* Disable Pulling When Buckling an entity * Update Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
573 lines
19 KiB
C#
573 lines
19 KiB
C#
#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Mobs.State;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Buckle;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Strap;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using NFluidsynth;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystemMessages;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Buckle
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{
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[RegisterComponent]
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public class BuckleComponent : SharedBuckleComponent, IInteractHand
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[ComponentDependency] public readonly AppearanceComponent? AppearanceComponent = null;
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[ComponentDependency] private readonly ServerStatusEffectsComponent? _serverStatusEffectsComponent = null;
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[ComponentDependency] private readonly StunnableComponent? _stunnableComponent = null;
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[ComponentDependency] private readonly MobStateManagerComponent? _mobStateManagerComponent = null;
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private int _size;
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="StrapComponent"/>.
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/// </summary>
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[ViewVariables]
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private float _range;
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/// <summary>
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/// The amount of time that must pass for this entity to
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/// be able to unbuckle after recently buckling.
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/// </summary>
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[ViewVariables]
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private TimeSpan _unbuckleDelay;
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/// <summary>
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/// The time that this entity buckled at.
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/// </summary>
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[ViewVariables]
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private TimeSpan _buckleTime;
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public Vector2? BuckleOffset { get; private set; }
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private StrapComponent? _buckledTo;
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/// <summary>
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/// The strap that this component is buckled to.
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/// </summary>
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[ViewVariables]
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public StrapComponent? BuckledTo
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{
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get => _buckledTo;
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private set
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{
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_buckledTo = value;
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_buckleTime = _gameTiming.CurTime;
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Dirty();
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}
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}
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[ViewVariables]
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public override bool Buckled => BuckledTo != null;
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/// <summary>
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/// True if the entity was inserted or removed from a container
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/// before updating, false otherwise.
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/// </summary>
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[ViewVariables]
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private bool ContainerChanged { get; set; }
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/// <summary>
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/// True if the entity was forcefully moved while buckled and should
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/// unbuckle next update, false otherwise
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/// </summary>
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[ViewVariables]
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private bool Moved { get; set; }
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/// <summary>
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/// The amount of space that this entity occupies in a
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/// <see cref="StrapComponent"/>.
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/// </summary>
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[ViewVariables]
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public int Size => _size;
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/// <summary>
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/// Shows or hides the buckled status effect depending on if the
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/// entity is buckled or not.
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/// </summary>
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private void BuckleStatus()
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{
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if (_serverStatusEffectsComponent != null)
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{
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if (Buckled)
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{
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_serverStatusEffectsComponent.ChangeStatusEffectIcon(StatusEffect.Buckled, BuckledTo!.BuckledIcon);
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}
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else
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{
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_serverStatusEffectsComponent.RemoveStatusEffect(StatusEffect.Buckled);
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}
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}
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}
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/// <summary>
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/// Reattaches this entity to the strap, modifying its position and rotation.
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/// </summary>
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/// <param name="strap">The strap to reattach to.</param>
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private void ReAttach(StrapComponent strap)
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{
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var ownTransform = Owner.Transform;
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var strapTransform = strap.Owner.Transform;
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ownTransform.AttachParent(strapTransform);
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switch (strap.Position)
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{
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case StrapPosition.None:
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Stand:
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Down:
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EntitySystem.Get<StandingStateSystem>().Down(Owner, force: true);
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ownTransform.WorldRotation = Angle.South;
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break;
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}
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// Assign BuckleOffset first, before causing a MoveEvent to fire
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if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
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{
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BuckleOffset = (0, 0.15f);
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ownTransform.WorldPosition = strapTransform.WorldPosition + BuckleOffset!.Value;
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}
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else
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{
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BuckleOffset = Vector2.Zero;
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ownTransform.WorldPosition = strapTransform.WorldPosition;
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}
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}
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private bool CanBuckle(IEntity? user, IEntity to, [MaybeNullWhen(false)] out StrapComponent strap)
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{
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strap = null;
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if (user == null || user == to)
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{
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return false;
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}
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if (!ActionBlockerSystem.CanInteract(user))
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{
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user.PopupMessage(Loc.GetString("You can't do that!"));
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return false;
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}
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if (!to.TryGetComponent(out strap))
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{
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var message = Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner);
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Owner.PopupMessage(user, message);
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return false;
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}
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var component = strap;
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bool Ignored(IEntity entity) => entity == Owner || entity == user || entity == component.Owner;
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if (!Owner.InRangeUnobstructed(strap, _range, predicate: Ignored, popup: true))
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{
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return false;
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}
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// If in a container
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if (ContainerHelpers.TryGetContainer(Owner, out var ownerContainer))
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{
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// And not in the same container as the strap
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if (!ContainerHelpers.TryGetContainer(strap.Owner, out var strapContainer) ||
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ownerContainer != strapContainer)
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{
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return false;
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}
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}
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if (!user.HasComponent<HandsComponent>())
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{
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user.PopupMessage(Loc.GetString("You don't have hands!"));
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return false;
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}
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if (Buckled)
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{
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var message = Loc.GetString(Owner == user
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? "You are already buckled in!"
