Files
tbd-station-14/Content.Server/Buckle/Systems/StrapSystem.cs

117 lines
5.4 KiB
C#

using Content.Server.Buckle.Components;
using Content.Server.Interaction;
using Content.Shared.Body.Components;
using Content.Shared.MobState.Components;
using Content.Shared.Storage;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Buckle.Systems
{
[UsedImplicitly]
internal sealed class StrapSystem : EntitySystem
{
[Dependency] InteractionSystem _interactionSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StrapComponent, GetInteractionVerbsEvent>(AddStrapVerbs);
SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(OnInsertAttempt);
}
private void OnInsertAttempt(EntityUid uid, StrapComponent component, ContainerGettingInsertedAttemptEvent args)
{
// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
if (HasComp<SharedStorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
args.Cancel();
}
// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
// functions. Whenever these are fully ECSed, maybe do it in a way that allows for these verbs to be handled in
// a sensible manner in a single system?
private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetInteractionVerbsEvent args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract || !component.Enabled)
return;
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
// Add unstrap verbs for every strapped entity.
foreach (var entity in component.BuckledEntities)
{
var buckledComp = EntityManager.GetComponent<BuckleComponent>(entity);
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
continue;
Verb verb = new()
{
Act = () => buckledComp.TryUnbuckle(args.User),
Category = VerbCategory.Unbuckle
};
if (entity == args.User)
verb.Text = Loc.GetString("verb-self-target-pronoun");
else
verb.Text = EntityManager.GetComponent<MetaDataComponent>(entity).EntityName;
// In the event that you have more than once entity with the same name strapped to the same object,
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
// appending an integer to verb.Text to distinguish the verbs.
args.Verbs.Add(verb);
}
// Add a verb to buckle the user.
if (EntityManager.TryGetComponent<BuckleComponent?>(args.User, out var buckle) &&
buckle.BuckledTo != component &&
args.User != component.Owner &&
component.HasSpace(buckle) &&
_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
{
Verb verb = new()
{
Act = () => buckle.TryBuckle(args.User, args.Target),
Category = VerbCategory.Buckle,
Text = Loc.GetString("verb-self-target-pronoun")
};
args.Verbs.Add(verb);
}
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
if (args.Using is {Valid: true} @using &&
EntityManager.TryGetComponent<BuckleComponent?>(@using, out var usingBuckle) &&
component.HasSpace(usingBuckle) &&
_interactionSystem.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
{
// Check that the entity is unobstructed from the target (ignoring the user).
bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
if (!_interactionSystem.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
return;
Verb verb = new()
{
Act = () => usingBuckle.TryBuckle(args.User, args.Target),
Category = VerbCategory.Buckle,
Text = EntityManager.GetComponent<MetaDataComponent>(@using).EntityName,
// just a held object, the user is probably just trying to sit down.
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
Priority = EntityManager.HasComponent<ActorComponent>(@using) ? 1 : -1
};
args.Verbs.Add(verb);
}
}
}
}