* Add unbuckling entities that move away from their straps * Remove range constraint from movement unbuckling check * Fix setting the wrong positions when buckling * Fix beds making you sleep for the rest of your life
70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.EntitySystems.Click;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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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.Map;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class BuckleSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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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.TryGetComponent(out BuckleComponent buckle) ||
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buckle.BuckledTo == null ||
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!buckle.BuckleOffset.HasValue)
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{
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return;
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}
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var bucklePosition = buckle.BuckledTo.Owner.Transform.GridPosition.Offset(buckle.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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buckle.TryUnbuckle(buckle.Owner, true);
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}
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public override void Initialize()
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{
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base.Initialize();
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EntityQuery = new TypeEntityQuery(typeof(BuckleComponent));
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UpdatesAfter.Add(typeof(InteractionSystem));
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UpdatesAfter.Add(typeof(InputSystem));
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SubscribeLocalEvent<MoveEvent>(MoveEvent);
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}
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public override void Update(float frameTime)
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{
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foreach (var entity in RelevantEntities)
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{
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if (!entity.TryGetComponent(out BuckleComponent buckle))
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{
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continue;
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}
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buckle.Update();
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}
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}
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}
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}
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