Files
tbd-station-14/Content.Server/Cuffs/Components/CuffableComponent.cs

331 lines
13 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.DoAfter;
using Content.Server.Hands.Components;
using Content.Server.Hands.Systems;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Cuffs.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Database;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Popups;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Content.Server.Recycling.Components;
namespace Content.Server.Cuffs.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedCuffableComponent))]
public sealed class CuffableComponent : SharedCuffableComponent
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
/// <summary>
/// How many of this entity's hands are currently cuffed.
/// </summary>
[ViewVariables]
public int CuffedHandCount => Container.ContainedEntities.Count * 2;
private EntityUid LastAddedCuffs => Container.ContainedEntities[^1];
public IReadOnlyList<EntityUid> StoredEntities => Container.ContainedEntities;
private bool _uncuffing;
protected override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn<HandsComponent>();
}
public override ComponentState GetComponentState()
{
// there are 2 approaches i can think of to handle the handcuff overlay on players
// 1 - make the current RSI the handcuff type that's currently active. all handcuffs on the player will appear the same.
// 2 - allow for several different player overlays for each different cuff type.
// approach #2 would be more difficult/time consuming to do and the payoff doesn't make it worth it.
// right now we're doing approach #1.
if (CuffedHandCount > 0)
{
if (_entMan.TryGetComponent<HandcuffComponent?>(LastAddedCuffs, out var cuffs))
{
return new CuffableComponentState(CuffedHandCount,
CanStillInteract,
cuffs.CuffedRSI,
$"{cuffs.OverlayIconState}-{CuffedHandCount}",
cuffs.Color);
// the iconstate is formatted as blah-2, blah-4, blah-6, etc.
// the number corresponds to how many hands are cuffed.
}
}
return new CuffableComponentState(CuffedHandCount,
CanStillInteract,
"/Objects/Misc/handcuffs.rsi",
"body-overlay-2",
Color.White);
}
/// <summary>
/// Add a set of cuffs to an existing CuffedComponent.
/// </summary>
/// <param name="prototype"></param>
public bool TryAddNewCuffs(EntityUid user, EntityUid handcuff)
{
if (!_entMan.HasComponent<HandcuffComponent>(handcuff))
{
Logger.Warning($"Handcuffs being applied to player are missing a {nameof(HandcuffComponent)}!");
return false;
}
if (!EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(handcuff, Owner))
{
Logger.Warning("Handcuffs being applied to player are obstructed or too far away! This should not happen!");
return true;
}
var sys = _entMan.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
// Success!
sys.TryDrop(user, handcuff);
Container.Insert(handcuff);
CanStillInteract = _entMan.TryGetComponent(Owner, out HandsComponent? ownerHands) && ownerHands.Hands.Count() > CuffedHandCount;
_entMan.EntitySysManager.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
var ev = new CuffedStateChangeEvent();
_entMan.EventBus.RaiseLocalEvent(Owner, ref ev, true);
UpdateAlert();
UpdateHeldItems(handcuff);
Dirty(_entMan);
return true;
}
public void CuffedStateChanged()
{
UpdateAlert();
var ev = new CuffedStateChangeEvent();
_entMan.EventBus.RaiseLocalEvent(Owner, ref ev, true);
}
/// <summary>
/// Adds virtual cuff items to the user's hands.
/// </summary>
public void UpdateHeldItems(EntityUid handcuff)
{
// TODO when ecs-ing this, we probably don't just want to use the generic virtual-item entity, and instead
// want to add our own item, so that use-in-hand triggers an uncuff attempt and the like.
if (!_entMan.TryGetComponent(Owner, out HandsComponent? handsComponent)) return;
var handSys = _entMan.EntitySysManager.GetEntitySystem<SharedHandsSystem>();
var freeHands = 0;
foreach (var hand in handSys.EnumerateHands(Owner, handsComponent))
{
if (hand.HeldEntity == null)
{
freeHands++;
continue;
}
// Is this entity removable? (it might be an existing handcuff blocker)
if (_entMan.HasComponent<UnremoveableComponent>(hand.HeldEntity))
continue;
handSys.DoDrop(Owner, hand, true, handsComponent);
freeHands++;
if (freeHands == 2)
break;
}
var virtSys = _entMan.EntitySysManager.GetEntitySystem<HandVirtualItemSystem>();
if (virtSys.TrySpawnVirtualItemInHand(handcuff, Owner, out var virtItem1))
_entMan.EnsureComponent<UnremoveableComponent>(virtItem1.Value);
if (virtSys.TrySpawnVirtualItemInHand(handcuff, Owner, out var virtItem2))
_entMan.EnsureComponent<UnremoveableComponent>(virtItem2.Value);
}
/// <summary>
/// Updates the status effect indicator on the HUD.
