Files
tbd-station-14/Content.Server/Buckle/Systems/StrapSystem.cs
Vera Aguilera Puerto ee4ff9cfe8 Inline Name
2021-12-03 15:25:51 +01:00

102 lines
4.9 KiB
C#

using Content.Server.Buckle.Components;
using Content.Server.Interaction;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using System.Collections.Generic;
namespace Content.Server.Buckle.Systems
{
[UsedImplicitly]
internal sealed class StrapSystem : EntitySystem
{
[Dependency] InteractionSystem _interactionSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StrapComponent, GetInteractionVerbsEvent>(AddStrapVerbs);
}
// TODO ECS BUCKLE/STRAP These 'Strap' verbs are an incestuous mess of buckle component and strap component
// functions. Whenever these are fully ECSed, maybe do it in a way that allows for these verbs to be handled in
// a sensible manner in a single system?
private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetInteractionVerbsEvent args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
// Add unstrap verbs for every strapped entity.
foreach (var entity in component.BuckledEntities)
{
var buckledComp = IoCManager.Resolve<IEntityManager>().GetComponent<BuckleComponent>(entity.Uid);
if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
continue;
Verb verb = new();
verb.Act = () => buckledComp.TryUnbuckle(args.User);
verb.Category = VerbCategory.Unbuckle;
if (entity == args.User)
verb.Text = Loc.GetString("verb-self-target-pronoun");
else
verb.Text = IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(entity.Uid).EntityName;
// In the event that you have more than once entity with the same name strapped to the same object,
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
// appending an integer to verb.Text to distinguish the verbs.
args.Verbs.Add(verb);
}
// Add a verb to buckle the user.
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<BuckleComponent?>(args.User.Uid, out var buckle) &&
buckle.BuckledTo != component &&
args.User != component.Owner &&
component.HasSpace(buckle) &&
_interactionSystem.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
{
Verb verb = new();
verb.Act = () => buckle.TryBuckle(args.User, args.Target);
verb.Category = VerbCategory.Buckle;
verb.Text = Loc.GetString("verb-self-target-pronoun");
args.Verbs.Add(verb);
}
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
if (args.Using != null &&
IoCManager.Resolve<IEntityManager>().TryGetComponent<BuckleComponent?>(args.Using.Uid, out var usingBuckle) &&
component.HasSpace(usingBuckle) &&
_interactionSystem.InRangeUnobstructed(args.Using, args.Target, range: usingBuckle.Range))
{
// Check that the entity is unobstructed from the target (ignoring the user).
bool Ignored(IEntity entity) => entity == args.User || entity == args.Target || entity == args.Using;
if (!_interactionSystem.InRangeUnobstructed(args.Using, args.Target, usingBuckle.Range, predicate: Ignored))
return;
Verb verb = new();
verb.Act = () => usingBuckle.TryBuckle(args.User, args.Target);
verb.Category = VerbCategory.Buckle;
verb.Text = IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(args.Using.Uid).EntityName;
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
// just a held object, the user is probably just trying to sit down.
verb.Priority = IoCManager.Resolve<IEntityManager>().HasComponent<ActorComponent>(args.Using.Uid) ? 1 : -1;
args.Verbs.Add(verb);
}
}
}
}