Files
tbd-station-14/Content.Server/Resist/EscapeInventorySystem.cs
metalgearsloth 2b6c352aff Jetpacks (#9023)
* Movement acceleration

* tweaks

* Weightless refactor coz fuck it

* CCVars

* weightless movement tweaks

* Some cleanup while I'm here

* dorkpacks

* thanks fork

* fixes

* zoomies

* toggles

* hmm

* yamls

* b

* so true

* Effects refactor

* namespace

* review
2022-06-24 17:44:30 +10:00

87 lines
3.5 KiB
C#

using Content.Shared.Movement;
using Content.Server.DoAfter;
using Robust.Shared.Containers;
using Content.Server.Popups;
using Robust.Shared.Player;
using Content.Shared.Storage;
using Content.Shared.Inventory;
using Content.Shared.Hands.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Movement.Events;
namespace Content.Server.Resist;
public sealed class EscapeInventorySystem : EntitySystem
{
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CanEscapeInventoryComponent, RelayMoveInputEvent>(OnRelayMovement);
SubscribeLocalEvent<CanEscapeInventoryComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterComplete>(OnEscapeComplete);
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterCancel>(OnEscapeFail);
}
private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent component, RelayMoveInputEvent args)
{
//Prevents the user from creating multiple DoAfters if they're already resisting.
if (component.IsResisting == true)
return;
if (_containerSystem.TryGetContainingContainer(uid, out var container)
&& (HasComp<SharedStorageComponent>(container.Owner) || HasComp<InventoryComponent>(container.Owner) || HasComp<SharedHandsComponent>(container.Owner)))
{
if (_actionBlockerSystem.CanInteract(uid, container.Owner))
AttemptEscape(uid, container.Owner, component);
}
}
private void OnMoveAttempt(EntityUid uid, CanEscapeInventoryComponent component, UpdateCanMoveEvent args)
{
if (_containerSystem.IsEntityOrParentInContainer(uid))
args.Cancel();
}
private void AttemptEscape(EntityUid user, EntityUid container, CanEscapeInventoryComponent component)
{
component.CancelToken = new();
var doAfterEventArgs = new DoAfterEventArgs(user, component.ResistTime, component.CancelToken.Token, container)
{
BreakOnTargetMove = false,
BreakOnUserMove = false,
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = false,
UserFinishedEvent = new EscapeDoAfterComplete(),
UserCancelledEvent = new EscapeDoAfterCancel(),
};
component.IsResisting = true;
_popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-start-resisting"), user, Filter.Entities(user));
_popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-start-resisting-target"), container, Filter.Entities(container));
_doAfterSystem.DoAfter(doAfterEventArgs);
}
private void OnEscapeComplete(EntityUid uid, CanEscapeInventoryComponent component, EscapeDoAfterComplete ev)
{
//Drops the mob on the tile below the container
Transform(uid).AttachParentToContainerOrGrid(EntityManager);
component.IsResisting = false;
}
private void OnEscapeFail(EntityUid uid, CanEscapeInventoryComponent component, EscapeDoAfterCancel ev)
{
component.IsResisting = false;
}
private sealed class EscapeDoAfterComplete : EntityEventArgs { }
private sealed class EscapeDoAfterCancel : EntityEventArgs { }
}