (!StrapTryAdd(strapUid, buckleUid, buckleComp, false, strapComp))
{
var message = Loc.GetString(buckleUid == userUid
? "buckle-component-cannot-buckle-message"
: "buckle-component-other-cannot-buckle-message", ("owner", Identity.Entity(buckleUid, EntityManager)));
if (_netManager.IsServer)
_popupSystem.PopupEntity(message, userUid, userUid);
return false;
}
if (TryComp<AppearanceComponent>(buckleUid, out var appearance))
AppearanceSystem.SetData(buckleUid, BuckleVisuals.Buckled, true, appearance);
ReAttach(buckleUid, strapUid, buckleComp, strapComp);
SetBuckledTo(buckleUid,strapUid, strapComp, buckleComp);
_audioSystem.PlayPredicted(strapComp.BuckleSound, strapUid, buckleUid);
var ev = new BuckleChangeEvent(strapUid, buckleUid, true);
RaiseLocalEvent(ev.BuckledEntity, ref ev);
RaiseLocalEvent(ev.StrapEntity, ref ev);
if (TryComp<SharedPullableComponent>(buckleUid, out var ownerPullable))
{
if (ownerPullable.Puller != null)
{
_pullingSystem.TryStopPull(ownerPullable);
}
}
if (!buckleComp.PullStrap && TryComp<SharedPullableComponent>(strapUid, out var toPullable))
{
if (toPullable.Puller == buckleUid)
{
// can't pull it and buckle to it at the same time
_pullingSystem.TryStopPull(toPullable);
}
}
// Logging
if (userUid != buckleUid)
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(userUid):player} buckled {ToPrettyString(buckleUid)} to {ToPrettyString(strapUid)}");
else
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(userUid):player} buckled themselves to {ToPrettyString(strapUid)}");
return true;
}
/// <summary>
/// Tries to unbuckle the Owner of this component from its current strap.
/// </summary>
/// <param name="buckleUid">The entity to unbuckle.</param>
/// <param name="userUid">The entity doing the unbuckling.</param>
/// <param name="force">
/// Whether to force the unbuckling or not. Does not guarantee true to
/// be returned, but guarantees the owner to be unbuckled afterwards.
/// </param>
/// <param name="buckleComp">The buckle component of the entity to unbuckle.</param>
/// <returns>
/// true if the owner was unbuckled, otherwise false even if the owner
/// was previously already unbuckled.
/// </returns>
public bool TryUnbuckle(EntityUid buckleUid, EntityUid userUid, bool force = false, BuckleComponent? buckleComp = null)
{
if (!Resolve(buckleUid, ref buckleComp, false) ||
buckleComp.BuckledTo is not { } strapUid)
return false;
var attemptEvent = new BuckleAttemptEvent(strapUid, buckleUid, false);
RaiseLocalEvent(attemptEvent.BuckledEntity, ref attemptEvent);
RaiseLocalEvent(attemptEvent.StrapEntity, ref attemptEvent);
if (attemptEvent.Cancelled)
return false;
Logger.Debug($"{force}");
if (!force)
{
if (_gameTiming.CurTime < buckleComp.BuckleTime + buckleComp.UnbuckleDelay)
return false;
if (!_interactionSystem.InRangeUnobstructed(userUid, strapUid, buckleComp.Range, popup: true))
return false;
if (HasComp<SleepingComponent>(buckleUid) && buckleUid == userUid)
return false;
// If the strap is a vehicle and the rider is not the person unbuckling, return.
if (TryComp<VehicleComponent>(strapUid, out var vehicle) &&
vehicle.Rider != userUid)
return false;
}
// Logging
if (userUid != buckleUid)
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(userUid):player} unbuckled {ToPrettyString(buckleUid)} from {ToPrettyString(strapUid)}");
else
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(userUid):player} unbuckled themselves from {ToPrettyString(strapUid)}");
SetBuckledTo(buckleUid, null, null, buckleComp);
if (!TryComp<StrapComponent>(strapUid, out var strapComp))
return false;
var buckleXform = Transform(buckleUid);
var oldBuckledXform = Transform(strapUid);
if (buckleXform.ParentUid == strapUid && !Terminating(buckleXform.ParentUid))
{
_containerSystem.AttachParentToContainerOrGrid(buckleXform);
var oldBuckledToWorldRot = _transformSystem.GetWorldRotation(strapUid);
_transformSystem.SetWorldRotation(buckleXform, oldBuckledToWorldRot);
if (strapComp.UnbuckleOffset != Vector2.Zero)
buckleXform.Coordinates = oldBuckledXform.Coordinates.Offset(strapComp.UnbuckleOffset);
}
if (TryComp(buckleUid, out AppearanceComponent? appearance))
AppearanceSystem.SetData(buckleUid, BuckleVisuals.Buckled, false, appearance);
if (TryComp<MobStateComponent>(buckleUid, out var mobState)
&& _mobStateSystem.IsIncapacitated(buckleUid, mobState)
|| HasComp<KnockedDownComponent>(buckleUid))
{
_standingSystem.Down(buckleUid);
}
else
{
_standingSystem.Stand(buckleUid);
}
if (_mobStateSystem.IsIncapacitated(buckleUid, mobState))
{
_standingSystem.Down(buckleUid);
}
// Sync StrapComponent data
AppearanceSystem.SetData(strapUid, StrapVisuals.State, false);
if (strapComp.BuckledEntities.Remove(buckleUid))
{
strapComp.OccupiedSize -= buckleComp.Size;
//Dirty(strapUid);
Dirty(strapComp);
}
_audioSystem.PlayPredicted(strapComp.UnbuckleSound, strapUid, buckleUid);
var ev = new BuckleChangeEvent(strapUid, buckleUid, false);
RaiseLocalEvent(buckleUid, ref ev);
RaiseLocalEvent(strapUid, ref ev);
return true;
}
/// <summary>
/// Makes an entity toggle the buckling status of the owner to a
/// specific entity.
/// </summary>
/// <param name="buckleUid">The entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <param name="userUid">The entity doing the buckling/unbuckling.</param>
/// <param name="strapUid">
/// The entity to toggle the buckle status of the owner to.
/// </param>
/// <param name="force">
/// Whether to force the unbuckling or not, if it happens. Does not
/// guarantee true to be returned, but guarantees the owner to be
/// unbuckled afterwards.
/// </param>
/// <param name="buckle">The buckle component of the entity to buckle/unbuckle from <see cref="to"/>.</param>
/// <returns>true if the buckling status was changed, false otherwise.</returns>
public bool ToggleBuckle(
EntityUid buckleUid,
EntityUid userUid,
EntityUid strapUid,
bool force = false,
BuckleComponent? buckle = null)
{
if (!Resolve(buckleUid, ref buckle, false))
return false;
if (!buckle.Buckled)
{
return TryBuckle(buckleUid, userUid, strapUid, buckle);
}
else
{
return TryUnbuckle(buckleUid, userUid, force, buckle);
}
}
} }

