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