using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.ActionBlocking;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.ActionBlocking
{
[RegisterComponent]
public class CuffableComponent : SharedCuffableComponent
{
///
/// How many of this entity's hands are currently cuffed.
///
[ViewVariables]
public int CuffedHandCount => _container.ContainedEntities.Count * 2;
protected IEntity LastAddedCuffs => _container.ContainedEntities[_container.ContainedEntities.Count - 1];
public IReadOnlyList StoredEntities => _container.ContainedEntities;
///
/// Container of various handcuffs currently applied to the entity.
///
[ViewVariables(VVAccess.ReadOnly)]
private Container _container = default!;
private float _interactRange;
private IHandsComponent _hands;
public event Action OnCuffedStateChanged;
public override void Initialize()
{
base.Initialize();
_container = ContainerManagerComponent.Ensure(Name, Owner);
_interactRange = SharedInteractionSystem.InteractionRange / 2;
Owner.EntityManager.EventBus.SubscribeEvent(EventSource.Local, this, HandleHandCountChange);
if (!Owner.TryGetComponent(out _hands))
{
Logger.Warning("Player does not have an IHandsComponent!");
}
}
public override ComponentState GetComponentState()
{
// there are 2 approaches i can think of to handle the handcuff overlay on players
// 1 - make the current RSI the handcuff type that's currently active. all handcuffs on the player will appear the same.
// 2 - allow for several different player overlays for each different cuff type.
// approach #2 would be more difficult/time consuming to do and the payoff doesn't make it worth it.
// right now we're doing approach #1.
if (CuffedHandCount > 0)
{
if (LastAddedCuffs.TryGetComponent(out var cuffs))
{
return new CuffableComponentState(CuffedHandCount,
CanStillInteract,
cuffs.CuffedRSI,
$"{cuffs.OverlayIconState}-{CuffedHandCount}",
cuffs.Color);
// the iconstate is formatted as blah-2, blah-4, blah-6, etc.
// the number corresponds to how many hands are cuffed.
}
}
return new CuffableComponentState(CuffedHandCount,
CanStillInteract,
"/Objects/Misc/handcuffs.rsi",
"body-overlay-2",
Color.White);
}
///
/// Add a set of cuffs to an existing CuffedComponent.
///
///
public void AddNewCuffs(IEntity handcuff)
{
if (!handcuff.HasComponent())
{
Logger.Warning($"Handcuffs being applied to player are missing a {nameof(HandcuffComponent)}!");
return;
}
if (!handcuff.InRangeUnobstructed(Owner, _interactRange))
{
Logger.Warning("Handcuffs being applied to player are obstructed or too far away! This should not happen!");
return;
}
_container.Insert(handcuff);
CanStillInteract = _hands.Hands.Count() > CuffedHandCount;
OnCuffedStateChanged.Invoke();
UpdateStatusEffect();
UpdateHeldItems();
Dirty();
}
///
/// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs.
///
private void UpdateHandCount()
{
var dirty = false;
var handCount = _hands.Hands.Count();
while (CuffedHandCount > handCount && CuffedHandCount > 0)
{
dirty = true;
var entity = _container.ContainedEntities[_container.ContainedEntities.Count - 1];
_container.Remove(entity);
entity.Transform.WorldPosition = Owner.Transform.Coordinates.Position;
}
if (dirty)
{
CanStillInteract = handCount > CuffedHandCount;
OnCuffedStateChanged.Invoke();
Dirty();
}
}
private void HandleHandCountChange(HandCountChangedEvent message)
{
if (message.Sender == Owner)
{
UpdateHandCount();
}
}
///
/// Check how many items the user is holding and if it's more than the number of cuffed hands, drop some items.
///
public void UpdateHeldItems()
{
var itemCount = _hands.GetAllHeldItems().Count();
var freeHandCount = _hands.Hands.Count() - CuffedHandCount;
if (freeHandCount < itemCount)
{
foreach (ItemComponent item in _hands.GetAllHeldItems())
{
if (freeHandCount < itemCount)
{
freeHandCount++;
_hands.Drop(item.Owner);
}
else
{
break;
}
}
}
}
///
/// Updates the status effect indicator on the HUD.
///
private void UpdateStatusEffect()
{
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
{
if (CanStillInteract)
{
status.RemoveStatusEffect(StatusEffect.Cuffed);
}
else
{
status.ChangeStatusEffectIcon(StatusEffect.Cuffed, "/Textures/Interface/StatusEffects/Handcuffed/Handcuffed.png");
}
}
}
///
/// Attempt to uncuff a cuffed entity. Can be called by the cuffed entity, or another entity trying to help uncuff them.