View File

@@ -1,19 +1,50 @@
using Content.Shared.Buckle.Components; using System.Linq;
using Content.Shared.Buckle.Components;
using Content.Shared.Destructible;
using Content.Shared.DragDrop; using Content.Shared.DragDrop;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Storage;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
namespace Content.Shared.Buckle; namespace Content.Shared.Buckle;
public abstract partial class SharedBuckleSystem public abstract partial class SharedBuckleSystem
{ {
[Dependency] private readonly SharedInteractionSystem _interactions = default!;
private void InitializeStrap() private void InitializeStrap()
{ {
SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapRotate); SubscribeLocalEvent<StrapComponent, ComponentShutdown>(OnStrapShutdown);
SubscribeLocalEvent<StrapComponent, ComponentRemove>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState);
SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState); SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
SubscribeLocalEvent<StrapComponent, CanDropTargetEvent>(OnStrapCanDropOn);
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(OnStrapEntModifiedFromContainer);
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(OnStrapEntModifiedFromContainer);
SubscribeLocalEvent<StrapComponent, GetVerbsEvent<InteractionVerb>>(AddStrapVerbs);
SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(OnStrapContainerGettingInsertedAttempt);
SubscribeLocalEvent<StrapComponent, InteractHandEvent>(OnStrapInteractHand);
SubscribeLocalEvent<StrapComponent, DestructionEventArgs>((_,c,_) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, BreakageEventArgs>((_, c, _) => StrapRemoveAll(c));
SubscribeLocalEvent<StrapComponent, DragDropTargetEvent>(OnStrapDragDropTarget);
SubscribeLocalEvent<StrapComponent, CanDropTargetEvent>(OnCanDropTarget);
SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
}
private void OnStrapShutdown(EntityUid uid, StrapComponent component, ComponentShutdown args)
{
if (LifeStage(uid) > EntityLifeStage.MapInitialized)
return;
StrapRemoveAll(component);
}
private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
{
args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance, component.OccupiedSize);
} }
private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args) private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
@@ -26,9 +57,151 @@ public abstract partial class SharedBuckleSystem
component.BuckledEntities.Clear(); component.BuckledEntities.Clear();
component.BuckledEntities.UnionWith(state.BuckledEntities); component.BuckledEntities.UnionWith(state.BuckledEntities);
component.MaxBuckleDistance = state.MaxBuckleDistance; component.MaxBuckleDistance = state.MaxBuckleDistance;
component.OccupiedSize = state.OccupiedSize;
} }
private void OnStrapRotate(EntityUid uid, StrapComponent component, ref MoveEvent args) private void OnStrapEntModifiedFromContainer(EntityUid uid, StrapComponent component, ContainerModifiedMessage message)
{
if (_gameTiming.ApplyingState)
return;
foreach (var buckledEntity in component.BuckledEntities)
{
if (!TryComp<BuckleComponent>(buckledEntity, out var buckleComp))
{
continue;
}
ContainerModifiedReAttach(buckledEntity, uid, buckleComp, component);
}
}
private void ContainerModifiedReAttach(EntityUid buckleUid, EntityUid strapUid, BuckleComponent? buckleComp = null, StrapComponent? strapComp = null)
{
if (!Resolve(buckleUid, ref buckleComp, false) ||
!Resolve(strapUid, ref strapComp, false))
return;
var contained = _containerSystem.TryGetContainingContainer(buckleUid, out var ownContainer);
var strapContained = _containerSystem.TryGetContainingContainer(strapUid, out var strapContainer);
if (contained != strapContained || ownContainer != strapContainer)
{
TryUnbuckle(buckleUid, buckleUid, true, buckleComp);
return;
}
if (!contained)
{
ReAttach(buckleUid, strapUid, buckleComp, strapComp);
}
}
private void OnStrapContainerGettingInsertedAttempt(EntityUid uid, StrapComponent component, ContainerGettingInsertedAttemptEvent args)
{
// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
if (HasComp<SharedStorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
args.Cancel();
}
private void OnStrapInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
ToggleBuckle(args.User, args.User, uid);
}
private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract || !component.Enabled)
return;
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
// Add unstrap verbs for every strapped entity.
foreach (var entity in component.BuckledEntities)
{
var buckledComp = Comp<BuckleComponent>(entity);
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
continue;
var verb = new InteractionVerb()
{
Act = () => TryUnbuckle(entity, args.User, buckleComp: buckledComp),
Category = VerbCategory.Unbuckle,
Text = entity == args.User
? Loc.GetString("verb-self-target-pronoun")
: Comp<MetaDataComponent>(entity).EntityName
};
// In the event that you have more than once entity with the same name strapped to the same object,
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
// appending an integer to verb.Text to distinguish the verbs.
args.Verbs.Add(verb);
}
// Add a verb to buckle the user.
if (TryComp<BuckleComponent>(args.User, out var buckle) &&
buckle.BuckledTo != uid &&
args.User != uid &&
StrapHasSpace(uid, buckle, component) &&
_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
{
InteractionVerb verb = new()
{
Act = () => TryBuckle(args.User, args.User, args.Target, buckle),
