* Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
106 lines
3.2 KiB
C#
106 lines
3.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStatusEffectsComponent))]
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public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
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{
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private readonly Dictionary<StatusEffect, StatusEffectStatus> _statusEffects = new Dictionary<StatusEffect, StatusEffectStatus>();
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public override ComponentState GetComponentState()
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{
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return new StatusEffectComponentState(_statusEffects);
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}
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public void ChangeStatusEffectIcon(StatusEffect effect, string icon)
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{
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if (_statusEffects.TryGetValue(effect, out var value) && value.Icon == icon)
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{
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return;
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}
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_statusEffects[effect] = new StatusEffectStatus()
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{Icon = icon, Cooldown = value.Cooldown};
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Dirty();
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}
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public void ChangeStatusEffectCooldown(StatusEffect effect, ValueTuple<TimeSpan, TimeSpan> cooldown)
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{
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if (_statusEffects.TryGetValue(effect, out var value)
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&& value.Cooldown == cooldown)
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{
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return;
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}
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_statusEffects[effect] = new StatusEffectStatus()
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{
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Icon = value.Icon, Cooldown = cooldown
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};
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Dirty();
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}
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public void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple<TimeSpan, TimeSpan>? cooldown)
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{
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_statusEffects[effect] = new StatusEffectStatus()
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{Icon = icon, Cooldown = cooldown};
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Dirty();
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}
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public void RemoveStatusEffect(StatusEffect effect)
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{
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if (!_statusEffects.Remove(effect))
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{
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return;
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}
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Dirty();
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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switch (message)
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{
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case ClickStatusMessage msg:
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{
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var player = session.AttachedEntity;
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if (player != Owner)
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{
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break;
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}
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// TODO: Implement clicking other status effects in the HUD
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switch (msg.Effect)
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{
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case StatusEffect.Buckled:
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if (!player.TryGetComponent(out BuckleComponent buckle))
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{
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break;
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}
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buckle.TryUnbuckle(player);
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break;
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}
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break;
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}
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}
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}
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}
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}
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