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: "{0:They} are already buckled in!", Owner);
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Owner.PopupMessage(user, message);
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return false;
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}
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var parent = to.Transform.Parent;
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while (parent != null)
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{
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if (parent == user.Transform)
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{
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var message = Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner);
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Owner.PopupMessage(user, message);
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return false;
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}
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parent = parent.Parent;
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}
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if (!strap.HasSpace(this))
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{
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var message = Loc.GetString(Owner == user
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? "You can't fit there!"
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: "{0:They} can't fit there!", Owner);
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Owner.PopupMessage(user, message);
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return false;
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}
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return true;
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}
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public override bool TryBuckle(IEntity user, IEntity to)
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{
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if (!CanBuckle(user, to, out var strap))
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{
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return false;
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}
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(strap.BuckleSound, Owner);
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if (!strap.TryAdd(this))
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{
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var message = Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner);
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Owner.PopupMessage(user, message);
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return false;
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}
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AppearanceComponent?.SetData(BuckleVisuals.Buckled, true);
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BuckledTo = strap;
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ReAttach(strap);
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BuckleStatus();
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SendMessage(new BuckleMessage(Owner, to));
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Owner.EntityManager.EventBus.SubscribeEvent<MoveEvent>(EventSource.Local, this, MoveEvent);
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if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
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{
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if (pullableComponent.Puller != null)
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{
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pullableComponent.TryStopPull();
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}
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}
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return true;
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}
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/// <summary>
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/// Tries to unbuckle the Owner of this component from its current strap.
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/// </summary>
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/// <param name="user">The entity doing the unbuckling.</param>
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/// <param name="force">
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/// Whether to force the unbuckling or not. Does not guarantee true to
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/// be returned, but guarantees the owner to be unbuckled afterwards.
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/// </param>
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/// <returns>
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/// true if the owner was unbuckled, otherwise false even if the owner
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/// was previously already unbuckled.
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/// </returns>
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public bool TryUnbuckle(IEntity user, bool force = false)
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{
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if (!Buckled)
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{
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return false;
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}
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StrapComponent oldBuckledTo = BuckledTo!;
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if (!force)
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{
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if (_gameTiming.CurTime < _buckleTime + _unbuckleDelay)
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{
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return false;
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}
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if (!ActionBlockerSystem.CanInteract(user))
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{
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user.PopupMessage(Loc.GetString("You can't do that!"));
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return false;
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}
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if (!user.InRangeUnobstructed(oldBuckledTo, _range, popup: true))
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{
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return false;
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}
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}
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BuckledTo = null;
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if (Owner.Transform.Parent == oldBuckledTo.Owner.Transform)
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{
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ContainerHelpers.AttachParentToContainerOrGrid(Owner.Transform);
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Owner.Transform.WorldRotation = oldBuckledTo.Owner.Transform.WorldRotation;
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}
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AppearanceComponent?.SetData(BuckleVisuals.Buckled, false);
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if (_stunnableComponent != null && _stunnableComponent.KnockedDown)
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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else
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{
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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}
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if (_mobStateManagerComponent != null)
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{
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_mobStateManagerComponent.CurrentMobState.EnterState(Owner);
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}
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BuckleStatus();
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oldBuckledTo.Remove(this);
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(oldBuckledTo.UnbuckleSound, Owner);
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SendMessage(new UnbuckleMessage(Owner, oldBuckledTo.Owner));
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Owner.EntityManager.EventBus.UnsubscribeEvent<MoveEvent>(EventSource.Local, this);
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return true;
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}
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/// <summary>
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/// Makes an entity toggle the buckling status of the owner to a
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/// specific entity.
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/// </summary>
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/// <param name="user">The entity doing the buckling/unbuckling.</param>
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/// <param name="to">
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/// The entity to toggle the buckle status of the owner to.