Category = VerbCategory.Buckle,
Text = Loc.GetString("verb-self-target-pronoun")
};
args.Verbs.Add(verb);
}
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
if (args.Using is {Valid: true} @using &&
TryComp<BuckleComponent>(@using, out var usingBuckle) &&
StrapHasSpace(uid, usingBuckle, component) &&
_interactionSystem.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
{
// Check that the entity is unobstructed from the target (ignoring the user).
bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
if (!_interactionSystem.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
return;
var isPlayer = _playerManager.TryGetSessionByEntity(@using, out var _);
InteractionVerb verb = new()
{
Act = () => TryBuckle(@using, args.User, args.Target, usingBuckle),
Category = VerbCategory.Buckle,
Text = Comp<MetaDataComponent>(@using).EntityName,
// just a held object, the user is probably just trying to sit down.
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
Priority = isPlayer ? 1 : -1
};
args.Verbs.Add(verb);
}
}
private void OnCanDropTarget(EntityUid uid, StrapComponent component, ref CanDropTargetEvent args)
{
args.CanDrop = StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component);
args.Handled = true;
}
private void OnStrapDragDropTarget(EntityUid uid, StrapComponent component, ref DragDropTargetEvent args)
{
if (!StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component))
return;
args.Handled = TryBuckle(args.Dragged, args.User, uid);
}
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
{ {
// TODO: This looks dirty af. // TODO: This looks dirty af.
// On rotation of a strap, reattach all buckled entities. // On rotation of a strap, reattach all buckled entities.
@@ -45,15 +218,13 @@ public abstract partial class SharedBuckleSystem
// One option is to just never trigger re-buckles during state application. // One option is to just never trigger re-buckles during state application.
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm. // another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation) if (_gameTiming.ApplyingState || args.NewRotation == args.OldRotation)
return; return;
foreach (var buckledEntity in component.BuckledEntities) foreach (var buckledEntity in component.BuckledEntities)
{ {
if (!EntityManager.TryGetComponent(buckledEntity, out BuckleComponent? buckled)) if (!TryComp<BuckleComponent>(buckledEntity, out var buckled))
{
continue; continue;
}
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid) if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
{ {
@@ -61,33 +232,90 @@ public abstract partial class SharedBuckleSystem
continue; continue;
} }
ReAttach(buckledEntity, component, buckle: buckled); ReAttach(buckledEntity, uid, buckled, component);
Dirty(buckled); Dirty(buckled);
} }
} }
protected bool StrapCanDragDropOn( private bool StrapCanDragDropOn(
EntityUid strapId, EntityUid strapUid,
EntityUid user, EntityUid userUid,
EntityUid target, EntityUid targetUid,
EntityUid buckleId, EntityUid buckleUid,
StrapComponent? strap = null, StrapComponent? strapComp = null,
BuckleComponent? buckle = null) BuckleComponent? buckleComp = null)
{ {
if (!Resolve(strapId, ref strap, false) || if (!Resolve(strapUid, ref strapComp, false) ||
!Resolve(buckleId, ref buckle, false)) !Resolve(buckleUid, ref buckleComp, false))
{ {
return false; return false;
} }
bool Ignored(EntityUid entity) => entity == user || entity == buckleId || entity == target; bool Ignored(EntityUid entity) => entity == userUid || entity == buckleUid || entity == targetUid;
return _interactions.InRangeUnobstructed(target, buckleId, buckle.Range, predicate: Ignored); return _interactionSystem.InRangeUnobstructed(targetUid, buckleUid, buckleComp.Range, predicate: Ignored);
} }
private void OnStrapCanDropOn(EntityUid uid, StrapComponent strap, ref CanDropTargetEvent args) /// <summary>
/// Remove everything attached to the strap
/// </summary>
private void StrapRemoveAll(StrapComponent strapComp)
{ {
args.CanDrop = StrapCanDragDropOn(uid, args.User, uid, args.Dragged, strap); foreach (var entity in strapComp.BuckledEntities.ToArray())
args.Handled = true; {
TryUnbuckle(entity, entity, true);
}
strapComp.BuckledEntities.Clear();
strapComp.OccupiedSize = 0;
Dirty(strapComp);
}
private bool StrapHasSpace(EntityUid strapUid, BuckleComponent buckleComp, StrapComponent? strapComp = null)
{
if (!Resolve(strapUid, ref strapComp, false))
return false;
return strapComp.OccupiedSize + buckleComp.Size <= strapComp.Size;
}
/// <summary>
/// Try to add an entity to the strap
/// </summary>
private bool StrapTryAdd(EntityUid strapUid, EntityUid buckleUid, BuckleComponent buckleComp, bool force = false, StrapComponent? strapComp = null)
{
if (!Resolve(strapUid, ref strapComp, false) ||
!strapComp.Enabled)
return false;
if (!force && !StrapHasSpace(strapUid, buckleComp, strapComp))
return false;
if (!strapComp.BuckledEntities.Add(buckleUid))
return false;
strapComp.OccupiedSize += buckleComp.Size;
AppearanceSystem.SetData(buckleUid, StrapVisuals.RotationAngle, strapComp.Rotation);
AppearanceSystem.SetData(strapUid, StrapVisuals.State, true);
Dirty(strapComp);
return true;
}
/// <summary>
/// Sets the enabled field in the strap component to a value
/// </summary>
public void StrapSetEnabled(EntityUid strapUid, bool enabled, StrapComponent? strapComp = null)
{
if (!Resolve(strapUid, ref strapComp, false) ||
strapComp.Enabled == enabled)
return;
strapComp.Enabled = enabled;
if (!enabled)
StrapRemoveAll(strapComp);
} }
} }

