Files
tbd-station-14/Content.Server/GameObjects/Components/Buckle/BuckleComponent.cs
metalgearsloth acb3c72d99 Drag changes (#2487)
* Drag changes

* Higlights only show near cursor
* Don't highlight un-droppable entities
* Fixes invalid highlights issue

* Also the scanner

* 2 months fix

* Address reviews

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-11 22:14:01 +11:00

471 lines
15 KiB
C#

#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Mobs.State;
using Content.Server.GameObjects.Components.Pulling;
using Content.Server.GameObjects.Components.Strap;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.Buckle;
using Content.Shared.GameObjects.Components.Strap;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Buckle
{
[RegisterComponent]
[ComponentReference(typeof(SharedBuckleComponent))]
public class BuckleComponent : SharedBuckleComponent, IInteractHand
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[ComponentDependency] public readonly AppearanceComponent? AppearanceComponent = null;
[ComponentDependency] private readonly ServerAlertsComponent? _serverAlertsComponent = null;
[ComponentDependency] private readonly StunnableComponent? _stunnableComponent = null;
[ComponentDependency] private readonly MobStateComponent? _mobStateComponent = null;
private int _size;
/// <summary>
/// The amount of time that must pass for this entity to
/// be able to unbuckle after recently buckling.
/// </summary>
[ViewVariables]
private TimeSpan _unbuckleDelay;
/// <summary>
/// The time that this entity buckled at.
/// </summary>
[ViewVariables]
private TimeSpan _buckleTime;
/// <summary>
/// The position offset that is being applied to this entity if buckled.
/// </summary>
public Vector2 BuckleOffset { get; private set; }
private StrapComponent? _buckledTo;
/// <summary>
/// The strap that this component is buckled to.
/// </summary>
[ViewVariables]
public StrapComponent? BuckledTo
{
get => _buckledTo;
private set
{
_buckledTo = value;
_buckleTime = _gameTiming.CurTime;
Dirty();
}
}
[ViewVariables]
public override bool Buckled => BuckledTo != null;
/// <summary>
/// The amount of space that this entity occupies in a
/// <see cref="StrapComponent"/>.
/// </summary>
[ViewVariables]
public int Size => _size;
/// <summary>
/// Shows or hides the buckled status effect depending on if the
/// entity is buckled or not.
/// </summary>
private void UpdateBuckleStatus()
{
if (_serverAlertsComponent == null)
{
return;
}
if (Buckled)
{
_serverAlertsComponent.ShowAlert(BuckledTo?.BuckledAlertType ?? AlertType.Buckled);
}
else
{
_serverAlertsComponent.ClearAlertCategory(AlertCategory.Buckled);
}
}
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="strap">The strap to reattach to.</param>
public void ReAttach(StrapComponent strap)
{
var ownTransform = Owner.Transform;
var strapTransform = strap.Owner.Transform;
ownTransform.AttachParent(strapTransform);
switch (strap.Position)
{
case StrapPosition.None:
ownTransform.WorldRotation = strapTransform.WorldRotation;
break;
case StrapPosition.Stand:
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
ownTransform.WorldRotation = strapTransform.WorldRotation;
break;
case StrapPosition.Down:
EntitySystem.Get<StandingStateSystem>().Down(Owner, force: true);
ownTransform.WorldRotation = Angle.South;
break;
}
// Assign BuckleOffset first, before causing a MoveEvent to fire
if (strapTransform.WorldRotation.GetCardinalDir() == Direction.North)
{
BuckleOffset = (0, 0.15f);
ownTransform.WorldPosition = strapTransform.WorldPosition + BuckleOffset;
}
else
{
BuckleOffset = Vector2.Zero;
ownTransform.WorldPosition = strapTransform.WorldPosition;
}
}
private bool CanBuckle(IEntity? user, IEntity to, [NotNullWhen(true)] out StrapComponent? strap)
{
strap = null;
if (user == null || user == to)
{
return false;
}
if (!ActionBlockerSystem.CanInteract(user))
{
user.PopupMessage(Loc.GetString("You can't do that!"));
return false;
}
if (!to.TryGetComponent(out strap))
{
var message = Loc.GetString(Owner == user
? "You can't buckle yourself there!"
: "You can't buckle {0:them} there!", Owner);
Owner.PopupMessage(user, message);
return false;
}
var component = strap;
bool Ignored(IEntity entity) => entity == Owner || entity == user || entity == component.Owner;
if (!Owner.InRangeUnobstructed(strap, Range, predicate: Ignored, popup: true))
{
return false;
}
// If in a container
if (Owner.TryGetContainer(out var ownerContainer))
{
// And not in the same container as the strap
if (!strap.Owner.TryGetContainer(out var strapContainer) ||
ownerContainer != strapContainer)
{
return false;
}
}
if (!user.HasComponent<HandsComponent>())
{
user.PopupMessage(Loc.GetString("You don't have hands!"));
return false;
}
if (Buckled)
{
var message = Loc.GetString(Owner == user
? "You are already buckled in!"
: "{0:They} are already buckled in!", Owner);