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/// </param>
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/// <param name="force">
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/// Whether to force the unbuckling or not, if it happens. Does not
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/// guarantee true to be returned, but guarantees the owner to be
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/// unbuckled afterwards.
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/// </param>
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/// <returns>true if the buckling status was changed, false otherwise.</returns>
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public bool ToggleBuckle(IEntity user, IEntity to, bool force = false)
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{
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if (BuckledTo?.Owner == to)
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{
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return TryUnbuckle(user, force);
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}
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return TryBuckle(user, to);
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}
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/// <summary>
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/// Checks if a buckled entity should be unbuckled from moving
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/// too far from its strap.
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/// </summary>
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/// <param name="moveEvent">The move event of a buckled entity.</param>
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private void MoveEvent(MoveEvent moveEvent)
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{
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if (moveEvent.Sender != Owner)
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{
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return;
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}
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if (BuckledTo == null || !BuckleOffset.HasValue)
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{
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return;
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}
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var bucklePosition = BuckledTo.Owner.Transform.Coordinates.Offset(BuckleOffset.Value);
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if (moveEvent.NewPosition.InRange(_entityManager, bucklePosition, 0.2f))
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{
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return;
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}
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Moved = true;
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}
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/// <summary>
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/// Called when the owner is inserted or removed from a container,
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/// to synchronize the state of buckling.
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/// </summary>
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/// <param name="message">The message received</param>
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private void InsertIntoContainer(ContainerModifiedMessage message)
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{
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if (message.Entity != Owner)
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{
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return;
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}
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ContainerChanged = true;
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}
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/// <summary>
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/// Synchronizes the state of buckling depending on whether the entity
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/// was inserted or removed from a container, and whether or not
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/// its current strap (if there is one) has also been put into or removed
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/// from the same container as well.
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/// </summary>
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public void Update()
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{
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if (BuckledTo == null)
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{
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return;
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}
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if (Moved)
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{
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TryUnbuckle(Owner, true);
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return;
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}
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if (!ContainerChanged)
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{
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return;
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}
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var contained = ContainerHelpers.TryGetContainer(Owner, out var ownContainer);
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var strapContained = ContainerHelpers.TryGetContainer(BuckledTo.Owner, out var strapContainer);
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if (contained != strapContained || ownContainer != strapContainer)
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{
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TryUnbuckle(Owner, true);
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return;
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}
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if (!contained && !strapContained)
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{
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ReAttach(BuckledTo);
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}
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ContainerChanged = false;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _size, "size", 100);
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serializer.DataField(ref _range, "range", SharedInteractionSystem.InteractionRange / 1.4f);
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var seconds = 0.25f;
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serializer.DataField(ref seconds, "cooldown", 0.25f);
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_unbuckleDelay = TimeSpan.FromSeconds(seconds);
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}
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public override void Initialize()
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{
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base.Initialize();
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_entityManager.EventBus.SubscribeEvent<EntInsertedIntoContainerMessage>(EventSource.Local, this, InsertIntoContainer);
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_entityManager.EventBus.SubscribeEvent<EntRemovedFromContainerMessage>(EventSource.Local, this, InsertIntoContainer);
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}
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protected override void Startup()
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{
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base.Startup();
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BuckleStatus();
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}
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public override void OnRemove()
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{
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base.OnRemove();
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_entityManager.EventBus.UnsubscribeEvents(this);
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BuckledTo?.Remove(this);
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TryUnbuckle(Owner, true);
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_buckleTime = default;
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BuckleStatus();
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}
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public override ComponentState GetComponentState()
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{
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int? drawDepth = null;
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if (BuckledTo != null &&
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Owner.Transform.WorldRotation.GetCardinalDir() == Direction.North &&
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BuckledTo.SpriteComponent != null)
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{
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drawDepth = BuckledTo.SpriteComponent.DrawDepth - 1;
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}
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return new BuckleComponentState(Buckled, drawDepth);
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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return TryUnbuckle(eventArgs.User);
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}
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/// <summary>
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/// Allows the unbuckling of the owning entity through a verb if
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/// anyone right clicks them.
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/// </summary>
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[Verb]
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private sealed class BuckleVerb : Verb<BuckleComponent>
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{
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protected override void GetData(IEntity user, BuckleComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user) || !component.Buckled)
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Unbuckle");
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}
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protected override void Activate(IEntity user, BuckleComponent component)
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{
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component.TryUnbuckle(user);
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}
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}
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}
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}
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