View File

@@ -1,19 +1,87 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Buckle.Components;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Pulling;
using Content.Shared.Standing; using Content.Shared.Standing;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Timing; using Robust.Shared.Timing;
namespace Content.Shared.Buckle; namespace Content.Shared.Buckle;
public abstract partial class SharedBuckleSystem : EntitySystem public abstract partial class SharedBuckleSystem : EntitySystem
{ {
[Dependency] protected readonly IGameTiming GameTiming = default!; [Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
[Dependency] private readonly StandingStateSystem _standing = default!; [Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
[Dependency] protected readonly ActionBlockerSystem ActionBlockerSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedPullingSystem _pullingSystem = default!;
[Dependency] private readonly StandingStateSystem _standingSystem = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
/// <inheritdoc/>
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
UpdatesAfter.Add(typeof(SharedInteractionSystem));
UpdatesAfter.Add(typeof(SharedInputSystem));
InitializeBuckle(); InitializeBuckle();
InitializeStrap(); InitializeStrap();
} }
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="buckleUid">The entity to reattach.</param>
/// <param name="strapUid">The entity to reattach the buckleUid entity to.</param>
private void ReAttach(
EntityUid buckleUid,
EntityUid strapUid,
BuckleComponent? buckleComp = null,
StrapComponent? strapComp = null)
{
if (!Resolve(strapUid, ref strapComp, false)
|| !Resolve(buckleUid, ref buckleComp, false))
return;
var buckleTransform = Transform(buckleUid);
buckleTransform.Coordinates = new EntityCoordinates(strapUid, strapComp.BuckleOffset);
// Buckle subscribes to move for <reasons> so this might fail.
// TODO: Make buckle not do that.
if (buckleTransform.ParentUid != strapUid)
return;
_transformSystem.SetLocalRotation(buckleUid, Angle.Zero, buckleTransform);
switch (strapComp.Position)
{
case StrapPosition.None:
break;
case StrapPosition.Stand:
_standingSystem.Stand(buckleUid);
break;
case StrapPosition.Down:
_standingSystem.Down(buckleUid, false, false);
break;
}
}
} }

