* Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
603 lines
20 KiB
C#
603 lines
20 KiB
C#
#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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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.Components.Strap;
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using Content.Server.Interfaces;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Buckle;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Strap;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystemMessages;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Buckle
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{
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[RegisterComponent]
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public class BuckleComponent : SharedBuckleComponent, IInteractHand, IDragDrop
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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#pragma warning restore 649
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private int _size;
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/// <summary>
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/// The range from which this entity can buckle to a <see cref="StrapComponent"/>.
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/// </summary>
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[ViewVariables]
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private float _range;
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/// <summary>
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/// The amount of time that must pass for this entity to
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/// be able to unbuckle after recently buckling.
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/// </summary>
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[ViewVariables]
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private TimeSpan _unbuckleDelay;
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/// <summary>
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/// The time that this entity buckled at.
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/// </summary>
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[ViewVariables]
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private TimeSpan _buckleTime;
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public Vector2? BuckleOffset { get; private set; }
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private StrapComponent? _buckledTo;
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/// <summary>
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/// The strap that this component is buckled to.
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/// </summary>
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[ViewVariables]
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public StrapComponent? BuckledTo
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{
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get => _buckledTo;
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private set
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{
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_buckledTo = value;
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_buckleTime = _gameTiming.CurTime;
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Dirty();
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}
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}
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[ViewVariables]
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public override bool Buckled => BuckledTo != null;
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/// <summary>
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/// True if the entity was inserted or removed from a container
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/// before updating, false otherwise.
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/// </summary>
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[ViewVariables]
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private bool ContainerChanged { get; set; }
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/// <summary>
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/// True if the entity was forcefully moved while buckled and should
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/// unbuckle next update, false otherwise
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/// </summary>
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[ViewVariables]
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private bool Moved { get; set; }
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/// <summary>
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/// The amount of space that this entity occupies in a
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/// <see cref="StrapComponent"/>.
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/// </summary>
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[ViewVariables]
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public int Size => _size;
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/// <summary>
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/// Shows or hides the buckled status effect depending on if the
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/// entity is buckled or not.
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/// </summary>
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private void BuckleStatus()
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{
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if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Buckled,
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Buckled
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? BuckledTo!.BuckledIcon
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: "/Textures/Interface/StatusEffects/Buckle/unbuckled.png");
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}
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}
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/// <summary>
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/// Reattaches this entity to the strap, modifying its position and rotation.
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/// </summary>
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/// <param name="strap">The strap to reattach to.</param>
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private void ReAttach(StrapComponent strap)
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{
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var ownTransform = Owner.Transform;
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var strapTransform = strap.Owner.Transform;
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ownTransform.AttachParent(strapTransform);
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switch (strap.Position)
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{
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case StrapPosition.None:
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Stand:
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StandingStateHelper.Standing(Owner);
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Down:
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StandingStateHelper.Down(Owner, force: true);
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ownTransform.WorldRotation = Angle.South;
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break;
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}
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// Assign BuckleOffset first, before causing a MoveEvent to fire
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if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
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{
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BuckleOffset = (0, 0.15f);
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ownTransform.WorldPosition = strapTransform.WorldPosition + BuckleOffset!.Value;
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}
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else
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{
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BuckleOffset = Vector2.Zero;
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ownTransform.WorldPosition = strapTransform.WorldPosition;
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}
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}
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private bool CanBuckle(IEntity user, IEntity to, [MaybeNullWhen(false)] out StrapComponent strap)
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{
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strap = null;
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if (user == null || user == to)
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{
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return false;
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}
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if (!ActionBlockerSystem.CanInteract(user))
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You can't do that!"));
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return false;
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}
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if (!to.TryGetComponent(out strap))
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner));
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return false;
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}
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var ownerPosition = Owner.Transform.MapPosition;
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var strapPosition = strap.Owner.Transform.MapPosition;
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var interaction = EntitySystem.Get<SharedInteractionSystem>();
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var component = strap;
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bool Ignored(IEntity entity) => entity == Owner || entity == user || entity == component.Owner;
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if (!interaction.InRangeUnobstructed(ownerPosition, strapPosition, _range, predicate: Ignored))
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{
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_notifyManager.PopupMessage(strap.Owner, user,
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Loc.GetString("You can't reach there!"));
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return false;
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}
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// If in a container
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if (ContainerHelpers.TryGetContainer(Owner, out var ownerContainer))
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{
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// And not in the same container as the strap
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if (!ContainerHelpers.TryGetContainer(strap.Owner, out var strapContainer) ||
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ownerContainer != strapContainer)
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{
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_notifyManager.PopupMessage(strap.Owner, user, Loc.GetString("You can't reach there!"));
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return false;
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}
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}
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if (!user.HasComponent<HandsComponent>())
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You don't have hands!"));
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return false;
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}
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if (Buckled)
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You are already buckled in!"
