using Content.Shared.Actions; using Content.Shared.Clothing.Components; using Content.Shared.DoAfter; using Content.Shared.IdentityManagement; using Content.Shared.Interaction; using Content.Shared.Inventory; using Content.Shared.Inventory.Events; using Content.Shared.Popups; using Content.Shared.Strip; using Content.Shared.Verbs; using Robust.Shared.Containers; using Robust.Shared.Network; using Robust.Shared.Serialization; using Robust.Shared.Timing; using Robust.Shared.Utility; namespace Content.Shared.Clothing.EntitySystems; public sealed class ToggleableClothingSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly INetManager _netMan = default!; [Dependency] private readonly SharedContainerSystem _containerSystem = default!; [Dependency] private readonly SharedActionsSystem _actionsSystem = default!; [Dependency] private readonly ActionContainerSystem _actionContainer = default!; [Dependency] private readonly InventorySystem _inventorySystem = default!; [Dependency] private readonly SharedPopupSystem _popupSystem = default!; [Dependency] private readonly SharedDoAfterSystem _doAfter = default!; [Dependency] private readonly SharedStrippableSystem _strippable = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnInit); SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(OnToggleClothing); SubscribeLocalEvent(OnGetActions); SubscribeLocalEvent(OnRemoveToggleable); SubscribeLocalEvent(OnToggleableUnequip); SubscribeLocalEvent(OnInteractHand); SubscribeLocalEvent(OnAttachedUnequip); SubscribeLocalEvent(OnRemoveAttached); SubscribeLocalEvent(OnAttachedUnequipAttempt); SubscribeLocalEvent>>(GetRelayedVerbs); SubscribeLocalEvent>(OnGetVerbs); SubscribeLocalEvent>(OnGetAttachedStripVerbsEvent); SubscribeLocalEvent(OnDoAfterComplete); } private void GetRelayedVerbs(EntityUid uid, ToggleableClothingComponent component, InventoryRelayedEvent> args) { OnGetVerbs(uid, component, args.Args); } private void OnGetVerbs(EntityUid uid, ToggleableClothingComponent component, GetVerbsEvent args) { if (!args.CanAccess || !args.CanInteract || args.Hands == null || component.ClothingUid == null || component.Container == null) return; var text = component.VerbText ?? (component.ActionEntity == null ? null : Name(component.ActionEntity.Value)); if (text == null) return; if (!_inventorySystem.InSlotWithFlags(uid, component.RequiredFlags)) return; var wearer = Transform(uid).ParentUid; if (args.User != wearer && component.StripDelay == null) return; var verb = new EquipmentVerb() { Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/outfit.svg.192dpi.png")), Text = Loc.GetString(text), }; if (args.User == wearer) { verb.EventTarget = uid; verb.ExecutionEventArgs = new ToggleClothingEvent() { Performer = args.User }; } else { verb.Act = () => StartDoAfter(args.User, uid, Transform(uid).ParentUid, component); } args.Verbs.Add(verb); } private void StartDoAfter(EntityUid user, EntityUid item, EntityUid wearer, ToggleableClothingComponent component) { if (component.StripDelay == null) return; var (time, stealth) = _strippable.GetStripTimeModifiers(user, wearer, item, component.StripDelay.Value); var args = new DoAfterArgs(EntityManager, user, time, new ToggleClothingDoAfterEvent(), item, wearer, item) { BreakOnDamage = true, BreakOnMove = true, // This should just re-use the BUI range checks & cancel the do after if the BUI closes. But that is all // server-side at the moment. // TODO BUI REFACTOR. DistanceThreshold = 2, }; if (!_doAfter.TryStartDoAfter(args)) return; if (!stealth) { var popup = Loc.GetString("strippable-component-alert-owner-interact", ("user", Identity.Entity(user, EntityManager)), ("item", item)); _popupSystem.PopupEntity(popup, wearer, wearer, PopupType.Large); } } private void OnGetAttachedStripVerbsEvent(EntityUid uid, AttachedClothingComponent component, GetVerbsEvent args) { // redirect to the attached entity. OnGetVerbs(component.AttachedUid, Comp(component.AttachedUid), args); } private void OnDoAfterComplete(EntityUid uid, ToggleableClothingComponent component, ToggleClothingDoAfterEvent args) { if (args.Cancelled) return; ToggleClothing(args.User, uid, component); } private void OnInteractHand(EntityUid uid, AttachedClothingComponent component, InteractHandEvent args) { if (args.Handled) return; if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleCom) || toggleCom.Container == null) return; if (!_inventorySystem.TryUnequip(Transform(uid).ParentUid, toggleCom.Slot, force: true)) return; _containerSystem.Insert(uid, toggleCom.Container); args.Handled = true; } /// /// Called when the suit is unequipped, to ensure that the helmet also gets unequipped. /// private void OnToggleableUnequip(EntityUid uid, ToggleableClothingComponent component, GotUnequippedEvent args) { // If it's a part of PVS departure then don't handle it. if (_timing.ApplyingState) return; // If the attached clothing is not currently in the container, this just assumes that it is currently equipped. // This should maybe double check that the entity currently in the slot is actually the attached clothing, but // if its not, then something else has gone wrong already... if (component.Container != null && component.Container.ContainedEntity == null && component.ClothingUid != null) _inventorySystem.TryUnequip(args.Equipee, component.Slot, force: true, triggerHandContact: true); } private void OnRemoveToggleable(EntityUid uid, ToggleableClothingComponent component, ComponentRemove args) { // If the parent/owner component of the attached clothing is being removed (entity getting deleted?) we will // delete the attached entity. We do this regardless of whether or not the attached entity is currently // "outside" of the container or not. This means that if a hardsuit takes too much damage, the helmet will also // automatically be deleted. _actionsSystem.RemoveAction(component.ActionEntity); if (component.ClothingUid != null && !