View File

@@ -0,0 +1,20 @@
using Content.Shared.Actions.ActionTypes;
using Robust.Shared.Audio;
namespace Content.Shared.Light.Component;
/// <summary>
/// This is simplified version of <see cref="HandheldLightComponent"/>.
/// It doesn't consume any power and can be toggle only by verb.
/// </summary>
[RegisterComponent]
public sealed class UnpoweredFlashlightComponent : Robust.Shared.GameObjects.Component
{
[DataField("toggleFlashlightSound")]
public SoundSpecifier ToggleSound = new SoundPathSpecifier("/Audio/Items/flashlight_pda.ogg");
[ViewVariables] public bool LightOn = false;
[DataField("toggleAction", required: true)]
public InstantAction ToggleAction = new();
}

View File

@@ -64,7 +64,7 @@ namespace Content.Shared.Pulling
if (EntityManager.TryGetComponent<BuckleComponent?>(puller, out var buckle)) if (EntityManager.TryGetComponent<BuckleComponent?>(puller, out var buckle))
{ {
// Prevent people pulling the chair they're on, etc. // Prevent people pulling the chair they're on, etc.
if (buckle.Buckled && (buckle.LastEntityBuckledTo == pulled)) if (buckle is { PullStrap: false, Buckled: true } && (buckle.LastEntityBuckledTo == pulled))
{ {
return false; return false;
} }

View File

@@ -1,19 +1,25 @@
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Vehicle.Components namespace Content.Shared.Vehicle.Components;
/// <summary>
/// Added to people when they are riding in a vehicle
/// used mostly to keep track of them for entityquery.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class RiderComponent : Component
{ {
/// <summary> /// <summary>
/// Added to people when they are riding in a vehicle /// The vehicle this rider is currently riding.
/// used mostly to keep track of them for entityquery.
/// </summary> /// </summary>
[RegisterComponent, NetworkedComponent] [ViewVariables] public EntityUid? Vehicle;
public sealed class RiderComponent : Component
{
/// <summary>
/// The vehicle this rider is currently riding.
/// </summary>
[ViewVariables] public EntityUid? Vehicle;
public override bool SendOnlyToOwner => true; public override bool SendOnlyToOwner => true;
} }
[Serializable, NetSerializable]
public sealed class RiderComponentState : ComponentState
{
public EntityUid? Entity;
} }

