* Blocking * Fixes Bodytype bug * Blocking Damage Modifier * Storing bodytype * Consolidates Stop Blocking code * Consolidates more methods * Some cleanup, hitbox fix * Shield Textures * Passive blocking modifier check * Localization, popups, and more cleanup * Small cleanup * Relay event * Fixes a shutdown bug, adds specific containers and sets * Popups and sounds * Fixes typo * Removes whitespace, adds comment * Some requested changes * Remove Shared * Audio fix * More changes * More requested changes * Properly remove on shutdown * Adds riot shields to seclathes * SecTech Riot shield * Constant variable * Relay transfer to user blocking system * More destruction behavior * Adds a shape field * Riot shield cleanup * More requested changes. * Prevents blocking attempt where a user cannot be anchored * Listen for anchor change * Unused using cleanup * More shields. * Buckler * Construction * Linter fix
195 lines
7.9 KiB
C#
195 lines
7.9 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Hands;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Toggleable;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Blocking;
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public sealed class BlockingSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BlockingComponent, GotEquippedHandEvent>(OnEquip);
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SubscribeLocalEvent<BlockingComponent, GotUnequippedHandEvent>(OnUnequip);
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SubscribeLocalEvent<BlockingComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<BlockingComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<BlockingComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnEquip(EntityUid uid, BlockingComponent component, GotEquippedHandEvent args)
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{
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component.User = args.User;
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//To make sure that this bodytype doesn't get set as anything but the original
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if (TryComp<PhysicsComponent>(args.User, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static
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&& !TryComp<BlockingUserComponent>(args.User, out var blockingUserComponent))
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{
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var userComp = EnsureComp<BlockingUserComponent>(args.User);
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userComp.BlockingItem = uid;
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userComp.OriginalBodyType = physicsComponent.BodyType;
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}
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}
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private void OnUnequip(EntityUid uid, BlockingComponent component, GotUnequippedHandEvent args)
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{
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BlockingShutdownHelper(uid, component, args.User);
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}
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private void OnGetActions(EntityUid uid, BlockingComponent component, GetItemActionsEvent args)
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{
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if (component.BlockingToggleAction == null
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&& _proto.TryIndex(component.BlockingToggleActionId, out InstantActionPrototype? act))
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{
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component.BlockingToggleAction = new(act);
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}
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if (component.BlockingToggleAction != null)
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args.Actions.Add(component.BlockingToggleAction);
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}
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private void OnToggleAction(EntityUid uid, BlockingComponent component, ToggleActionEvent args)
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{
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if(args.Handled)
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return;
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if (component.IsBlocking)
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StopBlocking(uid, component, args.Performer);
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else
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StartBlocking(uid, component, args.Performer);
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args.Handled = true;
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}
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private void OnShutdown(EntityUid uid, BlockingComponent component, ComponentShutdown args)
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{
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//In theory the user should not be null when this fires off
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if (component.User != null)
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{
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_actionsSystem.RemoveProvidedActions(component.User.Value, uid);
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BlockingShutdownHelper(uid, component, component.User.Value);
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}
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}
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/// <summary>
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/// Called where you want the user to start blocking
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/// Creates a new hard fixture to bodyblock
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/// Also makes the user static to prevent prediction issues
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/// </summary>
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/// <param name="uid"> The entity with the blocking component</param>
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/// <param name="component"> The <see cref="BlockingComponent"/></param>
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/// <param name="user"> The entity who's using the item to block</param>
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/// <returns></returns>
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public bool StartBlocking(EntityUid item, BlockingComponent component, EntityUid user)
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{
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if (component.IsBlocking) return false;
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var xform = Transform(user);
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var shieldName = Name(item);
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var msgUser = Loc.GetString("action-popup-blocking-user", ("shield", shieldName));
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var msgOther = Loc.GetString("action-popup-blocking-other", ("blockerName", Name(user)), ("shield", shieldName));
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if (component.BlockingToggleAction != null)
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{
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_transformSystem.AnchorEntity(xform);
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if (!xform.Anchored)
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{
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var msgError = Loc.GetString("action-popup-blocking-user-cant-block");
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_popupSystem.PopupEntity(msgError, user, Filter.Entities(user));
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return false;
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}
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_actionsSystem.SetToggled(component.BlockingToggleAction, true);
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_popupSystem.PopupEntity(msgUser, user, Filter.Entities(user));
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_popupSystem.PopupEntity(msgOther, user, Filter.Pvs(user).RemoveWhereAttachedEntity(e => e == user));
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}
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if (TryComp<PhysicsComponent>(user, out var physicsComponent))
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{
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var fixture = new Fixture(physicsComponent, component.Shape)
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{
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ID = BlockingComponent.BlockFixtureID,
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Hard = true,
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CollisionLayer = (int) CollisionGroup.WallLayer
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};
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_fixtureSystem.TryCreateFixture(physicsComponent, fixture);
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}
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component.IsBlocking = true;
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return true;
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}
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/// <summary>
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/// Called where you want the user to stop blocking.
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/// </summary>
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/// <param name="item"> The entity with the blocking component</param>
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/// <param name="component"> The <see cref="BlockingComponent"/></param>
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/// <param name="user"> The entity who's using the item to block</param>
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/// <returns></returns>
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public bool StopBlocking(EntityUid item, BlockingComponent component, EntityUid user)
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{
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if (!component.IsBlocking) return false;
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var xform = Transform(user);
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var shieldName = Name(item);
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var msgUser = Loc.GetString("action-popup-blocking-disabling-user", ("shield", shieldName));
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var msgOther = Loc.GetString("action-popup-blocking-disabling-other", ("blockerName", Name(user)), ("shield", shieldName));
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//If the component blocking toggle isn't null, grab the users SharedBlockingUserComponent and PhysicsComponent
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//then toggle the action to false, unanchor the user, remove the hard fixture
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//and set the users bodytype back to their original type
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if (component.BlockingToggleAction != null && TryComp<BlockingUserComponent>(user, out var blockingUserComponent)
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&& TryComp<PhysicsComponent>(user, out var physicsComponent))
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{
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_transformSystem.Unanchor(xform);
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_actionsSystem.SetToggled(component.BlockingToggleAction, false);
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_fixtureSystem.DestroyFixture(physicsComponent, BlockingComponent.BlockFixtureID);
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physicsComponent.BodyType = blockingUserComponent.OriginalBodyType;
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_popupSystem.PopupEntity(msgUser, user, Filter.Entities(user));
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_popupSystem.PopupEntity(msgOther, user, Filter.Pvs(user).RemoveWhereAttachedEntity(e => e == user));
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}
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component.IsBlocking = false;
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return true;
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}
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/// <summary>
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/// Called where you want someone to stop blocking and to remove the <see cref="BlockingUserComponent"/> from them
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/// </summary>
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/// <param name="uid"> The item the component is attached to</param>
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/// <param name="component"> The <see cref="BlockingComponent"/> </param>
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/// <param name="user"> The person holding the blocking item </param>
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private void BlockingShutdownHelper(EntityUid uid, BlockingComponent component, EntityUid user)
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{
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if (component.IsBlocking)
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StopBlocking(uid, component, user);
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RemComp<BlockingUserComponent>(user);
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component.User = null;
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}
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}
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