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