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 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);
ownTransform.WorldRotation = strapTransform.WorldRotation;
break;
case StrapPosition.Down:
EntitySystem.Get().Down(Owner, 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);
}
else
{
EntitySystem.Get().Stand(Owner);
}
_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;
}
}
}