/// </summary>
private void UpdateAlert()
{
if (CanStillInteract)
{
EntitySystem.Get<AlertsSystem>().ClearAlert(Owner, AlertType.Handcuffed);
}
else
{
EntitySystem.Get<AlertsSystem>().ShowAlert(Owner, AlertType.Handcuffed);
}
}
/// <summary>
/// Attempt to uncuff a cuffed entity. Can be called by the cuffed entity, or another entity trying to help uncuff them.
/// If the uncuffing succeeds, the cuffs will drop on the floor.
/// </summary>
/// <param name="user">The cuffed entity</param>
/// <param name="cuffsToRemove">Optional param for the handcuff entity to remove from the cuffed entity. If null, uses the most recently added handcuff entity.</param>
public async void TryUncuff(EntityUid user, EntityUid? cuffsToRemove = null)
{
if (_uncuffing) return;
var isOwner = user == Owner;
if (cuffsToRemove == null)
{
if (Container.ContainedEntities.Count == 0)
{
return;
}
cuffsToRemove = LastAddedCuffs;
}
else
{
if (!Container.ContainedEntities.Contains(cuffsToRemove.Value))
{
Logger.Warning("A user is trying to remove handcuffs that aren't in the owner's container. This should never happen!");
}
}
if (!_entMan.TryGetComponent<HandcuffComponent?>(cuffsToRemove, out var cuff))
{
Logger.Warning($"A user is trying to remove handcuffs without a {nameof(HandcuffComponent)}. This should never happen!");
return;
}
var attempt = new UncuffAttemptEvent(user, Owner);
_entMan.EventBus.RaiseLocalEvent(user, attempt, true);
if (attempt.Cancelled)
{
return;
}
if (!isOwner && !EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(user, Owner))
{
user.PopupMessage(Loc.GetString("cuffable-component-cannot-remove-cuffs-too-far-message"));
return;
}
user.PopupMessage(Loc.GetString("cuffable-component-start-removing-cuffs-message"));
if (isOwner)
{
SoundSystem.Play(cuff.StartBreakoutSound.GetSound(), Filter.Pvs(Owner, entityManager: _entMan), Owner);
}
else
{
SoundSystem.Play(cuff.StartUncuffSound.GetSound(), Filter.Pvs(Owner, entityManager: _entMan), Owner);
}
var uncuffTime = isOwner ? cuff.BreakoutTime : cuff.UncuffTime;
var doAfterEventArgs = new DoAfterEventArgs(user, uncuffTime, target: Owner)
{
BreakOnUserMove = true,
BreakOnTargetMove = true,
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true
};
var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
_uncuffing = true;
var result = await doAfterSystem.WaitDoAfter(doAfterEventArgs);
_uncuffing = false;
if (result != DoAfterStatus.Cancelled)
{
SoundSystem.Play(cuff.EndUncuffSound.GetSound(), Filter.Pvs(Owner), Owner);
_entMan.EntitySysManager.GetEntitySystem<HandVirtualItemSystem>().DeleteInHandsMatching(user, cuffsToRemove.Value);
_entMan.EntitySysManager.GetEntitySystem<SharedHandsSystem>().PickupOrDrop(user, cuffsToRemove.Value);
if (cuff.BreakOnRemove)
{
cuff.Broken = true;
var meta = _entMan.GetComponent<MetaDataComponent>(cuffsToRemove.Value);
meta.EntityName = cuff.BrokenName;
meta.EntityDescription = cuff.BrokenDesc;
if (_entMan.TryGetComponent<SpriteComponent?>(cuffsToRemove, out var sprite) && cuff.BrokenState != null)
{
sprite.LayerSetState(0, cuff.BrokenState); // TODO: safety check to see if RSI contains the state?
}
_entMan.AddComponent<RecyclableComponent>(cuffsToRemove.Value);
}
CanStillInteract = _entMan.TryGetComponent(Owner, out HandsComponent? handsComponent) && handsComponent.SortedHands.Count() > CuffedHandCount;
_entMan.EntitySysManager.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
var ev = new CuffedStateChangeEvent();
_entMan.EventBus.RaiseLocalEvent(Owner, ref ev, true);
UpdateAlert();
Dirty(_entMan);
if (CuffedHandCount == 0)
{
user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-success-message"));
if (!isOwner)
{
user.PopupMessage(Owner, Loc.GetString("cuffable-component-remove-cuffs-by-other-success-message", ("otherName", user)));
}
if (user == Owner)
{
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{_entMan.ToPrettyString(user):player} has successfully uncuffed themselves");
}
else
{
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{_entMan.ToPrettyString(user):player} has successfully uncuffed {_entMan.ToPrettyString(Owner):player}");
}
}
else
{
if (!isOwner)
{
user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
("cuffedHandCount", CuffedHandCount),
("otherName", user)));
user.PopupMessage(Owner, Loc.GetString("cuffable-component-remove-cuffs-by-other-partial-success-message",
("otherName", user),
("cuffedHandCount", CuffedHandCount)));
}
else
{
user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message", ("cuffedHandCount", CuffedHandCount)));
}
}
}
else
{
user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-fail-message"));
}
return;
}
}
}