View File

@@ -1,92 +1,113 @@
using Content.Shared.Actions.ActionTypes; using Content.Shared.Actions.ActionTypes;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Utility; using Robust.Shared.Utility;
namespace Content.Shared.Vehicle.Components namespace Content.Shared.Vehicle.Components;
/// <summary>
/// This is particularly for vehicles that use
/// buckle. Stuff like clown cars may need a different
/// component at some point.
/// All vehicles should have Physics, Strap, and SharedPlayerInputMover components.
/// </summary>
[AutoGenerateComponentState]
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedVehicleSystem))]
public sealed partial class VehicleComponent : Component
{ {
/// <summary> /// <summary>
/// This is particularly for vehicles that use /// The entity currently riding the vehicle.
/// buckle. Stuff like clown cars may need a different
/// component at some point.
/// All vehicles should have Physics, Strap, and SharedPlayerInputMover components.
/// </summary> /// </summary>
[RegisterComponent] [ViewVariables]
public sealed class VehicleComponent : Component [AutoNetworkedField]
public EntityUid? Rider;
[ViewVariables]
[AutoNetworkedField]
public EntityUid? LastRider;
/// <summary>
/// The base offset for the vehicle (when facing east)
/// </summary>
[ViewVariables]
public Vector2 BaseBuckleOffset = Vector2.Zero;
/// <summary>
/// The sound that the horn makes
/// </summary>
[DataField("hornSound")]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? HornSound = new SoundPathSpecifier("/Audio/Effects/Vehicle/carhorn.ogg")
{ {
/// <summary> Params = AudioParams.Default.WithVolume(-3f)
/// Whether someone is currently riding the vehicle };
/// </summary>
public bool HasRider => Rider != null;
/// <summary> [ViewVariables]
/// The entity currently riding the vehicle. public IPlayingAudioStream? HonkPlayingStream;
/// </summary>
[ViewVariables]
public EntityUid? Rider;
/// <summary> /// Use ambient sound component for the idle sound.
/// The base offset for the vehicle (when facing east)
/// </summary>
public Vector2 BaseBuckleOffset = Vector2.Zero;
/// <summary> /// <summary>
/// The sound that the horn makes /// The action for the horn (if any)
/// </summary> /// </summary>
[DataField("hornSound")] public SoundSpecifier? HornSound = [DataField("hornAction")]
new SoundPathSpecifier("/Audio/Effects/Vehicle/carhorn.ogg") [ViewVariables(VVAccess.ReadWrite)]
{ public InstantAction HornAction = new()
Params = AudioParams.Default.WithVolume(-3f) {
}; UseDelay = TimeSpan.FromSeconds(3.4),
Icon = new SpriteSpecifier.Texture(new("Objects/Fun/bikehorn.rsi/icon.png")),
DisplayName = "action-name-honk",
Description = "action-desc-honk",
Event = new HonkActionEvent(),
};
public IPlayingAudioStream? HonkPlayingStream; /// <summary>
/// Whether the vehicle has a key currently inside it or not.
/// </summary>
[DataField("hasKey")]
[ViewVariables(VVAccess.ReadWrite)]
public bool HasKey;
/// Use ambient sound component for the idle sound. /// <summary>
/// Determines from which side the vehicle will be displayed on top of the player.
/// </summary>
/// <summary> [DataField("southOver")]
/// The action for the horn (if any) [ViewVariables(VVAccess.ReadWrite)]
/// </summary> public bool SouthOver;
[DataField("hornAction")]
public InstantAction HornAction = new()
{
UseDelay = TimeSpan.FromSeconds(3.4),
Icon = new SpriteSpecifier.Texture(new("Objects/Fun/bikehorn.rsi/icon.png")),
DisplayName = "action-name-honk",
Description = "action-desc-honk",
Event = new HonkActionEvent(),
};
/// <summary> [DataField("northOver")]
/// Whether the vehicle has a key currently inside it or not. [ViewVariables(VVAccess.ReadWrite)]
/// </summary> public bool NorthOver;
[DataField("hasKey")]
public bool HasKey = false;
/// <summary> [DataField("westOver")]
/// Determines from which side the vehicle will be displayed on top of the player. [ViewVariables(VVAccess.ReadWrite)]
/// </summary> public bool WestOver;
[DataField("southOver")] [DataField("eastOver")]
public bool SouthOver = false; [ViewVariables(VVAccess.ReadWrite)]
public bool EastOver;
[DataField("northOver")] /// <summary>
public bool NorthOver = false; /// What the y buckle offset should be in north / south
/// </summary>
[DataField("northOverride")]
[ViewVariables(VVAccess.ReadWrite)]
public float NorthOverride;
[DataField("westOver")] /// <summary>
public bool WestOver = false; /// What the y buckle offset should be in north / south
/// </summary>
[DataField("southOverride")]
[ViewVariables(VVAccess.ReadWrite)]
public float SouthOverride;
[DataField("eastOver")] [DataField("autoAnimate")]
public bool EastOver = false; [ViewVariables(VVAccess.ReadWrite)]
public bool AutoAnimate = true;
/// <summary> [DataField("hideRider")]
/// What the y buckle offset should be in north / south [ViewVariables(VVAccess.ReadWrite)]
/// </summary> public bool HideRider;
[DataField("northOverride")]
public float NorthOverride = 0f;
/// <summary>
/// What the y buckle offset should be in north / south
/// </summary>
[DataField("southOverride")]
public float SouthOverride = 0f;
}
} }

View File

@@ -1,18 +1,39 @@
using Content.Shared.Hands;
using Content.Shared.Physics.Pull; using Content.Shared.Physics.Pull;
using Content.Shared.Vehicle.Components; using Content.Shared.Vehicle.Components;
using Robust.Shared.Serialization; using Robust.Shared.GameStates;
namespace Content.Shared.Vehicle; namespace Content.Shared.Vehicle;
public abstract partial class SharedVehicleSystem public abstract partial class SharedVehicleSystem
{ {
[Serializable, NetSerializable] private void InitializeRider()
protected sealed class RiderComponentState : ComponentState
{ {
public EntityUid? Entity; SubscribeLocalEvent<RiderComponent, ComponentGetState>(OnRiderGetState);
SubscribeLocalEvent<RiderComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<RiderComponent, PullAttemptEvent>(OnPullAttempt);
} }
private void OnRiderPull(EntityUid uid, RiderComponent component, PullAttemptEvent args) private void OnRiderGetState(EntityUid uid, RiderComponent component, ref ComponentGetState args)
{
args.State = new RiderComponentState()
{
Entity = component.Vehicle,
};
}
/// <summary>
/// Kick the rider off the vehicle if they press q / drop the virtual item
/// </summary>
private void OnVirtualItemDeleted(EntityUid uid, RiderComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == component.Vehicle)
{
_buckle.TryUnbuckle(uid, uid, true);
}
}
private void OnPullAttempt(EntityUid uid, RiderComponent component, PullAttemptEvent args)
{ {
if (component.Vehicle != null) if (component.Vehicle != null)
args.Cancelled = true; args.Cancelled = true;

