Files
tbd-station-14/Content.Server/Cuffs/CuffableSystem.cs
Leon Friedrich bfd95c493b hands ECS (#7081)
2022-03-17 18:13:31 +11:00

146 lines
5.2 KiB
C#

using Content.Server.Cuffs.Components;
using Content.Server.Hands.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Cuffs;
using Content.Shared.Hands;
using Content.Shared.MobState.Components;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Player;
namespace Content.Server.Cuffs
{
[UsedImplicitly]
public sealed class CuffableSystem : SharedCuffableSystem
{
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandCountChangedEvent>(OnHandCountChanged);
SubscribeLocalEvent<UncuffAttemptEvent>(OnUncuffAttempt);
SubscribeLocalEvent<CuffableComponent, GetVerbsEvent<Verb>>(AddUncuffVerb);
}
private void AddUncuffVerb(EntityUid uid, CuffableComponent component, GetVerbsEvent<Verb> args)
{
// Can the user access the cuffs, and is there even anything to uncuff?
if (!args.CanAccess || component.CuffedHandCount == 0)
return;
// We only check can interact if the user is not uncuffing themselves. As a result, the verb will show up
// when the user is incapacitated & trying to uncuff themselves, but TryUncuff() will still fail when
// attempted.
if (args.User != args.Target && !args.CanInteract)
return;
Verb verb = new();
verb.Act = () => component.TryUncuff(args.User);
verb.Text = Loc.GetString("uncuff-verb-get-data-text");
//TODO VERB ICON add uncuffing symbol? may re-use the alert symbol showing that you are currently cuffed?
args.Verbs.Add(verb);
}
private void OnUncuffAttempt(UncuffAttemptEvent args)
{
if (args.Cancelled)
{
return;
}
if (!EntityManager.EntityExists(args.User))
{
// Should this even be possible?
args.Cancel();
return;
}
// If the user is the target, special logic applies.
// This is because the CanInteract blocking of the cuffs prevents self-uncuff.
if (args.User == args.Target)
{
// This UncuffAttemptEvent check should probably be In MobStateSystem, not here?
if (EntityManager.TryGetComponent<MobStateComponent?>(args.User, out var state))
{
// Manually check this.
if (state.IsIncapacitated())
{
args.Cancel();
}
}
else
{
// Uh... let it go through???
// TODO CUFFABLE/STUN add UncuffAttemptEvent subscription to StunSystem
}
}
else
{
// Check if the user can interact.
if (!_actionBlockerSystem.CanInteract(args.User, args.Target))
{
args.Cancel();
}
}
if (args.Cancelled)
{
_popupSystem.PopupEntity(Loc.GetString("cuffable-component-cannot-interact-message"), args.Target, Filter.Entities(args.User));
}
}
/// <summary>
/// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs.
/// </summary>
private void OnHandCountChanged(HandCountChangedEvent message)
{
var owner = message.Sender;
if (!EntityManager.TryGetComponent(owner, out CuffableComponent? cuffable) ||
!cuffable.Initialized) return;
var dirty = false;
var handCount = EntityManager.GetComponentOrNull<HandsComponent>(owner)?.Count ?? 0;
while (cuffable.CuffedHandCount > handCount && cuffable.CuffedHandCount > 0)
{
dirty = true;
var container = cuffable.Container;
var entity = container.ContainedEntities[^1];
container.Remove(entity);
EntityManager.GetComponent<TransformComponent>(entity).WorldPosition = EntityManager.GetComponent<TransformComponent>(owner).WorldPosition;
}
if (dirty)
{
cuffable.CanStillInteract = handCount > cuffable.CuffedHandCount;
cuffable.CuffedStateChanged();
Dirty(cuffable);
}
}
}
/// <summary>
/// Event fired on the User when the User attempts to cuff the Target.
/// Should generate popups on the User.
/// </summary>
public sealed class UncuffAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid User;
public readonly EntityUid Target;
public UncuffAttemptEvent(EntityUid user, EntityUid target)
{
User = user;
Target = target;
}
}
}