Allows pickuppable animals to resist out of inventory (#7545)
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
This commit is contained in:
@@ -348,6 +348,7 @@ namespace Content.Client.Entry
|
|||||||
"InteractionPopup",
|
"InteractionPopup",
|
||||||
"HealthAnalyzer",
|
"HealthAnalyzer",
|
||||||
"Thirst",
|
"Thirst",
|
||||||
|
"CanEscapeInventory",
|
||||||
"Wires"
|
"Wires"
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
29
Content.Server/Resist/CanEscapeInventoryComponent.cs
Normal file
29
Content.Server/Resist/CanEscapeInventoryComponent.cs
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
using Robust.Shared.Serialization.Manager.Attributes;
|
||||||
|
using Robust.Shared.ViewVariables;
|
||||||
|
using Robust.Shared.Analyzers;
|
||||||
|
using System.Threading;
|
||||||
|
|
||||||
|
namespace Content.Server.Resist;
|
||||||
|
|
||||||
|
[RegisterComponent]
|
||||||
|
public sealed class CanEscapeInventoryComponent : Component
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// How long it takes to break out of storage. Default at 5 seconds.
|
||||||
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
|
[DataField("resistTime")]
|
||||||
|
public float ResistTime = 5f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// For quick exit if the player attempts to move while already resisting
|
||||||
|
/// </summary>
|
||||||
|
[ViewVariables]
|
||||||
|
public bool IsResisting = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Cancellation token used to cancel the DoAfter if the mob is removed before it's complete
|
||||||
|
/// </summary>
|
||||||
|
public CancellationTokenSource? CancelToken;
|
||||||
|
}
|
||||||
83
Content.Server/Resist/EscapeInventorySystem.cs
Normal file
83
Content.Server/Resist/EscapeInventorySystem.cs
Normal file
@@ -0,0 +1,83 @@
|
|||||||
|
using Content.Shared.Movement;
|
||||||
|
using Content.Server.DoAfter;
|
||||||
|
using Robust.Shared.Containers;
|
||||||
|
using Content.Server.Popups;
|
||||||
|
using Content.Shared.Movement.EntitySystems;
|
||||||
|
using Robust.Shared.Player;
|
||||||
|
using Content.Shared.Storage;
|
||||||
|
using Content.Shared.Inventory;
|
||||||
|
using Content.Shared.Hands.Components;
|
||||||
|
|
||||||
|
namespace Content.Server.Resist;
|
||||||
|
|
||||||
|
public sealed class EscapeInventorySystem : EntitySystem
|
||||||
|
{
|
||||||
|
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
|
||||||
|
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
||||||
|
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
|
||||||
|
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
|
||||||
|
SubscribeLocalEvent<CanEscapeInventoryComponent, RelayMoveInputEvent>(OnRelayMovement);
|
||||||
|
SubscribeLocalEvent<CanEscapeInventoryComponent, UpdateCanMoveEvent>(OnMoveAttempt);
|
||||||
|
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterComplete>(OnEscapeComplete);
|
||||||
|
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterCancel>(OnEscapeFail);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent component, RelayMoveInputEvent args)
|
||||||
|
{
|
||||||
|
//Prevents the user from creating multiple DoAfters if they're already resisting.
|
||||||
|
if (component.IsResisting == true)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (_containerSystem.TryGetContainingContainer(uid, out var container)
|
||||||
|
&& (HasComp<SharedStorageComponent>(container.Owner) || HasComp<InventoryComponent>(container.Owner) || HasComp<SharedHandsComponent>(container.Owner)))
|
||||||
|
{
|
||||||
|
AttemptEscape(uid, container.Owner, component);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMoveAttempt(EntityUid uid, CanEscapeInventoryComponent component, UpdateCanMoveEvent args)
|
||||||
|
{
|
||||||
|
if (_containerSystem.IsEntityOrParentInContainer(uid))
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AttemptEscape(EntityUid user, EntityUid container, CanEscapeInventoryComponent component)
|
||||||
|
{
|
||||||
|
component.CancelToken = new();
|
||||||
|
var doAfterEventArgs = new DoAfterEventArgs(user, component.ResistTime, component.CancelToken.Token, container)
|
||||||
|
{
|
||||||
|
BreakOnTargetMove = false,
|
||||||
|
BreakOnUserMove = false,
|
||||||
|
BreakOnDamage = true,
|
||||||
|
BreakOnStun = true,
|
||||||
|
NeedHand = false,
|
||||||
|
UserFinishedEvent = new EscapeDoAfterComplete(),
|
||||||
|
UserCancelledEvent = new EscapeDoAfterCancel(),
|
||||||
|
};
|
||||||
|
|
||||||
|
component.IsResisting = true;
|
||||||
|
_popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-start-resisting"), user, Filter.Entities(user));
|
||||||
|
_popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-start-resisting-target"), container, Filter.Entities(container));
|
||||||
|
_doAfterSystem.DoAfter(doAfterEventArgs);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEscapeComplete(EntityUid uid, CanEscapeInventoryComponent component, EscapeDoAfterComplete ev)
|
||||||
|
{
|
||||||
|
//Drops the mob on the tile below the container
|
||||||
|
Transform(uid).AttachParentToContainerOrGrid(EntityManager);
|
||||||
|
component.IsResisting = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEscapeFail(EntityUid uid, CanEscapeInventoryComponent component, EscapeDoAfterCancel ev)
|
||||||
|
{
|
||||||
|
component.IsResisting = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private sealed class EscapeDoAfterComplete : EntityEventArgs { }
|
||||||
|
|
||||||
|
private sealed class EscapeDoAfterCancel : EntityEventArgs { }
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
escape-inventory-component-start-resisting = You start struggling to escape!
|
||||||
|
escape-inventory-component-start-resisting-target = Something is struggling to get out of your inventory!
|
||||||
@@ -747,6 +747,7 @@
|
|||||||
- type: Bloodstream
|
- type: Bloodstream
|
||||||
bloodMaxVolume: 50
|
bloodMaxVolume: 50
|
||||||
- type: DiseaseCarrier #The other class lab animal and disease vector
|
- type: DiseaseCarrier #The other class lab animal and disease vector
|
||||||
|
- type: CanEscapeInventory
|
||||||
|
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
|
|||||||
Reference in New Issue
Block a user