_netMan.IsClient) QueueDel(component.ClothingUid.Value); } private void OnAttachedUnequipAttempt(EntityUid uid, AttachedClothingComponent component, BeingUnequippedAttemptEvent args) { args.Cancel(); } private void OnRemoveAttached(EntityUid uid, AttachedClothingComponent component, ComponentRemove args) { // if the attached component is being removed (maybe entity is being deleted?) we will just remove the // toggleable clothing component. This means if you had a hard-suit helmet that took too much damage, you would // still be left with a suit that was simply missing a helmet. There is currently no way to fix a partially // broken suit like this. if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleComp)) return; if (toggleComp.LifeStage > ComponentLifeStage.Running) return; _actionsSystem.RemoveAction(toggleComp.ActionEntity); RemComp(component.AttachedUid, toggleComp); } /// /// Called if the helmet was unequipped, to ensure that it gets moved into the suit's container. /// private void OnAttachedUnequip(EntityUid uid, AttachedClothingComponent component, GotUnequippedEvent args) { // Let containers worry about it. if (_timing.ApplyingState) return; if (component.LifeStage > ComponentLifeStage.Running) return; if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleComp)) return; if (toggleComp.LifeStage > ComponentLifeStage.Running) return; // As unequipped gets called in the middle of container removal, we cannot call a container-insert without causing issues. // So we delay it and process it during a system update: if (toggleComp.ClothingUid != null && toggleComp.Container != null) _containerSystem.Insert(toggleComp.ClothingUid.Value, toggleComp.Container); } /// /// Equip or unequip the toggleable clothing. /// private void OnToggleClothing(EntityUid uid, ToggleableClothingComponent component, ToggleClothingEvent args) { if (args.Handled) return; args.Handled = true; ToggleClothing(args.Performer, uid, component); } private void ToggleClothing(EntityUid user, EntityUid target, ToggleableClothingComponent component) { if (component.Container == null || component.ClothingUid == null) return; var parent = Transform(target).ParentUid; if (component.Container.ContainedEntity == null) _inventorySystem.TryUnequip(user, parent, component.Slot, force: true); else if (_inventorySystem.TryGetSlotEntity(parent, component.Slot, out var existing)) { _popupSystem.PopupClient(Loc.GetString("toggleable-clothing-remove-first", ("entity", existing)), user, user); } else _inventorySystem.TryEquip(user, parent, component.ClothingUid.Value, component.Slot, triggerHandContact: true); } private void OnGetActions(EntityUid uid, ToggleableClothingComponent component, GetItemActionsEvent args) { if (component.ClothingUid != null && component.ActionEntity != null && (args.SlotFlags & component.RequiredFlags) == component.RequiredFlags) { args.AddAction(component.ActionEntity.Value); } } private void OnInit(EntityUid uid, ToggleableClothingComponent component, ComponentInit args) { component.Container = _containerSystem.EnsureContainer(uid, component.ContainerId); } /// /// On map init, either spawn the appropriate entity into the suit slot, or if it already exists, perform some /// sanity checks. Also updates the action icon to show the toggled-entity. /// private void OnMapInit(EntityUid uid, ToggleableClothingComponent component, MapInitEvent args) { if (component.Container!.ContainedEntity is {} ent) { DebugTools.Assert(component.ClothingUid == ent, "Unexpected entity present inside of a toggleable clothing container."); return; } if (component.ClothingUid != null && component.ActionEntity != null) { DebugTools.Assert(Exists(component.ClothingUid), "Toggleable clothing is missing expected entity."); DebugTools.Assert(TryComp(component.ClothingUid, out AttachedClothingComponent? comp), "Toggleable clothing is missing an attached component"); DebugTools.Assert(comp?.AttachedUid == uid, "Toggleable clothing uid mismatch"); } else { var xform = Transform(uid); component.ClothingUid = Spawn(component.ClothingPrototype, xform.Coordinates); var attachedClothing = EnsureComp(component.ClothingUid.Value); attachedClothing.AttachedUid = uid; Dirty(component.ClothingUid.Value, attachedClothing); _containerSystem.Insert(component.ClothingUid.Value, component.Container, containerXform: xform); Dirty(uid, component); } if (_actionContainer.EnsureAction(uid, ref component.ActionEntity, out var action, component.Action)) _actionsSystem.SetEntityIcon(component.ActionEntity.Value, component.ClothingUid, action); } } public sealed partial class ToggleClothingEvent : InstantActionEvent { } [Serializable, NetSerializable] public sealed partial class ToggleClothingDoAfterEvent : SimpleDoAfterEvent { }