* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
238 lines
8.3 KiB
C#
238 lines
8.3 KiB
C#
#nullable enable
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using System;
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using System.Threading.Tasks;
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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.EntitySystems.DoAfter;
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using Content.Shared.GameObjects.Components.ActionBlocking;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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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 Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.ActionBlocking
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedHandcuffComponent))]
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public class HandcuffComponent : SharedHandcuffComponent, IAfterInteract
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{
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/// <summary>
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/// The time it takes to apply a <see cref="CuffedComponent"/> to an entity.
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/// </summary>
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[ViewVariables]
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[DataField("cuffTime")]
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public float CuffTime { get; set; } = 5f;
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/// <summary>
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/// The time it takes to remove a <see cref="CuffedComponent"/> from an entity.
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/// </summary>
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[ViewVariables]
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[DataField("uncuffTime")]
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public float UncuffTime { get; set; } = 5f;
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/// <summary>
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/// The time it takes for a cuffed entity to remove <see cref="CuffedComponent"/> from itself.
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/// </summary>
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[ViewVariables]
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[DataField("breakoutTime")]
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public float BreakoutTime { get; set; } = 30f;
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/// <summary>
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/// If an entity being cuffed is stunned, this amount of time is subtracted from the time it takes to add/remove their cuffs.
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/// </summary>
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[ViewVariables]
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[DataField("stunBonus")]
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public float StunBonus { get; set; } = 2f;
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/// <summary>
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/// Will the cuffs break when removed?
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/// </summary>
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[ViewVariables]
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[DataField("breakOnRemove")]
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public bool BreakOnRemove { get; set; }
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/// <summary>
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/// The path of the RSI file used for the player cuffed overlay.
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/// </summary>
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[ViewVariables]
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[DataField("cuffedRSI")]
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public string? CuffedRSI { get; set; } = "Objects/Misc/handcuffs.rsi";
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/// <summary>
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/// The iconstate used with the RSI file for the player cuffed overlay.
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/// </summary>
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[ViewVariables]
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[DataField("bodyIconState")]
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public string? OverlayIconState { get; set; } = "body-overlay";
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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[DataField("brokenIconState")]
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public string? BrokenState { get; set; }
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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[DataField("brokenName")]
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public string BrokenName { get; set; } = default!;
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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[DataField("brokenDesc")]
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public string BrokenDesc { get; set; } = default!;
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[ViewVariables]
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public bool Broken
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{
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get
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{
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return _isBroken;
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}
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set
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{
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if (_isBroken != value)
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{
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_isBroken = value;
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Dirty();
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}
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}
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}
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[DataField("startCuffSound")]
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public string StartCuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_start.ogg";
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[DataField("endCuffSound")] public string EndCuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_end.ogg";
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[DataField("startBreakoutSound")]
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public string StartBreakoutSound { get; set; } = "/Audio/Items/Handcuffs/cuff_breakout_start.ogg";
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[DataField("startUncuffSound")]
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public string StartUncuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_takeoff_start.ogg";
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[DataField("endUncuffSound")]
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public string EndUncuffSound { get; set; } = "/Audio/Items/Handcuffs/cuff_takeoff_end.ogg";
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[DataField("color")]
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public Color Color { get; set; } = Color.White;
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// Non-exposed data fields
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private bool _isBroken = false;
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/// <summary>
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/// Used to prevent DoAfter getting spammed.
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/// </summary>
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private bool _cuffing;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new HandcuffedComponentState(Broken ? BrokenState : string.Empty);
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (_cuffing) return true;
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if (eventArgs.Target == null || !ActionBlockerSystem.CanUse(eventArgs.User) || !eventArgs.Target.TryGetComponent<CuffableComponent>(out var cuffed))
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{
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return false;
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}
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if (eventArgs.Target == eventArgs.User)
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{
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eventArgs.User.PopupMessage(Loc.GetString("You can't cuff yourself!"));
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return true;
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}
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if (Broken)
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{
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eventArgs.User.PopupMessage(Loc.GetString("The cuffs are broken!"));
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return true;
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}
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if (!eventArgs.Target.TryGetComponent<HandsComponent>(out var hands))
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{
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eventArgs.User.PopupMessage(Loc.GetString("{0:theName} has no hands!", eventArgs.Target));
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return true;
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}
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if (cuffed.CuffedHandCount == hands.Count)
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{
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eventArgs.User.PopupMessage(Loc.GetString("{0:theName} has no free hands to handcuff!", eventArgs.Target));
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return true;
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}
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if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true))
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{
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eventArgs.User.PopupMessage(Loc.GetString("You are too far away to use the cuffs!"));
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return true;
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}
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eventArgs.User.PopupMessage(Loc.GetString("You start cuffing {0:theName}.", eventArgs.Target));
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eventArgs.User.PopupMessage(eventArgs.Target, Loc.GetString("{0:theName} starts cuffing you!", eventArgs.User));
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if (StartCuffSound != null)
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EntitySystem.Get<AudioSystem>().PlayFromEntity(StartCuffSound, Owner);
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TryUpdateCuff(eventArgs.User, eventArgs.Target, cuffed);
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return true;
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}
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/// <summary>
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/// Update the cuffed state of an entity
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/// </summary>
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private async void TryUpdateCuff(IEntity user, IEntity target, CuffableComponent cuffs)
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{
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var cuffTime = CuffTime;
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if (target.TryGetComponent<StunnableComponent>(out var stun) && stun.Stunned)
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{
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cuffTime = MathF.Max(0.1f, cuffTime - StunBonus);
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}
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var doAfterEventArgs = new DoAfterEventArgs(user, cuffTime, default, target)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = 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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_cuffing = true;
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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_cuffing = false;
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if (result != DoAfterStatus.Cancelled)
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{
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if (cuffs.TryAddNewCuffs(user, Owner))
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{
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if (EndCuffSound != null)
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EntitySystem.Get<AudioSystem>().PlayFromEntity(EndCuffSound, Owner);
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user.PopupMessage(Loc.GetString("You successfully cuff {0:theName}.", target));
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target.PopupMessage(Loc.GetString("You have been cuffed by {0:theName}!", user));
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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("You were interrupted while cuffing {0:theName}!", target));
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target.PopupMessage(Loc.GetString("You interrupt {0:theName} while they are cuffing you!", user));
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}
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}
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}
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}
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