#nullable enable using System; using System.Diagnostics.CodeAnalysis; using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs.State; using Content.Server.GameObjects.Components.Pulling; using Content.Server.GameObjects.Components.Strap; using Content.Server.GameObjects.EntitySystems; using Content.Shared.Alert; using Content.Shared.GameObjects.Components.Buckle; using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Strap; using Content.Shared.GameObjects.EntitySystems; using Content.Shared.GameObjects.Verbs; using Content.Shared.Interfaces; using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.Utility; using Robust.Server.GameObjects; using Robust.Server.GameObjects.EntitySystems; using Robust.Shared.Containers; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.ComponentDependencies; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Timing; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Maths; using Robust.Shared.Serialization; using Robust.Shared.ViewVariables; namespace Content.Server.GameObjects.Components.Buckle { [RegisterComponent] public class BuckleComponent : SharedBuckleComponent, IInteractHand { [Dependency] private readonly IGameTiming _gameTiming = default!; [ComponentDependency] public readonly AppearanceComponent? AppearanceComponent = null; [ComponentDependency] private readonly ServerAlertsComponent? _serverAlertsComponent = null; [ComponentDependency] private readonly StunnableComponent? _stunnableComponent = null; [ComponentDependency] private readonly MobStateComponent? _mobStateComponent = null; private int _size; /// /// The range from which this entity can buckle to a . /// [ViewVariables] private float _range; /// /// The amount of time that must pass for this entity to /// be able to unbuckle after recently buckling. /// [ViewVariables] private TimeSpan _unbuckleDelay; /// /// The time that this entity buckled at. /// [ViewVariables] private TimeSpan _buckleTime; /// /// The position offset that is being applied to this entity if buckled. /// public Vector2 BuckleOffset { get; private set; } private StrapComponent? _buckledTo; /// /// The strap that this component is buckled to. /// [ViewVariables] public StrapComponent? BuckledTo { get => _buckledTo; private set { _buckledTo = value; _buckleTime = _gameTiming.CurTime; Dirty(); } } [ViewVariables] public override bool Buckled => BuckledTo != null; /// /// The amount of space that this entity occupies in a /// . /// [ViewVariables] public int Size => _size; /// /// Shows or hides the buckled status effect depending on if the /// entity is buckled or not. /// private void UpdateBuckleStatus() { if (_serverAlertsComponent == null) { return; } if (Buckled) { _serverAlertsComponent.ShowAlert(BuckledTo != null ? BuckledTo.BuckledAlertType : AlertType.Buckled, onClickAlert: OnClickAlert); } else { _serverAlertsComponent.ClearAlertCategory(AlertCategory.Buckled); } } private void OnClickAlert(ClickAlertEventArgs args) { if (args.Player.TryGetComponent(out BuckleComponent? buckle)) { buckle.TryUnbuckle(args.Player); } } /// /// Reattaches this entity to the strap, modifying its position and rotation. /// /// The strap to reattach to. 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().Standing(Owner); ownTransform.WorldRotation = strapTransform.WorldRotation; break; case StrapPosition.Down: EntitySystem.Get().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, [MaybeNullWhen(false)] 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)) { 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; } 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()) { 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 (!CanBuckle(user, to, out var strap)) { return false; } EntitySystem.Get().PlayFromEntity(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; } AppearanceComponent?.SetData(BuckleVisuals.Buckled, true); BuckledTo = strap; ReAttach(strap); UpdateBuckleStatus(); SendMessage(new BuckleMessage(Owner, to)); if (Owner.TryGetComponent(out PullableComponent? pullableComponent)) { if (pullableComponent.Puller != null) { pullableComponent.TryStopPull(); } } return true; } /// /// Tries to unbuckle the Owner of this component from its current strap. /// /// The entity doing the unbuckling. /// /// Whether to force the unbuckling or not. Does not guarantee true to /// be returned, but guarantees the owner to be unbuckled afterwards. /// /// /// true if the owner was unbuckled, otherwise false even if the owner /// was previously already unbuckled. /// 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; } AppearanceComponent?.SetData(BuckleVisuals.Buckled, false); if (_stunnableComponent != null && _stunnableComponent.KnockedDown) { EntitySystem.Get().Down(Owner); } else { EntitySystem.Get().Standing(Owner); } _mobStateComponent?.CurrentState?.EnterState(Owner); UpdateBuckleStatus(); oldBuckledTo.Remove(this); EntitySystem.Get().PlayFromEntity(oldBuckledTo.UnbuckleSound, Owner); SendMessage(new UnbuckleMessage(Owner, oldBuckledTo.Owner)); return true; } /// /// Makes an entity toggle the buckling status of the owner to a /// specific entity. /// /// The entity doing the buckling/unbuckling. /// /// The entity to toggle the buckle status of the owner to. /// /// /// 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. /// /// true if the buckling status was changed, false otherwise. public bool ToggleBuckle(IEntity user, IEntity to, bool force = false) { if (BuckledTo?.Owner == to) { return TryUnbuckle(user, force); } return TryBuckle(user, to); } public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref _size, "size", 100); serializer.DataField(ref _range, "range", SharedInteractionSystem.InteractionRange / 1.4f); var seconds = 0.25f; serializer.DataField(ref seconds, "cooldown", 0.25f); _unbuckleDelay = TimeSpan.FromSeconds(seconds); } protected override void Startup() { base.Startup(); UpdateBuckleStatus(); } public override void OnRemove() { base.OnRemove(); BuckledTo?.Remove(this); TryUnbuckle(Owner, true); _buckleTime = default; UpdateBuckleStatus(); } public override ComponentState GetComponentState() { 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); } bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs) { return TryUnbuckle(eventArgs.User); } /// /// Allows the unbuckling of the owning entity through a verb if /// anyone right clicks them. /// [Verb] private sealed class BuckleVerb : Verb { 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); } } } }