using System; using System.Diagnostics.CodeAnalysis; using Content.Server.Alert; using Content.Server.Hands.Components; using Content.Server.Pulling; 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.MobState.Components; using Content.Shared.Popups; using Content.Shared.Pulling; using Content.Shared.Pulling.Components; using Content.Shared.Standing; using Content.Shared.Stunnable; 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 { /// /// Component that handles sitting entities into s. /// [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; /// /// The amount of time that must pass for this entity to /// be able to unbuckle after recently buckling. /// [DataField("delay")] [ViewVariables] private TimeSpan _unbuckleDelay = TimeSpan.FromSeconds(0.25f); /// /// 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 (_serverAlerts == null) { return; } if (Buckled) { _serverAlerts.ShowAlert(BuckledTo?.BuckledAlertType ?? AlertType.Buckled); } else { _serverAlerts.ClearAlertCategory(AlertCategory.Buckled); } } /// /// 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().Stand(Owner.Uid); ownTransform.WorldRotation = strapTransform.WorldRotation; break; case StrapPosition.Down: EntitySystem.Get().Down(Owner.Uid, false, false); ownTransform.LocalRotation = Angle.Zero; 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; } } public bool CanBuckle(IEntity? user, IEntity to, [NotNullWhen(true)] out StrapComponent? strap) { strap = null; if (user == null || user == to) { return false; } if (!EntitySystem.Get().CanInteract(user)) { user.PopupMessage(Loc.GetString("buckle-component-cannot-do-that-message")); 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()) { user.PopupMessage(Loc.GetString("buckle-component-no-hands-message ")); return false; } if (Buckled) { var message = Loc.GetString(Owner == user ? "buckle-component-already-buckled-message" : "buckle-component-other-already-buckled-message", ("owner", 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 ? "buckle-component-cannot-buckle-message" : "buckle-component-other-cannot-buckle-message", ("owner", Owner)); Owner.PopupMessage(user, message); return false; } parent = parent.Parent; } if (!strap.HasSpace(this)) { var message = Loc.GetString(Owner == user ? "buckle-component-cannot-fit-message" : "buckle-component-other-cannot-fit-message", ("owner", 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.GetSound(), Owner); if (!strap.TryAdd(this)) { var message = Loc.GetString(Owner == user ? "buckle-component-cannot-buckle-message" : "buckle-component-other-cannot-buckle-message", ("owner", 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 SharedPullableComponent? ownerPullable)) { if (ownerPullable.Puller != null) { EntitySystem.Get().TryStopPull(ownerPullable); } } if (to.TryGetComponent(out SharedPullableComponent? toPullable)) { if (toPullable.Puller == Owner) { // can't pull it and buckle to it at the same time EntitySystem.Get().TryStopPull(toPullable); } } 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 (!EntitySystem.Get().CanInteract(user)) { user.PopupMessage(Loc.GetString("buckle-component-cannot-do-that-message")); 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 is { KnockedDown: true } || (_mobState?.IsIncapacitated() ?? false)) { EntitySystem.Get().Down(Owner.Uid); } else { EntitySystem.Get().Stand(Owner.Uid); } _mobState?.CurrentState?.EnterState(Owner); UpdateBuckleStatus(); oldBuckledTo.Remove(this); SoundSystem.Play(Filter.Pvs(Owner), oldBuckledTo.UnbuckleSound.GetSound(), 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); } protected override void Startup() { base.Startup(); UpdateBuckleStatus(); } protected override void Shutdown() { BuckledTo?.Remove(this); TryUnbuckle(Owner, true); _buckleTime = default; UpdateBuckleStatus(); base.Shutdown(); } 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; } } }