View File

@@ -6,12 +6,16 @@ using Content.Shared.Buckle.Components;
using Content.Shared.Item; using Content.Shared.Item;
using Content.Shared.Movement.Components; using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems; using Content.Shared.Movement.Systems;
using Content.Shared.Physics.Pull;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.Containers; using Robust.Shared.Containers;
using Content.Shared.Tag; using Content.Shared.Tag;
using Content.Shared.Audio; using Content.Shared.Audio;
using Serilog; using Content.Shared.Buckle;
using Content.Shared.Hands;
using Content.Shared.Light.Component;
using Content.Shared.Popups;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Vehicle; namespace Content.Shared.Vehicle;
@@ -22,26 +26,155 @@ namespace Content.Shared.Vehicle;
/// </summary> /// </summary>
public abstract partial class SharedVehicleSystem : EntitySystem public abstract partial class SharedVehicleSystem : EntitySystem
{ {
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!; [Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!; [Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!; [Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tagSystem = default!; [Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly AccessReaderSystem _access = default!; [Dependency] private readonly AccessReaderSystem _access = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedHandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
private const string KeySlot = "key_slot"; private const string KeySlot = "key_slot";
/// <inheritdoc/>
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt); InitializeRider();
SubscribeLocalEvent<RiderComponent, PullAttemptEvent>(OnRiderPull);
SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnVehicleModifier);
SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup); SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup);
SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnVehicleRotate); SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonkAction);
SubscribeLocalEvent<VehicleComponent, EntInsertedIntoContainerMessage>(OnEntInserted); SubscribeLocalEvent<VehicleComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<VehicleComponent, EntRemovedFromContainerMessage>(OnEntRemoved); SubscribeLocalEvent<VehicleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnMoveEvent);
SubscribeLocalEvent<VehicleComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess); SubscribeLocalEvent<VehicleComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnGettingPickedUpAttempt);
}
/// <summary>
/// This just controls whether the wheels are turning.
/// </summary>
public override void Update(float frameTime)
{
var vehicleQuery = EntityQueryEnumerator<VehicleComponent, InputMoverComponent>();
while (vehicleQuery.MoveNext(out var uid, out var vehicle, out var mover))
{
if (!vehicle.AutoAnimate)
continue;
if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
{
UpdateAutoAnimate(uid, false);
continue;
}
UpdateAutoAnimate(uid, true);
}
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
{
UpdateDrawDepth(uid, 2);
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp<StrapComponent>(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
}
/// <summary>
/// Give the user the rider component if they're buckling to the vehicle,
/// otherwise remove it.
/// </summary>
private void OnBuckleChange(EntityUid uid, VehicleComponent component, ref BuckleChangeEvent args)
{
// Add Rider
if (args.Buckling)
{
// Add a virtual item to rider's hand, unbuckle if we can't.
if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
{
_buckle.TryUnbuckle(uid, uid, true);
return;
}
// Set up the rider and vehicle with each other
EnsureComp<InputMoverComponent>(uid);
var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
component.Rider = args.BuckledEntity;
component.LastRider = component.Rider;
Dirty(component);
Appearance.SetData(uid, VehicleVisuals.HideRider, true);
var relay = EnsureComp<RelayInputMoverComponent>(args.BuckledEntity);
_mover.SetRelay(args.BuckledEntity, uid, relay);
rider.Vehicle = uid;
// Update appearance stuff, add actions
UpdateBuckleOffset(uid, Transform(uid), component);
if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component, mover.RelativeRotation.Degrees));
if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
{
_actionsSystem.AddAction(args.BuckledEntity, flashlight.ToggleAction, uid, actions);
}
if (component.HornSound != null)
{
_actionsSystem.AddAction(args.BuckledEntity, component.HornAction, uid, actions);
}
_joints.ClearJoints(args.BuckledEntity);
return;
}
// Remove rider
// Clean up actions and virtual items
_actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid);
_virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid);
// Entity is no longer riding
RemComp<RiderComponent>(args.BuckledEntity);
RemComp<RelayInputMoverComponent>(args.BuckledEntity);
Appearance.SetData(uid, VehicleVisuals.HideRider, false);
// Reset component
component.Rider = null;
Dirty(component);
}
/// <summary>
/// This fires when the rider presses the honk action
/// </summary>
private void OnHonkAction(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
{
if (args.Handled || vehicle.HornSound == null)
return;
// TODO: Need audio refactor maybe, just some way to null it when the stream is over.
// For now better to just not loop to keep the code much cleaner.
vehicle.HonkPlayingStream?.Stop();
vehicle.HonkPlayingStream = _audioSystem.PlayPredicted(vehicle.HornSound, uid, uid);
args.Handled = true;
} }