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: "{0:They} are already buckled in!", Owner));
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return false;
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}
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var parent = to.Transform.Parent;
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while (parent != null)
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{
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if (parent == user.Transform)
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner));
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return false;
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}
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parent = parent.Parent;
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}
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if (!strap.HasSpace(this))
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't fit there!"
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: "{0:They} can't fit there!", Owner));
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return false;
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}
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return true;
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}
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/// <summary>
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/// Tries to make an entity buckle the owner of this component to another.
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/// </summary>
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/// <param name="user">
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/// The entity buckling the owner of this component, can be the owner itself.
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/// </param>
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/// <param name="to">The entity to buckle the owner of this component to.</param>
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/// <returns>
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/// true if the owner was buckled, otherwise false even if the owner was
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/// previously already buckled.
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/// </returns>
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public bool TryBuckle(IEntity user, IEntity to)
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{
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if (!CanBuckle(user, to, out var strap))
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{
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return false;
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}
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(strap.BuckleSound, Owner);
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if (!strap.TryAdd(this))
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner));
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return false;
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}
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(BuckleVisuals.Buckled, true);
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}
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BuckledTo = strap;
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ReAttach(strap);
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BuckleStatus();
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SendMessage(new BuckleMessage(Owner, to));
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Owner.EntityManager.EventBus.SubscribeEvent<MoveEvent>(EventSource.Local, this, MoveEvent);
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return true;
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}
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/// <summary>
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/// Tries to unbuckle the Owner of this component from its current strap.
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/// </summary>
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/// <param name="user">The entity doing the unbuckling.</param>
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/// <param name="force">
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/// Whether to force the unbuckling or not. Does not guarantee true to
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/// be returned, but guarantees the owner to be unbuckled afterwards.
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/// </param>
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/// <returns>
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/// true if the owner was unbuckled, otherwise false even if the owner
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/// was previously already unbuckled.
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/// </returns>
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public bool TryUnbuckle(IEntity user, bool force = false)
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{
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if (!Buckled)
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{
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return false;
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}
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StrapComponent oldBuckledTo = BuckledTo!;
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if (!force)
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{
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if (_gameTiming.CurTime < _buckleTime + _unbuckleDelay)
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{
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return false;
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}
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if (!ActionBlockerSystem.CanInteract(user))
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You can't do that!"));
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return false;
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}
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var strapPosition = Owner.Transform.MapPosition;
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if (!InteractionChecks.InRangeUnobstructed(user, strapPosition, _range))
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{
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return false;
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}
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}
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BuckledTo = null;
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if (Owner.Transform.Parent == oldBuckledTo.Owner.Transform)
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{
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ContainerHelpers.AttachParentToContainerOrGrid(Owner.Transform);
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Owner.Transform.WorldRotation = oldBuckledTo.Owner.Transform.WorldRotation;
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}
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(BuckleVisuals.Buckled, false);
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}
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if (Owner.TryGetComponent(out StunnableComponent stunnable) && stunnable.KnockedDown)
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{
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StandingStateHelper.Down(Owner);
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}
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else
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{
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StandingStateHelper.Standing(Owner);
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}
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if (Owner.TryGetComponent(out SpeciesComponent species))
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{
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species.CurrentDamageState.EnterState(Owner);
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}
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BuckleStatus();
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if (oldBuckledTo.Owner.TryGetComponent(out StrapComponent strap))
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{
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strap.Remove(this);
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(strap.UnbuckleSound, Owner);
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}
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SendMessage(new UnbuckleMessage(Owner, oldBuckledTo.Owner));
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Owner.EntityManager.EventBus.UnsubscribeEvent<MoveEvent>(EventSource.Local, this);
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return true;
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}
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/// <summary>
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/// Makes an entity toggle the buckling status of the owner to a
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/// specific entity.
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/// </summary>
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/// <param name="user">The entity doing the buckling/unbuckling.</param>
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/// <param name="to">
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/// The entity to toggle the buckle status of the owner to.
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/// </param>
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/// <param name="force">
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/// Whether to force the unbuckling or not, if it happens. Does not
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/// guarantee true to be returned, but guarantees the owner to be
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/// unbuckled afterwards.
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/// </param>
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/// <returns>true if the buckling status was changed, false otherwise.</returns>
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public bool ToggleBuckle(IEntity user, IEntity to, bool force = false)
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{
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if (BuckledTo?.Owner == to)
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{
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return TryUnbuckle(user, force);
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}
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return TryBuckle(user, to);
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}
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/// <summary>
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/// Checks if a buckled entity should be unbuckled from moving
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/// too far from its strap.
