Files
tbd-station-14/Content.Shared/Buckle/SharedBuckleSystem.cs
2023-08-04 12:47:52 -06:00

91 lines
3.5 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Buckle.Components;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Pulling;
using Content.Shared.Standing;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Players;
using Robust.Shared.Timing;
namespace Content.Shared.Buckle;
public abstract partial class SharedBuckleSystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly ISharedPlayerManager _playerManager = default!;
[Dependency] protected readonly ActionBlockerSystem ActionBlockerSystem = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] protected readonly SharedAppearanceSystem AppearanceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedPullingSystem _pullingSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly StandingStateSystem _standingSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(SharedInteractionSystem));
UpdatesAfter.Add(typeof(SharedInputSystem));
InitializeBuckle();
InitializeStrap();
}
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="buckleUid">The entity to reattach.</param>
/// <param name="strapUid">The entity to reattach the buckleUid entity to.</param>
private void ReAttach(
EntityUid buckleUid,
EntityUid strapUid,
BuckleComponent? buckleComp = null,
StrapComponent? strapComp = null)
{
if (!Resolve(strapUid, ref strapComp, false)
|| !Resolve(buckleUid, ref buckleComp, false))
return;
var buckleTransform = Transform(buckleUid);
buckleTransform.Coordinates = new EntityCoordinates(strapUid, strapComp.BuckleOffset);
// Buckle subscribes to move for <reasons> so this might fail.
// TODO: Make buckle not do that.
if (buckleTransform.ParentUid != strapUid)
return;
_transformSystem.SetLocalRotation(buckleUid, Angle.Zero, buckleTransform);
_joints.RefreshRelay(buckleUid, strapUid);
switch (strapComp.Position)
{
case StrapPosition.None:
break;
case StrapPosition.Stand:
_standingSystem.Stand(buckleUid);
break;
case StrapPosition.Down:
_standingSystem.Down(buckleUid, false, false);
break;
}
}
}