311 lines
13 KiB
C#
311 lines
13 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Clothing.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Popups;
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using Content.Shared.Strip;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Clothing.EntitySystems;
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public sealed class ToggleableClothingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedStrippableSystem _strippable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ToggleableClothingComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ToggleableClothingComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ToggleableClothingComponent, ToggleClothingEvent>(OnToggleClothing);
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SubscribeLocalEvent<ToggleableClothingComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<ToggleableClothingComponent, ComponentRemove>(OnRemoveToggleable);
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SubscribeLocalEvent<ToggleableClothingComponent, GotUnequippedEvent>(OnToggleableUnequip);
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SubscribeLocalEvent<AttachedClothingComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<AttachedClothingComponent, GotUnequippedEvent>(OnAttachedUnequip);
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SubscribeLocalEvent<AttachedClothingComponent, ComponentRemove>(OnRemoveAttached);
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SubscribeLocalEvent<AttachedClothingComponent, BeingUnequippedAttemptEvent>(OnAttachedUnequipAttempt);
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SubscribeLocalEvent<ToggleableClothingComponent, InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>>(GetRelayedVerbs);
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SubscribeLocalEvent<ToggleableClothingComponent, GetVerbsEvent<EquipmentVerb>>(OnGetVerbs);
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SubscribeLocalEvent<AttachedClothingComponent, GetVerbsEvent<EquipmentVerb>>(OnGetAttachedStripVerbsEvent);
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SubscribeLocalEvent<ToggleableClothingComponent, ToggleClothingDoAfterEvent>(OnDoAfterComplete);
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}
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private void GetRelayedVerbs(EntityUid uid, ToggleableClothingComponent component, InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>> args)
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{
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OnGetVerbs(uid, component, args.Args);
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}
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private void OnGetVerbs(EntityUid uid, ToggleableClothingComponent component, GetVerbsEvent<EquipmentVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || component.ClothingUid == null || component.Container == null)
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return;
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var text = component.VerbText ?? (component.ActionEntity == null ? null : Name(component.ActionEntity.Value));
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if (text == null)
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return;
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if (!_inventorySystem.InSlotWithFlags(uid, component.RequiredFlags))
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return;
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var wearer = Transform(uid).ParentUid;
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if (args.User != wearer && component.StripDelay == null)
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return;
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var verb = new EquipmentVerb()
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{
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/outfit.svg.192dpi.png")),
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Text = Loc.GetString(text),
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};
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if (args.User == wearer)
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{
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verb.EventTarget = uid;
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verb.ExecutionEventArgs = new ToggleClothingEvent() { Performer = args.User };
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}
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else
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{
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verb.Act = () => StartDoAfter(args.User, uid, Transform(uid).ParentUid, component);
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}
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args.Verbs.Add(verb);
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}
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private void StartDoAfter(EntityUid user, EntityUid item, EntityUid wearer, ToggleableClothingComponent component)
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{
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if (component.StripDelay == null)
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return;
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var (time, stealth) = _strippable.GetStripTimeModifiers(user, wearer, item, component.StripDelay.Value);
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var args = new DoAfterArgs(EntityManager, user, time, new ToggleClothingDoAfterEvent(), item, wearer, item)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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// This should just re-use the BUI range checks & cancel the do after if the BUI closes. But that is all
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// server-side at the moment.
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// TODO BUI REFACTOR.
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DistanceThreshold = 2,
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};
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if (!_doAfter.TryStartDoAfter(args))
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return;
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if (!stealth)
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{
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var popup = Loc.GetString("strippable-component-alert-owner-interact", ("user", Identity.Entity(user, EntityManager)), ("item", item));
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_popupSystem.PopupEntity(popup, wearer, wearer, PopupType.Large);
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}
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}
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private void OnGetAttachedStripVerbsEvent(EntityUid uid, AttachedClothingComponent component, GetVerbsEvent<EquipmentVerb> args)
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{
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// redirect to the attached entity.
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OnGetVerbs(component.AttachedUid, Comp<ToggleableClothingComponent>(component.AttachedUid), args);
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}
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private void OnDoAfterComplete(EntityUid uid, ToggleableClothingComponent component, ToggleClothingDoAfterEvent args)
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{
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if (args.Cancelled)
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return;
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ToggleClothing(args.User, uid, component);
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}
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private void OnInteractHand(EntityUid uid, AttachedClothingComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleCom)
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|| toggleCom.Container == null)
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return;
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if (!_inventorySystem.TryUnequip(Transform(uid).ParentUid, toggleCom.Slot, force: true))
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return;
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_containerSystem.Insert(uid, toggleCom.Container);
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args.Handled = true;
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}
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/// <summary>
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/// Called when the suit is unequipped, to ensure that the helmet also gets unequipped.
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/// </summary>
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private void OnToggleableUnequip(EntityUid uid, ToggleableClothingComponent component, GotUnequippedEvent args)
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{
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// If it's a part of PVS departure then don't handle it.
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if (_timing.ApplyingState)
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return;
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// If the attached clothing is not currently in the container, this just assumes that it is currently equipped.
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// This should maybe double check that the entity currently in the slot is actually the attached clothing, but
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// if its not, then something else has gone wrong already...
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if (component.Container != null && component.Container.ContainedEntity == null && component.ClothingUid != null)
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_inventorySystem.TryUnequip(args.Equipee, component.Slot, force: true, triggerHandContact: true);
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}
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private void OnRemoveToggleable(EntityUid uid, ToggleableClothingComponent component, ComponentRemove args)
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{
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// If the parent/owner component of the attached clothing is being removed (entity getting deleted?) we will
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// delete the attached entity. We do this regardless of whether or not the attached entity is currently
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// "outside" of the container or not. This means that if a hardsuit takes too much damage, the helmet will also
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// automatically be deleted.
