Re-organize all projects (#4166)
This commit is contained in:
456
Content.Server/Buckle/Components/BuckleComponent.cs
Normal file
456
Content.Server/Buckle/Components/BuckleComponent.cs
Normal file
@@ -0,0 +1,456 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Server.Alert;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.MobState.States;
|
||||
using Content.Server.Pulling;
|
||||
using Content.Server.Standing;
|
||||
using Content.Server.Stunnable.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Interaction.Helpers;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Verbs;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Buckle.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Component that handles sitting entities into <see cref="StrapComponent"/>s.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(SharedBuckleComponent))]
|
||||
public class BuckleComponent : SharedBuckleComponent
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
[ComponentDependency] public readonly AppearanceComponent? Appearance = null;
|
||||
[ComponentDependency] private readonly ServerAlertsComponent? _serverAlerts = null;
|
||||
[ComponentDependency] private readonly StunnableComponent? _stunnable = null;
|
||||
[ComponentDependency] private readonly MobStateComponent? _mobState = null;
|
||||
|
||||
[DataField("size")]
|
||||
private int _size = 100;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of time that must pass for this entity to
|
||||
/// be able to unbuckle after recently buckling.
|
||||
/// </summary>
|
||||
[DataField("delay")]
|
||||
[ViewVariables]
|
||||
private TimeSpan _unbuckleDelay = TimeSpan.FromSeconds(0.25f);
|
||||
|
||||
/// <summary>
|
||||
/// The time that this entity buckled at.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
private TimeSpan _buckleTime;
|
||||
|
||||
/// <summary>
|
||||
/// The position offset that is being applied to this entity if buckled.
|
||||
/// </summary>
|
||||
public Vector2 BuckleOffset { get; private set; }
|
||||
|
||||
private StrapComponent? _buckledTo;
|
||||
|
||||
/// <summary>
|
||||
/// The strap that this component is buckled to.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public StrapComponent? BuckledTo
|
||||
{
|
||||
get => _buckledTo;
|
||||
private set
|
||||
{
|
||||
_buckledTo = value;
|
||||
_buckleTime = _gameTiming.CurTime;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables]
|
||||
public override bool Buckled => BuckledTo != null;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of space that this entity occupies in a
|
||||
/// <see cref="StrapComponent"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public int Size => _size;
|
||||
|
||||
/// <summary>
|
||||
/// Shows or hides the buckled status effect depending on if the
|
||||
/// entity is buckled or not.
|
||||
/// </summary>
|
||||
private void UpdateBuckleStatus()
|
||||
{
|
||||
if (_serverAlerts == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Buckled)
|
||||
{
|
||||
_serverAlerts.ShowAlert(BuckledTo?.BuckledAlertType ?? AlertType.Buckled);
|
||||
}
|
||||
else
|
||||
{
|
||||
_serverAlerts.ClearAlertCategory(AlertCategory.Buckled);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reattaches this entity to the strap, modifying its position and rotation.
