308 lines
12 KiB
C#
308 lines
12 KiB
C#
using System.Linq;
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using Content.Server.DoAfter;
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using Content.Server.Hands.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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namespace Content.Server.Cuffs.Components
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{
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[ByRefEvent]
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public readonly struct CuffedStateChangeEvent {}
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[RegisterComponent]
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[ComponentReference(typeof(SharedCuffableComponent))]
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public sealed class CuffableComponent : SharedCuffableComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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/// <summary>
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/// How many of this entity's hands are currently cuffed.
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/// </summary>
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[ViewVariables]
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public int CuffedHandCount => Container.ContainedEntities.Count * 2;
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private EntityUid LastAddedCuffs => Container.ContainedEntities[^1];
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public IReadOnlyList<EntityUid> StoredEntities => Container.ContainedEntities;
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/// <summary>
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/// Container of various handcuffs currently applied to the entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Container Container { get; set; } = default!;
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private bool _uncuffing;
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protected override void Initialize()
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{
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base.Initialize();
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Container = _sysMan.GetEntitySystem<ContainerSystem>().EnsureContainer<Container>(Owner, _componentFactory.GetComponentName(GetType()));
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Owner.EnsureComponentWarn<HandsComponent>();
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}
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public override ComponentState GetComponentState()
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{
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// there are 2 approaches i can think of to handle the handcuff overlay on players
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// 1 - make the current RSI the handcuff type that's currently active. all handcuffs on the player will appear the same.
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// 2 - allow for several different player overlays for each different cuff type.
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// approach #2 would be more difficult/time consuming to do and the payoff doesn't make it worth it.
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// right now we're doing approach #1.
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if (CuffedHandCount > 0)
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{
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if (_entMan.TryGetComponent<HandcuffComponent?>(LastAddedCuffs, out var cuffs))
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{
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return new CuffableComponentState(CuffedHandCount,
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CanStillInteract,
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cuffs.CuffedRSI,
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$"{cuffs.OverlayIconState}-{CuffedHandCount}",
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cuffs.Color);
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// the iconstate is formatted as blah-2, blah-4, blah-6, etc.
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// the number corresponds to how many hands are cuffed.
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}
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}
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return new CuffableComponentState(CuffedHandCount,
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CanStillInteract,
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"/Objects/Misc/handcuffs.rsi",
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"body-overlay-2",
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Color.White);
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}
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/// <summary>
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/// Add a set of cuffs to an existing CuffedComponent.
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/// </summary>
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/// <param name="prototype"></param>
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public bool TryAddNewCuffs(EntityUid user, EntityUid handcuff)
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{
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if (!_entMan.HasComponent<HandcuffComponent>(handcuff))
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{
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Logger.Warning($"Handcuffs being applied to player are missing a {nameof(HandcuffComponent)}!");
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return false;
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}
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if (!EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(handcuff, Owner))
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{
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Logger.Warning("Handcuffs being applied to player are obstructed or too far away! This should not happen!");
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return true;
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}
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var sys = _sysMan.GetEntitySystem<SharedHandsSystem>();
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// Success!
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sys.TryDrop(user, handcuff);
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Container.Insert(handcuff);
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CanStillInteract = _entMan.TryGetComponent(Owner, out HandsComponent? ownerHands) && ownerHands.Hands.Count() > CuffedHandCount;
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_sysMan.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
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var ev = new CuffedStateChangeEvent();
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_entMan.EventBus.RaiseLocalEvent(Owner, ref ev);
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UpdateAlert();
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UpdateHeldItems();
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Dirty(_entMan);
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return true;
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}
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public void CuffedStateChanged()
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{
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UpdateAlert();
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var ev = new CuffedStateChangeEvent();
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_entMan.EventBus.RaiseLocalEvent(Owner, ref ev);
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}
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/// <summary>
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/// Check how many items the user is holding and if it's more than the number of cuffed hands, drop some items.
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/// </summary>
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public void UpdateHeldItems()
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{
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if (!_entMan.TryGetComponent(Owner, out HandsComponent? handsComponent)) return;
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var sys = _sysMan.GetEntitySystem<SharedHandsSystem>();
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var freeHandCount = handsComponent.Hands.Count() - CuffedHandCount;
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foreach (var hand in handsComponent.Hands.Values)
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{
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if (hand.IsEmpty)
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continue;
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if (freeHandCount > 0)
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{
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freeHandCount--;
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continue;
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}
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sys.TryDrop(Owner, hand, checkActionBlocker: false, handsComp: handsComponent);
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}
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}
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/// <summary>
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/// Updates the status effect indicator on the HUD.
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/// </summary>
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private void UpdateAlert()
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{
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if (CanStillInteract)
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{
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EntitySystem.Get<AlertsSystem>().ClearAlert(Owner, AlertType.Handcuffed);
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}
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else
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{
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EntitySystem.Get<AlertsSystem>().ShowAlert(Owner, AlertType.Handcuffed);
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}
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}
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/// <summary>
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/// Attempt to uncuff a cuffed entity. Can be called by the cuffed entity, or another entity trying to help uncuff them.