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_actionsSystem.RemoveAction(component.ActionEntity);
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if (component.ClothingUid != null && !_netMan.IsClient)
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QueueDel(component.ClothingUid.Value);
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}
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private void OnAttachedUnequipAttempt(EntityUid uid, AttachedClothingComponent component, BeingUnequippedAttemptEvent args)
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{
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args.Cancel();
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}
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private void OnRemoveAttached(EntityUid uid, AttachedClothingComponent component, ComponentRemove args)
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{
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// if the attached component is being removed (maybe entity is being deleted?) we will just remove the
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// toggleable clothing component. This means if you had a hard-suit helmet that took too much damage, you would
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// still be left with a suit that was simply missing a helmet. There is currently no way to fix a partially
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// broken suit like this.
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if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleComp))
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return;
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if (toggleComp.LifeStage > ComponentLifeStage.Running)
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return;
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_actionsSystem.RemoveAction(toggleComp.ActionEntity);
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RemComp(component.AttachedUid, toggleComp);
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}
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/// <summary>
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/// Called if the helmet was unequipped, to ensure that it gets moved into the suit's container.
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/// </summary>
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private void OnAttachedUnequip(EntityUid uid, AttachedClothingComponent component, GotUnequippedEvent args)
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{
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// Let containers worry about it.
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if (_timing.ApplyingState)
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return;
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if (component.LifeStage > ComponentLifeStage.Running)
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return;
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if (!TryComp(component.AttachedUid, out ToggleableClothingComponent? toggleComp))
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return;
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if (toggleComp.LifeStage > ComponentLifeStage.Running)
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return;
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// As unequipped gets called in the middle of container removal, we cannot call a container-insert without causing issues.
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// So we delay it and process it during a system update:
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if (toggleComp.ClothingUid != null && toggleComp.Container != null)
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_containerSystem.Insert(toggleComp.ClothingUid.Value, toggleComp.Container);
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}
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/// <summary>
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/// Equip or unequip the toggleable clothing.
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/// </summary>
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private void OnToggleClothing(EntityUid uid, ToggleableClothingComponent component, ToggleClothingEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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ToggleClothing(args.Performer, uid, component);
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}
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private void ToggleClothing(EntityUid user, EntityUid target, ToggleableClothingComponent component)
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{
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if (component.Container == null || component.ClothingUid == null)
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return;
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var parent = Transform(target).ParentUid;
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if (component.Container.ContainedEntity == null)
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_inventorySystem.TryUnequip(user, parent, component.Slot, force: true);
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else if (_inventorySystem.TryGetSlotEntity(parent, component.Slot, out var existing))
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{
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_popupSystem.PopupClient(Loc.GetString("toggleable-clothing-remove-first", ("entity", existing)),
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user, user);
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}
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else
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_inventorySystem.TryEquip(user, parent, component.ClothingUid.Value, component.Slot, triggerHandContact: true);
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}
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private void OnGetActions(EntityUid uid, ToggleableClothingComponent component, GetItemActionsEvent args)
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{
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if (component.ClothingUid != null
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&& component.ActionEntity != null
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&& (args.SlotFlags & component.RequiredFlags) == component.RequiredFlags)
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{
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args.AddAction(component.ActionEntity.Value);
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}
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}
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private void OnInit(EntityUid uid, ToggleableClothingComponent component, ComponentInit args)
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{
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component.Container = _containerSystem.EnsureContainer<ContainerSlot>(uid, component.ContainerId);
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}
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/// <summary>
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/// On map init, either spawn the appropriate entity into the suit slot, or if it already exists, perform some
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/// sanity checks. Also updates the action icon to show the toggled-entity.
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/// </summary>
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private void OnMapInit(EntityUid uid, ToggleableClothingComponent component, MapInitEvent args)
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{
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if (component.Container!.ContainedEntity is {} ent)
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{
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DebugTools.Assert(component.ClothingUid == ent, "Unexpected entity present inside of a toggleable clothing container.");
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return;
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}
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if (component.ClothingUid != null && component.ActionEntity != null)
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{
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DebugTools.Assert(Exists(component.ClothingUid), "Toggleable clothing is missing expected entity.");
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DebugTools.Assert(TryComp(component.ClothingUid, out AttachedClothingComponent? comp), "Toggleable clothing is missing an attached component");
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DebugTools.Assert(comp?.AttachedUid == uid, "Toggleable clothing uid mismatch");
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}
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else
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{
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var xform = Transform(uid);
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component.ClothingUid = Spawn(component.ClothingPrototype, xform.Coordinates);
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var attachedClothing = EnsureComp<AttachedClothingComponent>(component.ClothingUid.Value);
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attachedClothing.AttachedUid = uid;
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Dirty(component.ClothingUid.Value, attachedClothing);
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_containerSystem.Insert(component.ClothingUid.Value, component.Container, containerXform: xform);
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Dirty(uid, component);
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}
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if (_actionContainer.EnsureAction(uid, ref component.ActionEntity, out var action, component.Action))
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_actionsSystem.SetEntityIcon((component.ActionEntity.Value, action), component.ClothingUid);
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}
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}
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public sealed partial class ToggleClothingEvent : InstantActionEvent
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{
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}
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[Serializable, NetSerializable]
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public sealed partial class ToggleClothingDoAfterEvent : SimpleDoAfterEvent
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{
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}
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