|
||||
/// </summary>
|
||||
/// <param name="strap">The strap to reattach to.</param>
|
||||
public void ReAttach(StrapComponent strap)
|
||||
{
|
||||
var ownTransform = Owner.Transform;
|
||||
var strapTransform = strap.Owner.Transform;
|
||||
|
||||
ownTransform.AttachParent(strapTransform);
|
||||
|
||||
switch (strap.Position)
|
||||
{
|
||||
case StrapPosition.None:
|
||||
ownTransform.WorldRotation = strapTransform.WorldRotation;
|
||||
break;
|
||||
case StrapPosition.Stand:
|
||||
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
|
||||
ownTransform.WorldRotation = strapTransform.WorldRotation;
|
||||
break;
|
||||
case StrapPosition.Down:
|
||||
EntitySystem.Get<StandingStateSystem>().Down(Owner, force: true);
|
||||
ownTransform.WorldRotation = Angle.South;
|
||||
break;
|
||||
}
|
||||
|
||||
// Assign BuckleOffset first, before causing a MoveEvent to fire
|
||||
if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
|
||||
{
|
||||
BuckleOffset = (0, 0.15f);
|
||||
ownTransform.WorldPosition = strapTransform.WorldPosition + BuckleOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
BuckleOffset = Vector2.Zero;
|
||||
ownTransform.WorldPosition = strapTransform.WorldPosition;
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanBuckle(IEntity? user, IEntity to, [NotNullWhen(true)] out StrapComponent? strap)
|
||||
{
|
||||
strap = null;
|
||||
|
||||
if (user == null || user == to)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
user.PopupMessage(Loc.GetString("You can't do that!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!to.TryGetComponent(out strap))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var component = strap;
|
||||
bool Ignored(IEntity entity) => entity == Owner || entity == user || entity == component.Owner;
|
||||
|
||||
if (!Owner.InRangeUnobstructed(strap, Range, predicate: Ignored, popup: true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If in a container
|
||||
if (Owner.TryGetContainer(out var ownerContainer))
|
||||
{
|
||||
// And not in the same container as the strap
|
||||
if (!strap.Owner.TryGetContainer(out var strapContainer) ||
|
||||
ownerContainer != strapContainer)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!user.HasComponent<HandsComponent>())
|
||||
{
|
||||
user.PopupMessage(Loc.GetString("You don't have hands!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Buckled)
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "You are already buckled in!"
|
||||
: "{0:They} are already buckled in!", Owner);
|
||||
Owner.PopupMessage(user, message);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
var parent = to.Transform.Parent;
|
||||
while (parent != null)
|
||||
{
|
||||
if (parent == user.Transform)
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "You can't buckle yourself there!"
|
||||
: "You can't buckle {0:them} there!", Owner);
|
||||
Owner.PopupMessage(user, message);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
parent = parent.Parent;
|
||||
}
|
||||
|
||||
if (!strap.HasSpace(this))
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "You can't fit there!"
|
||||
: "{0:They} can't fit there!", Owner);
|
||||
Owner.PopupMessage(user, message);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool TryBuckle(IEntity? user, IEntity to)
|
||||
{
|
||||
if (user == null || !CanBuckle(user, to, out var strap))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
SoundSystem.Play(Filter.Pvs(Owner), strap.BuckleSound, Owner);
|
||||
|
||||
if (!strap.TryAdd(this))
|
||||
{
|
||||
var message = Loc.GetString(Owner == user
|
||||
? "You can't buckle yourself there!"
|
||||
: "You can't buckle {0:them} there!", Owner);
|
||||
Owner.PopupMessage(user, message);
|
||||
return false;
|
||||
}
|
||||
|
||||
Appearance?.SetData(BuckleVisuals.Buckled, true);
|
||||
|
||||
ReAttach(strap);
|
||||
|
||||
BuckledTo = strap;
|
||||
LastEntityBuckledTo = BuckledTo.Owner.Uid;
|
||||
DontCollide = true;
|
||||
|
||||
UpdateBuckleStatus();
|
||||
|
||||
SendMessage(new BuckleMessage(Owner, to));
|
||||
|
||||
if (Owner.TryGetComponent(out PullableComponent? ownerPullable))
|
||||
{
|
||||
if (ownerPullable.Puller != null)
|
||||
{
|
||||
ownerPullable.TryStopPull();
|
||||
}
|
||||
}
|
||||
|
||||
if (to.TryGetComponent(out PullableComponent? toPullable))
|
||||
{
|
||||
if (toPullable.Puller == Owner)
|
||||
{
|
||||
// can't pull it and buckle to it at the same time
|
||||
toPullable.TryStopPull();
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to unbuckle the Owner of this component from its current strap.
|
||||
/// </summary>
|
||||
/// <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>
|
||||
/// <returns>
|
||||
/// true if the owner was unbuckled, otherwise false even if the owner
|
||||
/// was previously already unbuckled.