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/// </summary>
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/// <param name="moveEvent">The move event of a buckled entity.</param>
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private void MoveEvent(MoveEvent moveEvent)
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{
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if (moveEvent.Sender != Owner)
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{
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return;
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}
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if (BuckledTo == null || !BuckleOffset.HasValue)
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{
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return;
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}
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var bucklePosition = BuckledTo.Owner.Transform.GridPosition.Offset(BuckleOffset.Value);
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if (moveEvent.NewPosition.InRange(_mapManager, bucklePosition, 0.2f))
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{
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return;
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}
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Moved = true;
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}
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/// <summary>
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/// Called when the owner is inserted or removed from a container,
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/// to synchronize the state of buckling.
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/// </summary>
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/// <param name="message">The message received</param>
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private void InsertIntoContainer(ContainerModifiedMessage message)
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{
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if (message.Entity != Owner)
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{
|
|
return;
|
|
}
|
|
|
|
ContainerChanged = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synchronizes the state of buckling depending on whether the entity
|
|
/// was inserted or removed from a container, and whether or not
|
|
/// its current strap (if there is one) has also been put into or removed
|
|
/// from the same container as well.
|
|
/// </summary>
|
|
public void Update()
|
|
{
|
|
if (BuckledTo == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (Moved)
|
|
{
|
|
TryUnbuckle(Owner, true);
|
|
return;
|
|
}
|
|
|
|
if (!ContainerChanged)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var contained = ContainerHelpers.TryGetContainer(Owner, out var ownContainer);
|
|
var strapContained = ContainerHelpers.TryGetContainer(BuckledTo.Owner, out var strapContainer);
|
|
|
|
if (contained != strapContained || ownContainer != strapContainer)
|
|
{
|
|
TryUnbuckle(Owner, true);
|
|
return;
|
|
}
|
|
|
|
if (!contained && !strapContained)
|
|
{
|
|
ReAttach(BuckledTo);
|
|
}
|
|
|
|
ContainerChanged = false;
|
|
}
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref _size, "size", 100);
|
|
serializer.DataField(ref _range, "range", SharedInteractionSystem.InteractionRange / 1.4f);
|
|
|
|
var seconds = 0.25f;
|
|
serializer.DataField(ref seconds, "cooldown", 0.25f);
|
|
|
|
_unbuckleDelay = TimeSpan.FromSeconds(seconds);
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_entityManager.EventBus.SubscribeEvent<EntInsertedIntoContainerMessage>(EventSource.Local, this, InsertIntoContainer);
|
|
_entityManager.EventBus.SubscribeEvent<EntRemovedFromContainerMessage>(EventSource.Local, this, InsertIntoContainer);
|
|
}
|
|
|
|
protected override void Startup()
|
|
{
|
|
base.Startup();
|
|
BuckleStatus();
|
|
}
|
|
|
|
public override void OnRemove()
|
|
{
|
|
base.OnRemove();
|
|
|
|
_entityManager.EventBus.UnsubscribeEvents(this);
|
|
|
|
if (BuckledTo != null &&
|
|
BuckledTo.Owner.TryGetComponent(out StrapComponent strap))
|
|
{
|
|
strap.Remove(this);
|
|
}
|
|
|
|
TryUnbuckle(Owner, true);
|
|
|
|
_buckleTime = default;
|
|
BuckleStatus();
|
|
}
|
|
|
|
public override ComponentState GetComponentState()
|
|
{
|
|
int? drawDepth = null;
|
|
|
|
if (BuckledTo != null &&
|
|
Owner.Transform.WorldRotation.GetCardinalDir() == Direction.North &&
|
|
BuckledTo.Owner.TryGetComponent(out SpriteComponent strapSprite))
|
|
{
|
|
drawDepth = strapSprite.DrawDepth - 1;
|
|
}
|
|
|
|
return new BuckleComponentState(Buckled, drawDepth);
|
|
}
|
|
|
|
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
|
{
|
|
return TryUnbuckle(eventArgs.User);
|
|
}
|
|
|
|
bool IDragDrop.CanDragDrop(DragDropEventArgs eventArgs)
|
|
{
|
|
return eventArgs.Target.HasComponent<StrapComponent>();
|
|
}
|
|
|
|
bool IDragDrop.DragDrop(DragDropEventArgs eventArgs)
|
|
{
|
|
return TryBuckle(eventArgs.User, eventArgs.Target);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allows the unbuckling of the owning entity through a verb if
|
|
/// anyone right clicks them.
|
|
/// </summary>
|
|
[Verb]
|
|
private sealed class BuckleVerb : Verb<BuckleComponent>
|
|
{
|
|
protected override void GetData(IEntity user, BuckleComponent component, VerbData data)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(user) || !component.Buckled)
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
return;
|
|
}
|
|
|
|
data.Text = Loc.GetString("Unbuckle");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, BuckleComponent component)
|
|
{
|
|
component.TryUnbuckle(user);
|
|
}
|
|
}
|
|
}
|
|
}
|