* Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
80 lines
3.0 KiB
C#
80 lines
3.0 KiB
C#
using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Mobs
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{
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public static class StandingStateHelper
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{
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/// <summary>
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/// Set's the mob standing state to down.
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/// </summary>
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/// <param name="entity">The mob in question</param>
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/// <param name="playSound">Whether to play a sound when falling down or not</param>
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/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
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/// <returns>False if the mob was already downed or couldn't set the state</returns>
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public static bool Down(IEntity entity, bool playSound = true, bool dropItems = true)
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{
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if (!EffectBlockerSystem.CanFall(entity) ||
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!entity.TryGetComponent(out AppearanceComponent appearance))
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{
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return false;
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}
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var newState = SharedSpeciesComponent.MobState.Down;
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appearance.TryGetData<SharedSpeciesComponent.MobState>(SharedSpeciesComponent.MobVisuals.RotationState, out var oldState);
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if (newState != oldState)
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{
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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}
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if (playSound)
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{
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
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.PlayFromEntity(AudioHelpers.GetRandomFileFromSoundCollection("bodyfall"), entity, AudioHelpers.WithVariation(0.25f));
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}
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if(dropItems)
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{
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DropAllItemsInHands(entity, false);
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}
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return true;
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}
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/// <summary>
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/// Sets the mob's standing state to standing.
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/// </summary>
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/// <param name="entity">The mob in question.</param>
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/// <returns>False if the mob was already standing or couldn't set the state</returns>
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public static bool Standing(IEntity entity)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
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appearance.TryGetData<SharedSpeciesComponent.MobState>(SharedSpeciesComponent.MobVisuals.RotationState, out var oldState);
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var newState = SharedSpeciesComponent.MobState.Standing;
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if (newState == oldState)
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return false;
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appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
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return true;
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}
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public static void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
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{
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if (!entity.TryGetComponent(out IHandsComponent hands)) return;
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foreach (var heldItem in hands.GetAllHeldItems())
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{
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hands.Drop(heldItem.Owner, doMobChecks);
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}
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}
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}
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}
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