328 lines
13 KiB
C#
328 lines
13 KiB
C#
using System.Linq;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Destructible;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction;
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using Content.Shared.Storage;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Buckle;
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public abstract partial class SharedBuckleSystem
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{
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private void InitializeStrap()
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{
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SubscribeLocalEvent<StrapComponent, ComponentStartup>(OnStrapStartup);
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SubscribeLocalEvent<StrapComponent, ComponentShutdown>(OnStrapShutdown);
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SubscribeLocalEvent<StrapComponent, ComponentRemove>((_, c, _) => StrapRemoveAll(c));
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SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState);
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SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
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SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(OnStrapEntModifiedFromContainer);
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SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(OnStrapEntModifiedFromContainer);
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SubscribeLocalEvent<StrapComponent, GetVerbsEvent<InteractionVerb>>(AddStrapVerbs);
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SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(OnStrapContainerGettingInsertedAttempt);
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SubscribeLocalEvent<StrapComponent, InteractHandEvent>(OnStrapInteractHand);
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SubscribeLocalEvent<StrapComponent, DestructionEventArgs>((_,c,_) => StrapRemoveAll(c));
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SubscribeLocalEvent<StrapComponent, BreakageEventArgs>((_, c, _) => StrapRemoveAll(c));
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SubscribeLocalEvent<StrapComponent, DragDropTargetEvent>(OnStrapDragDropTarget);
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SubscribeLocalEvent<StrapComponent, CanDropTargetEvent>(OnCanDropTarget);
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SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
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}
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private void OnStrapStartup(EntityUid uid, StrapComponent component, ComponentStartup args)
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{
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AppearanceSystem.SetData(uid, StrapVisuals.State, component.BuckledEntities.Count != 0);
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}
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private void OnStrapShutdown(EntityUid uid, StrapComponent component, ComponentShutdown args)
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{
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if (LifeStage(uid) > EntityLifeStage.MapInitialized)
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return;
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StrapRemoveAll(component);
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}
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private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
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{
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args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance, component.OccupiedSize);
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}
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private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StrapComponentState state)
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return;
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component.Position = state.Position;
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component.BuckleOffsetUnclamped = state.BuckleOffsetClamped;
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component.BuckledEntities.Clear();
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component.BuckledEntities.UnionWith(state.BuckledEntities);
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component.MaxBuckleDistance = state.MaxBuckleDistance;
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component.OccupiedSize = state.OccupiedSize;
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}
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private void OnStrapEntModifiedFromContainer(EntityUid uid, StrapComponent component, ContainerModifiedMessage message)
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{
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if (_gameTiming.ApplyingState)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!TryComp<BuckleComponent>(buckledEntity, out var buckleComp))
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{
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continue;
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}
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ContainerModifiedReAttach(buckledEntity, uid, buckleComp, component);
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}
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}
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private void ContainerModifiedReAttach(EntityUid buckleUid, EntityUid strapUid, BuckleComponent? buckleComp = null, StrapComponent? strapComp = null)
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{
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if (!Resolve(buckleUid, ref buckleComp, false) ||
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!Resolve(strapUid, ref strapComp, false))
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return;
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var contained = _containerSystem.TryGetContainingContainer(buckleUid, out var ownContainer);
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var strapContained = _containerSystem.TryGetContainingContainer(strapUid, out var strapContainer);
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if (contained != strapContained || ownContainer != strapContainer)
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{
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TryUnbuckle(buckleUid, buckleUid, true, buckleComp);
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return;
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}
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if (!contained)
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{
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ReAttach(buckleUid, strapUid, buckleComp, strapComp);
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}
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}
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private void OnStrapContainerGettingInsertedAttempt(EntityUid uid, StrapComponent component, ContainerGettingInsertedAttemptEvent args)
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{
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// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
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if (HasComp<SharedStorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
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args.Cancel();
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}
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private void OnStrapInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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ToggleBuckle(args.User, args.User, uid);
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}
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private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract || !component.Enabled)
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return;
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// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
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// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
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// Add unstrap verbs for every strapped entity.
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foreach (var entity in component.BuckledEntities)
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{
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var buckledComp = Comp<BuckleComponent>(entity);
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if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
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continue;
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var verb = new InteractionVerb()
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{
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Act = () => TryUnbuckle(entity, args.User, buckleComp: buckledComp),
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Category = VerbCategory.Unbuckle,
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Text = entity == args.User
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? Loc.GetString("verb-self-target-pronoun")
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: Comp<MetaDataComponent>(entity).EntityName
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};
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// In the event that you have more than once entity with the same name strapped to the same object,
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// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
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// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
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// appending an integer to verb.Text to distinguish the verbs.
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args.Verbs.Add(verb);
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}
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// Add a verb to buckle the user.
