* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
179 lines
5.8 KiB
C#
179 lines
5.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Acts;
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using Content.Shared.Alert;
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using Content.Shared.Buckle.Components;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Content.Shared.Sound;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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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.Buckle.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStrapComponent))]
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public class StrapComponent : SharedStrapComponent, IInteractHand, ISerializationHooks, IDestroyAct
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{
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[ComponentDependency] public readonly SpriteComponent? SpriteComponent = null;
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private readonly HashSet<IEntity> _buckledEntities = new();
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/// <summary>
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/// The angle in degrees to rotate the player by when they get strapped
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/// </summary>
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[ViewVariables] [DataField("rotation")]
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private int _rotation;
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/// <summary>
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/// The size of the strap which is compared against when buckling entities
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/// </summary>
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[ViewVariables] [DataField("size")] private int _size = 100;
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private int _occupiedSize;
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/// <summary>
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/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
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/// </summary>
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public IReadOnlyCollection<IEntity> BuckledEntities => _buckledEntities;
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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[DataField("position")]
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public StrapPosition Position { get; } = StrapPosition.None;
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/// <summary>
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/// The sound to be played when a mob is buckled
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/// </summary>
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[ViewVariables]
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[DataField("buckleSound")]
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public SoundSpecifier BuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
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/// <summary>
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/// The sound to be played when a mob is unbuckled
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/// </summary>
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[ViewVariables]
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[DataField("unbuckleSound")]
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public SoundSpecifier UnbuckleSound { get; } = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
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/// <summary>
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/// ID of the alert to show when buckled
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/// </summary>
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[ViewVariables]
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[DataField("buckledAlertType")]
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public AlertType BuckledAlertType { get; } = AlertType.Buckled;
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/// <summary>
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/// The sum of the sizes of all the buckled entities in this strap
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/// </summary>
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[ViewVariables]
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public int OccupiedSize => _occupiedSize;
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/// <summary>
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/// Checks if this strap has enough space for a new occupant.
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/// </summary>
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/// <param name="buckle">The new occupant</param>
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/// <returns>true if there is enough space, false otherwise</returns>
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public bool HasSpace(BuckleComponent buckle)
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{
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return OccupiedSize + buckle.Size <= _size;
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}
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/// <summary>
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/// DO NOT CALL THIS DIRECTLY.
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/// Adds a buckled entity. Called from <see cref="BuckleComponent.TryBuckle"/>
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/// </summary>
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/// <param name="buckle">The component to add</param>
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/// <param name="force">
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/// Whether or not to check if the strap has enough space
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/// </param>
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/// <returns>True if added, false otherwise</returns>
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public bool TryAdd(BuckleComponent buckle, bool force = false)
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{
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if (!force && !HasSpace(buckle))
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{
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return false;
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}
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if (!_buckledEntities.Add(buckle.Owner))
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{
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return false;
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}
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_occupiedSize += buckle.Size;
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buckle.Appearance?.SetData(StrapVisuals.RotationAngle, _rotation);
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SendMessage(new StrapMessage(buckle.Owner, Owner));
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return true;
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}
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/// <summary>
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/// Removes a buckled entity.
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/// Called from <see cref="BuckleComponent.TryUnbuckle"/>
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/// </summary>
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/// <param name="buckle">The component to remove</param>
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public void Remove(BuckleComponent buckle)
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{
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if (_buckledEntities.Remove(buckle.Owner))
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{
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_occupiedSize -= buckle.Size;
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SendMessage(new UnStrapMessage(buckle.Owner, Owner));
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}
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}
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protected override void OnRemove()
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{
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base.OnRemove();
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RemoveAll();
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}
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void IDestroyAct.OnDestroy(DestructionEventArgs eventArgs)
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{
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RemoveAll();
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}
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private void RemoveAll()
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{
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foreach (var entity in _buckledEntities.ToArray())
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{
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if (entity.TryGetComponent<BuckleComponent>(out var buckle))
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{
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buckle.TryUnbuckle(entity, true);
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}
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}
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_buckledEntities.Clear();
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_occupiedSize = 0;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new StrapComponentState(Position);
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent<BuckleComponent>(out var buckle))
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{
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return false;
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}
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return buckle.ToggleBuckle(eventArgs.User, Owner);
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}
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public override bool DragDropOn(DragDropEvent eventArgs)
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{
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if (!eventArgs.Dragged.TryGetComponent(out BuckleComponent? buckleComponent)) return false;
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return buckleComponent.TryBuckle(eventArgs.User, Owner);
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}
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}
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}
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