* Migrate lots of pulling logic out of the components and clean it up * It's buggy, but move more code out of the pullable component * Pulling system now throws less errors than it did before the refactor * Finally finish the big parts of refactoring pullability * Pulling: Handle disconnect properly if the pull joint has been removed by physics shutdown * Port2b68449328to this branch * Changes as per PR reviews * Porte801ffac45(SharedJointSystem) and fix issues encountered during testing SharedJointSystem. Also, MinLength and Stiffness appear to have suddenly gained enough meaning that pulling is broken unless they're set.
456 lines
15 KiB
C#
456 lines
15 KiB
C#
using System;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using Content.Server.Alert;
|
|
using Content.Server.Hands.Components;
|
|
using Content.Server.Pulling;
|
|
using Content.Server.Stunnable.Components;
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Buckle.Components;
|
|
using Content.Shared.Interaction.Helpers;
|
|
using Content.Shared.MobState.Components;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Standing;
|
|
using Content.Shared.Verbs;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Players;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.Buckle.Components
|
|
{
|
|
/// <summary>
|
|
/// Component that handles sitting entities into <see cref="StrapComponent"/>s.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(SharedBuckleComponent))]
|
|
public class BuckleComponent : SharedBuckleComponent
|
|
{
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
[ComponentDependency] public readonly AppearanceComponent? Appearance = null;
|
|
[ComponentDependency] private readonly ServerAlertsComponent? _serverAlerts = null;
|
|
[ComponentDependency] private readonly StunnableComponent? _stunnable = null;
|
|
[ComponentDependency] private readonly MobStateComponent? _mobState = null;
|
|
|
|
[DataField("size")]
|
|
private int _size = 100;
|
|
|
|
/// <summary>
|
|
/// The amount of time that must pass for this entity to
|
|
/// be able to unbuckle after recently buckling.
|
|
/// </summary>
|
|
[DataField("delay")]
|
|
[ViewVariables]
|
|
private TimeSpan _unbuckleDelay = TimeSpan.FromSeconds(0.25f);
|
|
|
|
/// <summary>
|
|
/// The time that this entity buckled at.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
private TimeSpan _buckleTime;
|
|
|
|
/// <summary>
|
|
/// The position offset that is being applied to this entity if buckled.
|
|
/// </summary>
|
|
public Vector2 BuckleOffset { get; private set; }
|
|
|
|
private StrapComponent? _buckledTo;
|
|
|
|
/// <summary>
|
|
/// The strap that this component is buckled to.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public StrapComponent? BuckledTo
|
|
{
|
|
get => _buckledTo;
|
|
private set
|
|
{
|
|
_buckledTo = value;
|
|
_buckleTime = _gameTiming.CurTime;
|
|
Dirty();
|
|
}
|
|
}
|
|
|
|
[ViewVariables]
|
|
public override bool Buckled => BuckledTo != null;
|
|
|
|
/// <summary>
|
|
/// The amount of space that this entity occupies in a
|
|
/// <see cref="StrapComponent"/>.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
public int Size => _size;
|
|
|
|
/// <summary>
|
|
/// Shows or hides the buckled status effect depending on if the
|
|
/// entity is buckled or not.
|
|
/// </summary>
|
|
private void UpdateBuckleStatus()
|
|
{
|
|
if (_serverAlerts == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Buckled)
|
|
{
|
|
_serverAlerts.ShowAlert(BuckledTo?.BuckledAlertType ?? AlertType.Buckled);
|
|
}
|
|
else
|
|
{
|
|
_serverAlerts.ClearAlertCategory(AlertCategory.Buckled);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reattaches this entity to the strap, modifying its position and rotation.