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if (TryComp<BuckleComponent>(args.User, out var buckle) &&
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buckle.BuckledTo != uid &&
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args.User != uid &&
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StrapHasSpace(uid, buckle, component) &&
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_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
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{
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InteractionVerb verb = new()
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{
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Act = () => TryBuckle(args.User, args.User, args.Target, buckle),
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Category = VerbCategory.Buckle,
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Text = Loc.GetString("verb-self-target-pronoun")
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};
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args.Verbs.Add(verb);
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}
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// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
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if (args.Using is {Valid: true} @using &&
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TryComp<BuckleComponent>(@using, out var usingBuckle) &&
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StrapHasSpace(uid, usingBuckle, component) &&
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_interactionSystem.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
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{
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// Check that the entity is unobstructed from the target (ignoring the user).
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bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
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if (!_interactionSystem.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
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return;
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var isPlayer = _playerManager.TryGetSessionByEntity(@using, out var _);
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InteractionVerb verb = new()
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{
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Act = () => TryBuckle(@using, args.User, args.Target, usingBuckle),
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Category = VerbCategory.Buckle,
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Text = Comp<MetaDataComponent>(@using).EntityName,
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// just a held object, the user is probably just trying to sit down.
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// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
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Priority = isPlayer ? 1 : -1
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};
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args.Verbs.Add(verb);
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}
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}
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private void OnCanDropTarget(EntityUid uid, StrapComponent component, ref CanDropTargetEvent args)
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{
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args.CanDrop = StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component);
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args.Handled = true;
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}
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private void OnStrapDragDropTarget(EntityUid uid, StrapComponent component, ref DragDropTargetEvent args)
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{
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if (!StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component))
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return;
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args.Handled = TryBuckle(args.Dragged, args.User, uid);
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}
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private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
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{
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// TODO: This looks dirty af.
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// On rotation of a strap, reattach all buckled entities.
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// This fixes buckle offsets and draw depths.
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// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
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// Oh god I'm back here again. Send help.
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// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
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// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
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// state, then the chairs transform comp state, and then the buckle state. The transform state will
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// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
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// chair was teleporting in from nullspace after having left PVS.
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//
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// One option is to just never trigger re-buckles during state application.
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// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
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if (_gameTiming.ApplyingState || args.NewRotation == args.OldRotation)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!TryComp<BuckleComponent>(buckledEntity, out var buckled))
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continue;
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if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
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{
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Log.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
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continue;
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}
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ReAttach(buckledEntity, uid, buckled, component);
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Dirty(buckled);
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}
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}
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private bool StrapCanDragDropOn(
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EntityUid strapUid,
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EntityUid userUid,
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EntityUid targetUid,
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EntityUid buckleUid,
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StrapComponent? strapComp = null,
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BuckleComponent? buckleComp = null)
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{
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if (!Resolve(strapUid, ref strapComp, false) ||
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!Resolve(buckleUid, ref buckleComp, false))
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{
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return false;
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}
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bool Ignored(EntityUid entity) => entity == userUid || entity == buckleUid || entity == targetUid;
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return _interactionSystem.InRangeUnobstructed(targetUid, buckleUid, buckleComp.Range, predicate: Ignored);
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}
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/// <summary>
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/// Remove everything attached to the strap
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/// </summary>
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private void StrapRemoveAll(StrapComponent strapComp)
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{
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foreach (var entity in strapComp.BuckledEntities.ToArray())
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{
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TryUnbuckle(entity, entity, true);
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}
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strapComp.BuckledEntities.Clear();
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strapComp.OccupiedSize = 0;
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Dirty(strapComp);
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}
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private bool StrapHasSpace(EntityUid strapUid, BuckleComponent buckleComp, StrapComponent? strapComp = null)
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{
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if (!Resolve(strapUid, ref strapComp, false))
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return false;
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return strapComp.OccupiedSize + buckleComp.Size <= strapComp.Size;
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}
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/// <summary>
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/// Try to add an entity to the strap
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/// </summary>
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private bool StrapTryAdd(EntityUid strapUid, EntityUid buckleUid, BuckleComponent buckleComp, bool force = false, StrapComponent? strapComp = null)
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{
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if (!Resolve(strapUid, ref strapComp, false) ||
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!strapComp.Enabled)
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return false;
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if (!force && !StrapHasSpace(strapUid, buckleComp, strapComp))
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return false;
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if (!strapComp.BuckledEntities.Add(buckleUid))
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return false;
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strapComp.OccupiedSize += buckleComp.Size;
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AppearanceSystem.SetData(buckleUid, StrapVisuals.RotationAngle, strapComp.Rotation);
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AppearanceSystem.SetData(strapUid, StrapVisuals.State, true);
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Dirty(strapComp);
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return true;
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}
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/// <summary>
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/// Sets the enabled field in the strap component to a value
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/// </summary>
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public void StrapSetEnabled(EntityUid strapUid, bool enabled, StrapComponent? strapComp = null)
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{
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if (!Resolve(strapUid, ref strapComp, false) ||
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strapComp.Enabled == enabled)
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return;
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strapComp.Enabled = enabled;
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if (!enabled)
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StrapRemoveAll(strapComp);
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}
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}
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