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; using Robust.Shared.Timing; namespace Content.Shared.Buckle { public abstract class SharedBuckleSystem : EntitySystem { [Dependency] protected readonly IGameTiming GameTiming = default!; 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. // This is mega cursed. Please somebody save me from Mr Buckle's wild ride. // Consider a chair that has a player strapped to it. Then the client receives a new server state, showing // that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player // state, then the chairs transform comp state, and then the buckle state. The transform state will // forcefully teleport the player back to the chair (client-side only). This causes even more issues if the // chair was teleporting in from nullspace after having left PVS. // // One option is to just never trigger re-buckles during state application. // another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm. if (GameTiming.ApplyingState) return; foreach (var buckledEntity in component.BuckledEntities) { if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled)) { continue; } if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid) { Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}"); continue; } buckled.ReAttach(component); Dirty(buckled); } } public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null) { return Resolve(uid, ref component, false) && component.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(); } } } }