|
|
/// </summary>
|
|
/// <param name="strap">The strap to reattach to.</param>
|
|
public void ReAttach(StrapComponent strap)
|
|
{
|
|
var ownTransform = Owner.Transform;
|
|
var strapTransform = strap.Owner.Transform;
|
|
|
|
ownTransform.AttachParent(strapTransform);
|
|
|
|
switch (strap.Position)
|
|
{
|
|
case StrapPosition.None:
|
|
ownTransform.WorldRotation = strapTransform.WorldRotation;
|
|
break;
|
|
case StrapPosition.Stand:
|
|
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
|
|
ownTransform.WorldRotation = strapTransform.WorldRotation;
|
|
break;
|
|
case StrapPosition.Down:
|
|
EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
|
|
ownTransform.LocalRotation = Angle.Zero;
|
|
break;
|
|
}
|
|
|
|
// Assign BuckleOffset first, before causing a MoveEvent to fire
|
|
if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
|
|
{
|
|
BuckleOffset = (0, 0.15f);
|
|
ownTransform.WorldPosition = strapTransform.WorldPosition + BuckleOffset;
|
|
}
|
|
else
|
|
{
|
|
BuckleOffset = Vector2.Zero;
|
|
ownTransform.WorldPosition = strapTransform.WorldPosition;
|
|
}
|
|
}
|
|
|
|
private bool CanBuckle(IEntity? user, IEntity to, [NotNullWhen(true)] out StrapComponent? strap)
|
|
{
|
|
strap = null;
|
|
|
|
if (user == null || user == to)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
|
|
{
|
|
user.PopupMessage(Loc.GetString("buckle-component-cannot-do-that-message"));
|
|
return false;
|
|
}
|
|
|
|
if (!to.TryGetComponent(out strap))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var component = strap;
|
|
bool Ignored(IEntity entity) => entity == Owner || entity == user || entity == component.Owner;
|
|
|
|
if (!Owner.InRangeUnobstructed(strap, Range, predicate: Ignored, popup: true))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If in a container
|
|
if (Owner.TryGetContainer(out var ownerContainer))
|
|
{
|
|
// And not in the same container as the strap
|
|
if (!strap.Owner.TryGetContainer(out var strapContainer) ||
|
|
ownerContainer != strapContainer)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!user.HasComponent<HandsComponent>())
|
|
{
|
|
user.PopupMessage(Loc.GetString("buckle-component-no-hands-message "));
|
|
return false;
|
|
}
|
|
|
|
if (Buckled)
|
|
{
|
|
var message = Loc.GetString(Owner == user
|
|
? "buckle-component-already-buckled-message"
|
|
: "buckle-component-other-already-buckled-message", ("owner", Owner));
|
|
Owner.PopupMessage(user, message);
|
|
|
|
return false;
|
|
}
|
|
|
|
var parent = to.Transform.Parent;
|
|
while (parent != null)
|
|
{
|
|
if (parent == user.Transform)
|
|
{
|
|
var message = Loc.GetString(Owner == user
|
|
? "buckle-component-cannot-buckle-message"
|
|
: "buckle-component-other-cannot-buckle-message", ("owner", Owner));
|
|
Owner.PopupMessage(user, message);
|
|
|
|
return false;
|
|
}
|
|
|
|
parent = parent.Parent;
|
|
}
|
|
|
|
if (!strap.HasSpace(this))
|
|
{
|
|
var message = Loc.GetString(Owner == user
|
|
? "buckle-component-cannot-fit-message"
|
|
: "buckle-component-other-cannot-fit-message", ("owner", Owner));
|
|
Owner.PopupMessage(user, message);
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public override bool TryBuckle(IEntity? user, IEntity to)
|
|
{
|
|
if (user == null || !CanBuckle(user, to, out var strap))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
SoundSystem.Play(Filter.Pvs(Owner), strap.BuckleSound.GetSound(), Owner);
|
|
|
|
if (!strap.TryAdd(this))
|
|
{
|
|
var message = Loc.GetString(Owner == user
|
|
? "buckle-component-cannot-buckle-message"
|
|
: "buckle-component-other-cannot-buckle-message", ("owner", Owner));
|
|
Owner.PopupMessage(user, message);
|
|
return false;
|
|
}
|
|
|
|
Appearance?.SetData(BuckleVisuals.Buckled, true);
|
|
|
|
ReAttach(strap);
|
|
|
|
BuckledTo = strap;
|
|
LastEntityBuckledTo = BuckledTo.Owner.Uid;
|
|
DontCollide = true;
|
|
|
|
UpdateBuckleStatus();
|
|
|
|
SendMessage(new BuckleMessage(Owner, to));
|
|
|
|
if (Owner.TryGetComponent(out PullableComponent? ownerPullable))
|
|
{
|
|
if (ownerPullable.Puller != null)
|
|
{
|
|
EntitySystem.Get<PullingSystem>().TryStopPull(ownerPullable);
|
|
}
|
|
}
|
|
|
|
if (to.TryGetComponent(out PullableComponent? toPullable))
|
|
{
|
|
if (toPullable.Puller == Owner)
|
|
{
|
|
// can't pull it and buckle to it at the same time
|
|
EntitySystem.Get<PullingSystem>().TryStopPull(toPullable);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to unbuckle the Owner of this component from its current strap.
|
|
/// </summary>
|
|
/// <param name="user">The entity doing the unbuckling.</param>
|
|
/// <param name="force">
|
|
/// Whether to force the unbuckling or not. Does not guarantee true to
|
|
/// be returned, but guarantees the owner to be unbuckled afterwards.
|
|
/// </param>
|
|
/// <returns>
|
|
/// true if the owner was unbuckled, otherwise false even if the owner
|
|
/// was previously already unbuckled.