Owner.PopupMessage(user, message);
return false;
}
var parent = to.Transform.Parent;
while (parent != null)
{
if (parent == user.Transform)
{
var message = Loc.GetString(Owner == user
? "You can't buckle yourself there!"
: "You can't buckle {0:them} there!", Owner);
Owner.PopupMessage(user, message);
return false;
}
parent = parent.Parent;
}
if (!strap.HasSpace(this))
{
var message = Loc.GetString(Owner == user
? "You can't fit there!"
: "{0:They} can't fit there!", Owner);
Owner.PopupMessage(user, message);
return false;
}
return true;
}
public override bool TryBuckle(IEntity user, IEntity to)
{
if (!CanBuckle(user, to, out var strap))
{
return false;
}
EntitySystem.Get<AudioSystem>().PlayFromEntity(strap.BuckleSound, Owner);
if (!strap.TryAdd(this))
{
var message = Loc.GetString(Owner == user
? "You can't buckle yourself there!"
: "You can't buckle {0:them} there!", Owner);
Owner.PopupMessage(user, message);
return false;
}
AppearanceComponent?.SetData(BuckleVisuals.Buckled, true);
BuckledTo = strap;
LastEntityBuckledTo = BuckledTo.Owner.Uid;
DontCollide = true;
ReAttach(strap);
UpdateBuckleStatus();
SendMessage(new BuckleMessage(Owner, to));
if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
{
if (pullableComponent.Puller != null)
{
pullableComponent.TryStopPull();
}
}
return true;
}
/// <summary>
/// Tries to unbuckle the Owner of this component from its current strap.
/// </summary>
/// <param name="user">The entity doing the unbuckling.</param>
/// <param name="force">
/// Whether to force the unbuckling or not. Does not guarantee true to
/// be returned, but guarantees the owner to be unbuckled afterwards.
/// </param>
/// <returns>
/// true if the owner was unbuckled, otherwise false even if the owner
/// was previously already unbuckled.
/// </returns>
public bool TryUnbuckle(IEntity user, bool force = false)
{
if (BuckledTo == null)
{
return false;
}
var oldBuckledTo = BuckledTo;
if (!force)
{
if (_gameTiming.CurTime < _buckleTime + _unbuckleDelay)
{
return false;
}
if (!ActionBlockerSystem.CanInteract(user))
{
user.PopupMessage(Loc.GetString("You can't do that!"));
return false;
}
if (!user.InRangeUnobstructed(oldBuckledTo, Range, popup: true))
{
return false;
}
}
BuckledTo = null;
if (Owner.Transform.Parent == oldBuckledTo.Owner.Transform)
{
Owner.Transform.AttachParentToContainerOrGrid();
Owner.Transform.WorldRotation = oldBuckledTo.Owner.Transform.WorldRotation;
}
AppearanceComponent?.SetData(BuckleVisuals.Buckled, false);
if (_stunnableComponent != null && _stunnableComponent.KnockedDown)
{
EntitySystem.Get<StandingStateSystem>().Down(Owner);
}
else
{
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
}
_mobStateComponent?.CurrentState?.EnterState(Owner);
UpdateBuckleStatus();
oldBuckledTo.Remove(this);
EntitySystem.Get<AudioSystem>().PlayFromEntity(oldBuckledTo.UnbuckleSound, Owner);
SendMessage(new UnbuckleMessage(Owner, oldBuckledTo.Owner));
return true;
}
/// <summary>
/// Makes an entity toggle the buckling status of the owner to a
/// specific entity.
/// </summary>
/// <param name="user">The entity doing the buckling/unbuckling.</param>
/// <param name="to">
/// The entity to toggle the buckle status of the owner to.
/// </param>
/// <param name="force">
/// Whether to force the unbuckling or not, if it happens. Does not
/// guarantee true to be returned, but guarantees the owner to be
/// unbuckled afterwards.
/// </param>
/// <returns>true if the buckling status was changed, false otherwise.</returns>
public bool ToggleBuckle(IEntity user, IEntity to, bool force = false)
{
if (BuckledTo?.Owner == to)
{
return TryUnbuckle(user, force);
}
return TryBuckle(user, to);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _size, "size", 100);
var seconds = 0.25f;
serializer.DataField(ref seconds, "cooldown", 0.25f);
_unbuckleDelay = TimeSpan.FromSeconds(seconds);
}
protected override void Startup()
{
base.Startup();
UpdateBuckleStatus();
}
public override void OnRemove()
{
base.OnRemove();
BuckledTo?.Remove(this);
TryUnbuckle(Owner, true);
_buckleTime = default;
UpdateBuckleStatus();
}
public override ComponentState GetComponentState()
{
int? drawDepth = null;
if (BuckledTo != null &&
Owner.Transform.WorldRotation.GetCardinalDir() == Direction.North &&
BuckledTo.SpriteComponent != null)
{
drawDepth = BuckledTo.SpriteComponent.DrawDepth - 1;
}
return new BuckleComponentState(Buckled, drawDepth, LastEntityBuckledTo, DontCollide);
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
return TryUnbuckle(eventArgs.User);
}
public void Update()
{
if (!DontCollide || Body == null)
return;
Body.WakeBody();
if (!IsOnStrapEntityThisFrame && DontCollide)
{
DontCollide = false;
TryUnbuckle(Owner);
Dirty();
}
IsOnStrapEntityThisFrame = false;
}
/// <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);
}
}
}
}