using Content.Shared.Buckle.Components; using Content.Shared.Interaction.Events; using Content.Shared.Movement; using Content.Shared.Movement.Events; using Content.Shared.Standing; using Content.Shared.Throwing; using Robust.Shared.Physics.Dynamics; namespace Content.Shared.Buckle { public abstract class SharedBuckleSystem : EntitySystem { public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStrapRotate); SubscribeLocalEvent(PreventCollision); SubscribeLocalEvent(HandleDown); SubscribeLocalEvent(HandleStand); SubscribeLocalEvent(HandleThrowPushback); SubscribeLocalEvent(HandleMove); SubscribeLocalEvent(OnBuckleChangeDirectionAttempt); } private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref RotateEvent args) { // TODO: This looks dirty af. // On rotation of a strap, reattach all buckled entities. // This fixes buckle offsets and draw depths. foreach (var buckledEntity in component.BuckledEntities) { if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled)) { continue; } buckled.ReAttach(component); Dirty(buckled); } } private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args) { if (component.Buckled) args.Cancel(); } private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args) { if (component.LifeStage > ComponentLifeStage.Running) return; if (component.Buckled) args.Cancel(); } private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args) { if (component.Buckled) { args.Cancel(); } } private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args) { if (component.Buckled) { args.Cancel(); } } private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args) { if (!component.Buckled) return; args.Cancel(); } private void PreventCollision(EntityUid uid, SharedBuckleComponent component, PreventCollideEvent args) { if (args.BodyB.Owner != component.LastEntityBuckledTo) return; if (component.Buckled || component.DontCollide) { args.Cancel(); } } } }