using Content.Server.Buckle.Components; using Content.Server.Interaction; using Content.Shared.Hands.Components; using Content.Shared.Interaction.Helpers; using Content.Shared.Verbs; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using System.Collections.Generic; namespace Content.Server.Buckle.Systems { [UsedImplicitly] internal sealed class StrapSystem : EntitySystem { [Dependency] InteractionSystem _interactionSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(AddStrapVerbs); } // TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component // functions. Whenever these are fully ECSed, maybe do it in a way that allows for these verbs to be handled in // a sensible manner in a single system? private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetInteractionVerbsEvent args) { if (args.Hands == null || !args.CanAccess || !args.CanInteract) return; // Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this // range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb. // Add unstrap verbs for every strapped entity. foreach (var entity in component.BuckledEntities) { var buckledComp = IoCManager.Resolve().GetComponent(entity.Uid); if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range)) continue; Verb verb = new(); verb.Act = () => buckledComp.TryUnbuckle(args.User); verb.Category = VerbCategory.Unbuckle; if (entity == args.User) verb.Text = Loc.GetString("verb-self-target-pronoun"); else verb.Text = IoCManager.Resolve().GetComponent(entity.Uid).EntityName; // In the event that you have more than once entity with the same name strapped to the same object, // these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to // the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by // appending an integer to verb.Text to distinguish the verbs. args.Verbs.Add(verb); } // Add a verb to buckle the user. if (IoCManager.Resolve().TryGetComponent(args.User.Uid, out var buckle) && buckle.BuckledTo != component && args.User != component.Owner && component.HasSpace(buckle) && _interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range)) { Verb verb = new(); verb.Act = () => buckle.TryBuckle(args.User, args.Target); verb.Category = VerbCategory.Buckle; verb.Text = Loc.GetString("verb-self-target-pronoun"); args.Verbs.Add(verb); } // If the user is currently holding/pulling an entity that can be buckled, add a verb for that. if (args.Using != null && IoCManager.Resolve().TryGetComponent(args.Using.Uid, out var usingBuckle) && component.HasSpace(usingBuckle) && _interactionSystem.InRangeUnobstructed(args.Using, args.Target, range: usingBuckle.Range)) { // Check that the entity is unobstructed from the target (ignoring the user). bool Ignored(IEntity entity) => entity == args.User || entity == args.Target || entity == args.Using; if (!_interactionSystem.InRangeUnobstructed(args.Using, args.Target, usingBuckle.Range, predicate: Ignored)) return; Verb verb = new(); verb.Act = () => usingBuckle.TryBuckle(args.User, args.Target); verb.Category = VerbCategory.Buckle; verb.Text = IoCManager.Resolve().GetComponent(args.Using.Uid).EntityName; // If the used entity is a person being pulled, prioritize this verb. Conversely, if it is // just a held object, the user is probably just trying to sit down. verb.Priority = IoCManager.Resolve().HasComponent(args.Using.Uid) ? 1 : -1; args.Verbs.Add(verb); } } } }