Adds disarm action (#2950)
* Adds disarming * Disarm acts * yaml * much better icon for disarm * Apply Remie's suggestions, improve code!
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@@ -4,22 +4,31 @@ using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Utility;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics.Pull;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystemMessages;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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@@ -32,7 +41,7 @@ namespace Content.Server.GameObjects.Components.GUI
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[ComponentReference(typeof(IHandsComponent))]
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[ComponentReference(typeof(ISharedHandsComponent))]
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[ComponentReference(typeof(SharedHandsComponent))]
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public class HandsComponent : SharedHandsComponent, IHandsComponent, IBodyPartAdded, IBodyPartRemoved
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public class HandsComponent : SharedHandsComponent, IHandsComponent, IBodyPartAdded, IBodyPartRemoved, IDisarmedAct
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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@@ -718,6 +727,43 @@ namespace Content.Server.GameObjects.Components.GUI
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RemoveHand(args.Slot);
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}
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bool IDisarmedAct.Disarmed(DisarmedActEventArgs eventArgs)
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{
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if (BreakPulls())
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return false;
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var source = eventArgs.Source;
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/thudswoosh.ogg", source,
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AudioHelpers.WithVariation(0.025f));
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if (ActiveHand != null && Drop(ActiveHand, false))
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{
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source.PopupMessageOtherClients(Loc.GetString("{0} disarms {1}!", source.Name, eventArgs.Target.Name));
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source.PopupMessageCursor(Loc.GetString("You disarm {0}!", eventArgs.Target.Name));
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}
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else
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{
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source.PopupMessageOtherClients(Loc.GetString("{0} shoves {1}!", source.Name, eventArgs.Target.Name));
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source.PopupMessageCursor(Loc.GetString("You shove {0}!", eventArgs.Target.Name));
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}
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return true;
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}
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// We want this to be the last disarm act to run.
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int IDisarmedAct.Priority => int.MaxValue;
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private bool BreakPulls()
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{
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// What is this API??
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if (!Owner.TryGetComponent(out SharedPullerComponent? puller)
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|| puller.Pulling == null || !puller.Pulling.TryGetComponent(out PullableComponent? pullable))
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return false;
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return pullable.TryStopPull();
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}
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}
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public class Hand : IDisposable
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