/// <summary> /// <summary>
@@ -60,6 +193,11 @@ public abstract partial class SharedVehicleSystem : EntitySystem
component.HasKey = true; component.HasKey = true;
var msg = Loc.GetString("vehicle-use-key",
("keys", args.Entity), ("vehicle", uid));
if (_netManager.IsServer)
_popupSystem.PopupEntity(msg, uid, args.OldParent, PopupType.Medium);
// Audiovisual feedback // Audiovisual feedback
_ambientSound.SetAmbience(uid, true); _ambientSound.SetAmbience(uid, true);
_tagSystem.AddTag(uid, "DoorBumpOpener"); _tagSystem.AddTag(uid, "DoorBumpOpener");
@@ -81,7 +219,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
_modifier.RefreshMovementSpeedModifiers(uid); _modifier.RefreshMovementSpeedModifiers(uid);
} }
private void OnVehicleModifier(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args) private void OnRefreshMovementSpeedModifiers(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
{ {
if (!component.HasKey) if (!component.HasKey)
{ {
@@ -89,42 +227,28 @@ public abstract partial class SharedVehicleSystem : EntitySystem
} }
} }
private void OnPickupAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{
if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
}
// TODO: Shitcode, needs to use sprites instead of actual offsets. // TODO: Shitcode, needs to use sprites instead of actual offsets.
private void OnVehicleRotate(EntityUid uid, VehicleComponent component, ref MoveEvent args) private void OnMoveEvent(EntityUid uid, VehicleComponent component, ref MoveEvent args)
{ {
if (args.NewRotation == args.OldRotation) if (args.NewRotation == args.OldRotation)
return; return;
// This first check is just for safety // This first check is just for safety
if (!HasComp<InputMoverComponent>(uid)) if (component.AutoAnimate && !HasComp<InputMoverComponent>(uid))
{ {
UpdateAutoAnimate(uid, false); UpdateAutoAnimate(uid, false);
return; return;
} }
UpdateBuckleOffset(args.Component, component); UpdateBuckleOffset(uid, args.Component, component);
if (TryComp<InputMoverComponent>(uid, out var mover)) if (TryComp<InputMoverComponent>(uid, out var mover))
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation)); UpdateDrawDepth(uid, GetDrawDepth(args.Component, component, mover.RelativeRotation));
} }
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args) private void OnGettingPickedUpAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{ {
UpdateDrawDepth(uid, 2); if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp<StrapComponent>(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
} }
/// <summary> /// <summary>
@@ -132,7 +256,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// change its draw depth. Vehicles can choose between special drawdetph /// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy. /// when facing north or south. East and west are easy.
/// </summary> /// </summary>
protected int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle) private int GetDrawDepth(TransformComponent xform, VehicleComponent component, Angle cameraAngle)
{ {
var itemDirection = cameraAngle.GetDir() switch var itemDirection = cameraAngle.GetDir() switch
{ {
@@ -167,9 +291,9 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// teleport any buckled entities to it. This is the most crucial part of making /// teleport any buckled entities to it. This is the most crucial part of making
/// buckled vehicles work. /// buckled vehicles work.
/// </summary> /// </summary>
protected void UpdateBuckleOffset(TransformComponent xform, VehicleComponent component) private void UpdateBuckleOffset(EntityUid uid, TransformComponent xform, VehicleComponent component)
{ {
if (!TryComp<StrapComponent>(component.Owner, out var strap)) if (!TryComp<StrapComponent>(uid, out var strap))
return; return;
// TODO: Strap should handle this but buckle E/C moment. // TODO: Strap should handle this but buckle E/C moment.
@@ -208,7 +332,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// <summary> /// <summary>
/// Set the draw depth for the sprite. /// Set the draw depth for the sprite.
/// </summary> /// </summary>
protected void UpdateDrawDepth(EntityUid uid, int drawDepth) private void UpdateDrawDepth(EntityUid uid, int drawDepth)
{ {
Appearance.SetData(uid, VehicleVisuals.DrawDepth, drawDepth); Appearance.SetData(uid, VehicleVisuals.DrawDepth, drawDepth);
} }
@@ -216,7 +340,7 @@ public abstract partial class SharedVehicleSystem : EntitySystem
/// <summary> /// <summary>
/// Set whether the vehicle's base layer is animating or not. /// Set whether the vehicle's base layer is animating or not.
/// </summary> /// </summary>
protected void UpdateAutoAnimate(EntityUid uid, bool autoAnimate) private void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
{ {
Appearance.SetData(uid, VehicleVisuals.AutoAnimate, autoAnimate); Appearance.SetData(uid, VehicleVisuals.AutoAnimate, autoAnimate);
} }
@@ -235,10 +359,13 @@ public enum VehicleVisuals : byte
/// <summary> /// <summary>
/// Whether the wheels should be turning /// Whether the wheels should be turning
/// </summary> /// </summary>
AutoAnimate AutoAnimate,
HideRider
} }
/// <summary> /// <summary>
/// Raised when someone honks a vehicle horn /// Raised when someone honks a vehicle horn
/// </summary> /// </summary>
public sealed class HonkActionEvent : InstantActionEvent { } public sealed class HonkActionEvent : InstantActionEvent
{
}

View File

@@ -38,7 +38,6 @@
- MobMask - MobMask
layer: layer:
- TableLayer - TableLayer
- type: VehicleVisuals
- type: Appearance - type: Appearance
- type: Repairable - type: Repairable
fuelcost: 20 fuelcost: 20