/// If the uncuffing succeeds, the cuffs will drop on the floor.
///
/// The cuffed entity
/// Optional param for the handcuff entity to remove from the cuffed entity. If null, uses the most recently added handcuff entity.
public async void TryUncuff(IEntity user, IEntity cuffsToRemove = null)
{
var isOwner = user == Owner;
if (cuffsToRemove == null)
{
cuffsToRemove = LastAddedCuffs;
}
else
{
if (!_container.ContainedEntities.Contains(cuffsToRemove))
{
Logger.Warning("A user is trying to remove handcuffs that aren't in the owner's container. This should never happen!");
}
}
if (!cuffsToRemove.TryGetComponent(out var cuff))
{
Logger.Warning($"A user is trying to remove handcuffs without a {nameof(HandcuffComponent)}. This should never happen!");
return;
}
if (!isOwner && !ActionBlockerSystem.CanInteract(user))
{
user.PopupMessage(Loc.GetString("You can't do that!"));
return;
}
if (!isOwner && user.InRangeUnobstructed(Owner, _interactRange))
{
user.PopupMessage(Loc.GetString("You are too far away to remove the cuffs."));
return;
}
if (!cuffsToRemove.InRangeUnobstructed(Owner, _interactRange))
{
Logger.Warning("Handcuffs being removed from player are obstructed or too far away! This should not happen!");
return;
}
user.PopupMessage(Loc.GetString("You start removing the cuffs."));
var audio = EntitySystem.Get();
audio.PlayFromEntity(isOwner ? cuff.StartBreakoutSound : cuff.StartUncuffSound, Owner);
var uncuffTime = isOwner ? cuff.BreakoutTime : cuff.UncuffTime;
var doAfterEventArgs = new DoAfterEventArgs(user, uncuffTime)
{
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true
};
var doAfterSystem = EntitySystem.Get();
var result = await doAfterSystem.DoAfter(doAfterEventArgs);
if (result != DoAfterStatus.Cancelled)
{
audio.PlayFromEntity(cuff.EndUncuffSound, Owner);
_container.ForceRemove(cuffsToRemove);
cuffsToRemove.Transform.AttachToGridOrMap();
cuffsToRemove.Transform.WorldPosition = Owner.Transform.WorldPosition;
if (cuff.BreakOnRemove)
{
cuff.Broken = true;
cuffsToRemove.Name = cuff.BrokenName;
cuffsToRemove.Description = cuff.BrokenDesc;
if (cuffsToRemove.TryGetComponent(out var sprite))
{
sprite.LayerSetState(0, cuff.BrokenState); // TODO: safety check to see if RSI contains the state?
}
}
CanStillInteract = _hands.Hands.Count() > CuffedHandCount;
OnCuffedStateChanged.Invoke();
UpdateStatusEffect();
Dirty();
if (CuffedHandCount == 0)
{
user.PopupMessage(Loc.GetString("You successfully remove the cuffs."));
if (!isOwner)
{
user.PopupMessage(Owner, Loc.GetString("{0:theName} uncuffs your hands.", user));
}
}
else
{
if (!isOwner)
{
user.PopupMessage(Loc.GetString("You successfully remove the cuffs. {0} of {1:theName}'s hands remain cuffed.", CuffedHandCount, user));
user.PopupMessage(Owner, Loc.GetString("{0:theName} removes your cuffs. {1} of your hands remain cuffed.", user, CuffedHandCount));
}
else
{
user.PopupMessage(Loc.GetString("You successfully remove the cuffs. {0} of your hands remain cuffed.", CuffedHandCount));
}
}
}
else
{
user.PopupMessage(Loc.GetString("You fail to remove the cuffs."));
}
return;
}
///
/// Allows the uncuffing of a cuffed person. Used by other people and by the component owner to break out of cuffs.
///
[Verb]
private sealed class UncuffVerb : Verb
{
protected override void GetData(IEntity user, CuffableComponent component, VerbData data)
{
if ((user != component.Owner && !ActionBlockerSystem.CanInteract(user)) || component.CuffedHandCount == 0)
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("Uncuff");
}
protected override void Activate(IEntity user, CuffableComponent component)
{
if (component.CuffedHandCount > 0)
{
component.TryUncuff(user);
}
}
}
}
}