|
|
/// </returns>
|
|
public bool TryUnbuckle(IEntity user, bool force = false)
|
|
{
|
|
if (BuckledTo == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var oldBuckledTo = BuckledTo;
|
|
|
|
if (!force)
|
|
{
|
|
if (_gameTiming.CurTime < _buckleTime + _unbuckleDelay)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
|
|
{
|
|
user.PopupMessage(Loc.GetString("buckle-component-cannot-do-that-message"));
|
|
return false;
|
|
}
|
|
|
|
if (!user.InRangeUnobstructed(oldBuckledTo, Range, popup: true))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
BuckledTo = null;
|
|
|
|
if (Owner.Transform.Parent == oldBuckledTo.Owner.Transform)
|
|
{
|
|
Owner.Transform.AttachParentToContainerOrGrid();
|
|
Owner.Transform.WorldRotation = oldBuckledTo.Owner.Transform.WorldRotation;
|
|
}
|
|
|
|
Appearance?.SetData(BuckleVisuals.Buckled, false);
|
|
|
|
if (_stunnable is { KnockedDown: true }
|
|
|| (_mobState?.IsIncapacitated() ?? false))
|
|
{
|
|
EntitySystem.Get<StandingStateSystem>().Down(Owner);
|
|
}
|
|
else
|
|
{
|
|
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
|
|
}
|
|
|
|
_mobState?.CurrentState?.EnterState(Owner);
|
|
|
|
UpdateBuckleStatus();
|
|
|
|
oldBuckledTo.Remove(this);
|
|
SoundSystem.Play(Filter.Pvs(Owner), oldBuckledTo.UnbuckleSound.GetSound(), Owner);
|
|
|
|
SendMessage(new UnbuckleMessage(Owner, oldBuckledTo.Owner));
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes an entity toggle the buckling status of the owner to a
|
|
/// specific entity.
|
|
/// </summary>
|
|
/// <param name="user">The entity doing the buckling/unbuckling.</param>
|
|
/// <param name="to">
|
|
/// The entity to toggle the buckle status of the owner to.
|
|
/// </param>
|
|
/// <param name="force">
|
|
/// Whether to force the unbuckling or not, if it happens. Does not
|
|
/// guarantee true to be returned, but guarantees the owner to be
|
|
/// unbuckled afterwards.
|
|
/// </param>
|
|
/// <returns>true if the buckling status was changed, false otherwise.</returns>
|
|
public bool ToggleBuckle(IEntity user, IEntity to, bool force = false)
|
|
{
|
|
if (BuckledTo?.Owner == to)
|
|
{
|
|
return TryUnbuckle(user, force);
|
|
}
|
|
|
|
return TryBuckle(user, to);
|
|
}
|
|
|
|
protected override void Startup()
|
|
{
|
|
base.Startup();
|
|
UpdateBuckleStatus();
|
|
}
|
|
|
|
protected override void Shutdown()
|
|
{
|
|
BuckledTo?.Remove(this);
|
|
TryUnbuckle(Owner, true);
|
|
|
|
_buckleTime = default;
|
|
UpdateBuckleStatus();
|
|
|
|
base.Shutdown();
|
|
}
|
|
|
|
public override ComponentState GetComponentState(ICommonSession player)
|
|
{
|
|
int? drawDepth = null;
|
|
|
|
if (BuckledTo != null &&
|
|
Owner.Transform.WorldRotation.GetCardinalDir() == Direction.North &&
|
|
BuckledTo.SpriteComponent != null)
|
|
{
|
|
drawDepth = BuckledTo.SpriteComponent.DrawDepth - 1;
|
|
}
|
|
|
|
return new BuckleComponentState(Buckled, drawDepth, LastEntityBuckledTo, DontCollide);
|
|
}
|
|
|
|
public void Update(PhysicsComponent physics)
|
|
{
|
|
if (!DontCollide)
|
|
return;
|
|
|
|
physics.WakeBody();
|
|
|
|
if (!IsOnStrapEntityThisFrame && DontCollide)
|
|
{
|
|
DontCollide = false;
|
|
TryUnbuckle(Owner);
|
|
Dirty();
|
|
}
|
|
|
|
IsOnStrapEntityThisFrame = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allows the unbuckling of the owning entity through a verb if
|
|
/// anyone right clicks them.
|
|
/// </summary>
|
|
[Verb]
|
|
private sealed class BuckleVerb : Verb<BuckleComponent>
|
|
{
|
|
protected override void GetData(IEntity user, BuckleComponent component, VerbData data)
|
|
{
|
|
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user) || !component.Buckled)
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
return;
|
|
}
|
|
|
|
data.Text = Loc.GetString("buckle-verb-unbuckle");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, BuckleComponent component)
|
|
{
|
|
component.TryUnbuckle(user);
|
|
}
|
|
}
|
|
}
|
|
}
|