|
||||
/// </returns>
|
||||
public bool TryUnbuckle(IEntity user, bool force = false)
|
||||
{
|
||||
if (BuckledTo == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var oldBuckledTo = BuckledTo;
|
||||
|
||||
if (!force)
|
||||
{
|
||||
if (_gameTiming.CurTime < _buckleTime + _unbuckleDelay)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
user.PopupMessage(Loc.GetString("You can't do that!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!user.InRangeUnobstructed(oldBuckledTo, Range, popup: true))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
BuckledTo = null;
|
||||
|
||||
if (Owner.Transform.Parent == oldBuckledTo.Owner.Transform)
|
||||
{
|
||||
Owner.Transform.AttachParentToContainerOrGrid();
|
||||
Owner.Transform.WorldRotation = oldBuckledTo.Owner.Transform.WorldRotation;
|
||||
}
|
||||
|
||||
Appearance?.SetData(BuckleVisuals.Buckled, false);
|
||||
|
||||
if (_stunnable != null && _stunnable.KnockedDown
|
||||
|| (_mobState?.IsIncapacitated() ?? false))
|
||||
{
|
||||
EntitySystem.Get<StandingStateSystem>().Down(Owner);
|
||||
}
|
||||
else
|
||||
{
|
||||
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
|
||||
}
|
||||
|
||||
_mobState?.CurrentState?.EnterState(Owner);
|
||||
|
||||
UpdateBuckleStatus();
|
||||
|
||||
oldBuckledTo.Remove(this);
|
||||
SoundSystem.Play(Filter.Pvs(Owner), oldBuckledTo.UnbuckleSound, Owner);
|
||||
|
||||
SendMessage(new UnbuckleMessage(Owner, oldBuckledTo.Owner));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Makes an entity toggle the buckling status of the owner to a
|
||||
/// specific entity.
|
||||
/// </summary>
|
||||
/// <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>
|
||||
/// <returns>true if the buckling status was changed, false otherwise.</returns>
|
||||
public bool ToggleBuckle(IEntity user, IEntity to, bool force = false)
|
||||
{
|
||||
if (BuckledTo?.Owner == to)
|
||||
{
|
||||
return TryUnbuckle(user, force);
|
||||
}
|
||||
|
||||
return TryBuckle(user, to);
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
base.Startup();
|
||||
UpdateBuckleStatus();
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
BuckledTo?.Remove(this);
|
||||
TryUnbuckle(Owner, true);
|
||||
|
||||
_buckleTime = default;
|
||||
UpdateBuckleStatus();
|
||||
|
||||
base.OnRemove();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
int? drawDepth = null;
|
||||
|
||||
if (BuckledTo != null &&
|
||||
Owner.Transform.WorldRotation.GetCardinalDir() == Direction.North &&
|
||||
BuckledTo.SpriteComponent != null)
|
||||
{
|
||||
drawDepth = BuckledTo.SpriteComponent.DrawDepth - 1;
|
||||
}
|
||||
|
||||
return new BuckleComponentState(Buckled, drawDepth, LastEntityBuckledTo, DontCollide);
|
||||
}
|
||||
|
||||
public void Update(PhysicsComponent physics)
|
||||
{
|
||||
if (!DontCollide)
|
||||
return;
|
||||
|
||||
physics.WakeBody();
|
||||
|
||||
if (!IsOnStrapEntityThisFrame && DontCollide)
|
||||
{
|
||||
DontCollide = false;
|
||||
TryUnbuckle(Owner);
|
||||
Dirty();
|
||||
}
|
||||
|
||||
IsOnStrapEntityThisFrame = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allows the unbuckling of the owning entity through a verb if
|
||||
/// anyone right clicks them.
|
||||
/// </summary>
|
||||
[Verb]
|
||||
private sealed class BuckleVerb : Verb<BuckleComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, BuckleComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user) || !component.Buckled)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Unbuckle");
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, BuckleComponent component)
|
||||
{
|
||||
component.TryUnbuckle(user);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user