* Implement crucial chef's hat functionality * Unified stopping code and added events. * Added documentation to events * Rerun tests * Made review changes, and fixed potential desync bug. * Update whitelist
170 lines
6.0 KiB
C#
170 lines
6.0 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Storage;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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namespace Content.Shared.Clothing.EntitySystems;
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public sealed partial class PilotedClothingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedMoverController _moverController = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PilotedClothingComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
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SubscribeLocalEvent<PilotedClothingComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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SubscribeLocalEvent<PilotedClothingComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<PilotedClothingComponent, GotUnequippedEvent>(OnUnequipped);
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}
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private void OnEntInserted(Entity<PilotedClothingComponent> entity, ref EntInsertedIntoContainerMessage args)
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{
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// Make sure the entity was actually inserted into storage and not a different container.
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if (!TryComp(entity, out StorageComponent? storage) || args.Container != storage.Container)
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return;
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// Check potential pilot against whitelist, if one exists.
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if (_whitelist.IsWhitelistFail(entity.Comp.PilotWhitelist, args.Entity))
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return;
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entity.Comp.Pilot = args.Entity;
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Dirty(entity);
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// Attempt to setup control link, if Pilot and Wearer are both present.
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StartPiloting(entity);
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}
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private void OnEntRemoved(Entity<PilotedClothingComponent> entity, ref EntRemovedFromContainerMessage args)
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{
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// Make sure the removed entity is actually the pilot.
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if (args.Entity != entity.Comp.Pilot)
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return;
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StopPiloting(entity);
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entity.Comp.Pilot = null;
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Dirty(entity);
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}
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private void OnEquipped(Entity<PilotedClothingComponent> entity, ref GotEquippedEvent args)
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{
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if (!TryComp(entity, out ClothingComponent? clothing))
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return;
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// Make sure the clothing item was equipped to the right slot, and not just held in a hand.
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var isCorrectSlot = (clothing.Slots & args.SlotFlags) != Inventory.SlotFlags.NONE;
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if (!isCorrectSlot)
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return;
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entity.Comp.Wearer = args.Equipee;
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Dirty(entity);
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// Attempt to setup control link, if Pilot and Wearer are both present.
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StartPiloting(entity);
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}
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private void OnUnequipped(Entity<PilotedClothingComponent> entity, ref GotUnequippedEvent args)
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{
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StopPiloting(entity);
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entity.Comp.Wearer = null;
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Dirty(entity);
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}
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/// <summary>
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/// Attempts to establish movement/interaction relay connection(s) from Pilot to Wearer.
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/// If either is missing, fails and returns false.
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/// </summary>
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private bool StartPiloting(Entity<PilotedClothingComponent> entity)
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{
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// Make sure we have both a Pilot and a Wearer
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if (entity.Comp.Pilot == null || entity.Comp.Wearer == null)
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return false;
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if (!_timing.IsFirstTimePredicted)
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return false;
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var pilotEnt = entity.Comp.Pilot.Value;
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var wearerEnt = entity.Comp.Wearer.Value;
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// Add component to block prediction of wearer
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EnsureComp<PilotedByClothingComponent>(wearerEnt);
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if (entity.Comp.RelayMovement)
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{
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// Establish movement input relay.
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_moverController.SetRelay(pilotEnt, wearerEnt);
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}
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var pilotEv = new StartedPilotingClothingEvent(entity, wearerEnt);
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RaiseLocalEvent(pilotEnt, ref pilotEv);
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var wearerEv = new StartingBeingPilotedByClothing(entity, pilotEnt);
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RaiseLocalEvent(wearerEnt, ref wearerEv);
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return true;
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}
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/// <summary>
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/// Removes components from the Pilot and Wearer to stop the control relay.
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/// Returns false if a connection does not already exist.
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/// </summary>
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private bool StopPiloting(Entity<PilotedClothingComponent> entity)
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{
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if (entity.Comp.Pilot == null || entity.Comp.Wearer == null)
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return false;
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// Clean up components on the Pilot
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var pilotEnt = entity.Comp.Pilot.Value;
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RemCompDeferred<RelayInputMoverComponent>(pilotEnt);
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// Clean up components on the Wearer
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var wearerEnt = entity.Comp.Wearer.Value;
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RemCompDeferred<MovementRelayTargetComponent>(wearerEnt);
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RemCompDeferred<PilotedByClothingComponent>(wearerEnt);
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// Raise an event on the Pilot
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var pilotEv = new StoppedPilotingClothingEvent(entity, wearerEnt);
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RaiseLocalEvent(pilotEnt, ref pilotEv);
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// Raise an event on the Wearer
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var wearerEv = new StoppedBeingPilotedByClothing(entity, pilotEnt);
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RaiseLocalEvent(wearerEnt, ref wearerEv);
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return true;
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}
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}
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/// <summary>
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/// Raised on the Pilot when they gain control of the Wearer.
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/// </summary>
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[ByRefEvent]
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public record struct StartedPilotingClothingEvent(EntityUid Clothing, EntityUid Wearer);
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/// <summary>
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/// Raised on the Pilot when they lose control of the Wearer,
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/// due to the Pilot exiting the clothing or the clothing being unequipped by the Wearer.
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/// </summary>
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[ByRefEvent]
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public record struct StoppedPilotingClothingEvent(EntityUid Clothing, EntityUid Wearer);
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/// <summary>
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/// Raised on the Wearer when the Pilot gains control of them.
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/// </summary>
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[ByRefEvent]
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public record struct StartingBeingPilotedByClothing(EntityUid Clothing, EntityUid Pilot);
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/// <summary>
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/// Raised on the Wearer when the Pilot loses control of them
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/// due to the Pilot exiting the clothing or the clothing being unequipped by the Wearer.
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/// </summary>
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[ByRefEvent]
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public record struct StoppedBeingPilotedByClothing(EntityUid Clothing, EntityUid Pilot);
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