* 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
146 lines
5.1 KiB
C#
146 lines
5.1 KiB
C#
using Content.Server.Cuffs.Components;
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using Content.Server.Hands.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Cuffs;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.IoC;
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using Content.Shared.MobState;
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using Robust.Shared.Player;
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namespace Content.Server.Cuffs
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{
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[UsedImplicitly]
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internal sealed class CuffableSystem : SharedCuffableSystem
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{
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandCountChangedEvent>(OnHandCountChanged);
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SubscribeLocalEvent<UncuffAttemptEvent>(OnUncuffAttempt);
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SubscribeLocalEvent<CuffableComponent, GetOtherVerbsEvent>(AddUncuffVerb);
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}
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private void AddUncuffVerb(EntityUid uid, CuffableComponent component, GetOtherVerbsEvent args)
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{
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// Can the user access the cuffs, and is there even anything to uncuff?
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if (!args.CanAccess || component.CuffedHandCount == 0)
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return;
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// We only check can interact if the user is not uncuffing themselves. As a result, the verb will show up
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// when the user is incapacitated & trying to uncuff themselves, but TryUncuff() will still fail when
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// attempted.
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if (args.User != args.Target && !args.CanInteract)
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return;
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Verb verb = new();
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verb.Act = () => component.TryUncuff(args.User);
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verb.Text = Loc.GetString("uncuff-verb-get-data-text");
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//TODO VERB ICON add uncuffing symbol? may re-use the alert symbol showing that you are currently cuffed?
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args.Verbs.Add(verb);
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}
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private void OnUncuffAttempt(UncuffAttemptEvent args)
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{
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if (args.Cancelled)
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{
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return;
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}
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if (!EntityManager.TryGetEntity(args.User, out var userEntity))
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{
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// Should this even be possible?
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args.Cancel();
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return;
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}
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// If the user is the target, special logic applies.
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// This is because the CanInteract blocking of the cuffs prevents self-uncuff.
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if (args.User == args.Target)
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{
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// This UncuffAttemptEvent check should probably be In MobStateSystem, not here?
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if (userEntity.TryGetComponent<IMobStateComponent>(out var state))
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{
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// Manually check this.
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if (state.IsIncapacitated())
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{
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args.Cancel();
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}
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}
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else
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{
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// Uh... let it go through???
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// TODO CUFFABLE/STUN add UncuffAttemptEvent subscription to StunSystem
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}
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}
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else
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{
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// Check if the user can interact.
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if (!_actionBlockerSystem.CanInteract(userEntity))
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{
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args.Cancel();
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}
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}
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if (args.Cancelled)
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{
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_popupSystem.PopupEntity(Loc.GetString("cuffable-component-cannot-interact-message"), args.Target, Filter.Entities(userEntity.Uid));
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}
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}
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/// <summary>
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/// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs.
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/// </summary>
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private void OnHandCountChanged(HandCountChangedEvent message)
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{
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var owner = message.Sender;
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if (!owner.TryGetComponent(out CuffableComponent? cuffable) ||
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!cuffable.Initialized) return;
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var dirty = false;
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var handCount = owner.GetComponentOrNull<HandsComponent>()?.Count ?? 0;
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while (cuffable.CuffedHandCount > handCount && cuffable.CuffedHandCount > 0)
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{
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dirty = true;
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var container = cuffable.Container;
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var entity = container.ContainedEntities[^1];
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container.Remove(entity);
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entity.Transform.WorldPosition = owner.Transform.WorldPosition;
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}
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if (dirty)
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{
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cuffable.CanStillInteract = handCount > cuffable.CuffedHandCount;
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cuffable.CuffedStateChanged();
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cuffable.Dirty();
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}
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}
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}
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/// <summary>
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/// Event fired on the User when the User attempts to cuff the Target.
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/// Should generate popups on the User.
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/// </summary>
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public class UncuffAttemptEvent : CancellableEntityEventArgs
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{
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public readonly EntityUid User;
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public readonly EntityUid Target;
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public UncuffAttemptEvent(EntityUid user, EntityUid target)
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{
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User = user;
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Target = target;
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}
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}
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}
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