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/// If the uncuffing succeeds, the cuffs will drop on the floor.
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/// </summary>
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/// <param name="user">The cuffed entity</param>
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/// <param name="cuffsToRemove">Optional param for the handcuff entity to remove from the cuffed entity. If null, uses the most recently added handcuff entity.</param>
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public async void TryUncuff(EntityUid user, EntityUid? cuffsToRemove = null)
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{
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if (_uncuffing) return;
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var isOwner = user == Owner;
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if (cuffsToRemove == null)
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{
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if (Container.ContainedEntities.Count == 0)
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{
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return;
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}
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cuffsToRemove = LastAddedCuffs;
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}
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else
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{
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if (!Container.ContainedEntities.Contains(cuffsToRemove.Value))
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{
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Logger.Warning("A user is trying to remove handcuffs that aren't in the owner's container. This should never happen!");
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}
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}
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if (!_entMan.TryGetComponent<HandcuffComponent?>(cuffsToRemove, out var cuff))
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{
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Logger.Warning($"A user is trying to remove handcuffs without a {nameof(HandcuffComponent)}. This should never happen!");
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return;
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}
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var attempt = new UncuffAttemptEvent(user, Owner);
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_entMan.EventBus.RaiseLocalEvent(user, attempt);
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if (attempt.Cancelled)
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{
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return;
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}
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if (!isOwner && !EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(user, Owner))
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{
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user.PopupMessage(Loc.GetString("cuffable-component-cannot-remove-cuffs-too-far-message"));
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return;
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}
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user.PopupMessage(Loc.GetString("cuffable-component-start-removing-cuffs-message"));
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if (isOwner)
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{
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SoundSystem.Play(Filter.Pvs(Owner), cuff.StartBreakoutSound.GetSound(), Owner);
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}
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else
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{
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SoundSystem.Play(Filter.Pvs(Owner), cuff.StartUncuffSound.GetSound(), Owner);
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}
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var uncuffTime = isOwner ? cuff.BreakoutTime : cuff.UncuffTime;
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var doAfterEventArgs = new DoAfterEventArgs(user, uncuffTime)
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{
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BreakOnUserMove = true,
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BreakOnTargetMove = true,
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BreakOnDamage = true,
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BreakOnStun = true,
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NeedHand = true
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};
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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_uncuffing = true;
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var result = await doAfterSystem.WaitDoAfter(doAfterEventArgs);
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_uncuffing = false;
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if (result != DoAfterStatus.Cancelled)
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{
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SoundSystem.Play(Filter.Pvs(Owner), cuff.EndUncuffSound.GetSound(), Owner);
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Container.ForceRemove(cuffsToRemove.Value);
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var transform = _entMan.GetComponent<TransformComponent>(cuffsToRemove.Value);
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transform.AttachToGridOrMap();
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transform.WorldPosition = _entMan.GetComponent<TransformComponent>(Owner).WorldPosition;
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if (cuff.BreakOnRemove)
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{
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cuff.Broken = true;
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var meta = _entMan.GetComponent<MetaDataComponent>(cuffsToRemove.Value);
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meta.EntityName = cuff.BrokenName;
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meta.EntityDescription = cuff.BrokenDesc;
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if (_entMan.TryGetComponent<SpriteComponent?>(cuffsToRemove, out var sprite) && cuff.BrokenState != null)
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{
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sprite.LayerSetState(0, cuff.BrokenState); // TODO: safety check to see if RSI contains the state?
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}
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}
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CanStillInteract = _entMan.TryGetComponent(Owner, out HandsComponent? handsComponent) && handsComponent.SortedHands.Count() > CuffedHandCount;
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_sysMan.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
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var ev = new CuffedStateChangeEvent();
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_entMan.EventBus.RaiseLocalEvent(Owner, ref ev);
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UpdateAlert();
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Dirty(_entMan);
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if (CuffedHandCount == 0)
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{
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user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-success-message"));
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if (!isOwner)
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{
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user.PopupMessage(Owner, Loc.GetString("cuffable-component-remove-cuffs-by-other-success-message", ("otherName", user)));
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}
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}
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else
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{
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if (!isOwner)
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{
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user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
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("cuffedHandCount", CuffedHandCount),
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("otherName", user)));
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user.PopupMessage(Owner, Loc.GetString("cuffable-component-remove-cuffs-by-other-partial-success-message",
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("otherName", user),
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("cuffedHandCount", CuffedHandCount)));
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}
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else
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{
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user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message", ("cuffedHandCount", CuffedHandCount)));
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}
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}
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}
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else
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{
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user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-fail-message"));
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}
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return;
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}
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}
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}
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