Cuffable/Handcuff ECS (#14382)

This commit is contained in:
Nemanja
2023-03-13 19:34:26 -04:00
committed by GitHub
parent 59bf67ec8c
commit 49f7575298
25 changed files with 947 additions and 933 deletions

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@@ -1,7 +0,0 @@
namespace Content.Server.Administration.Components;
/// <summary>
/// This is used for forcing someone to be disarmed 100% of the time.
/// </summary>
[RegisterComponent]
public sealed class DisarmProneComponent : Component { }

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@@ -24,6 +24,7 @@ using Content.Server.Tabletop;
using Content.Server.Tabletop.Components;
using Content.Server.Tools.Systems;
using Content.Shared.Administration;
using Content.Shared.Administration.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Part;
using Content.Shared.Clothing.Components;

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@@ -1,4 +1,4 @@
using Content.Server.Cuffs.Components;
using Content.Server.Cuffs;
using Content.Shared.Alert;
using JetBrains.Annotations;
@@ -13,10 +13,9 @@ namespace Content.Server.Alert.Click
{
public void AlertClicked(EntityUid player)
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(player, out CuffableComponent? cuffableComponent))
{
cuffableComponent.TryUncuff(player);
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var cuffableSys = entityManager.System<CuffableSystem>();
cuffableSys.TryUncuff(player, player);
}
}
}

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@@ -1,295 +0,0 @@
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;
using Content.Shared.DoAfter;
using Robust.Shared.Map;
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!;
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,
$"{cuffs.OverlayIconState}-{CuffedHandCount}",
cuffs.Color);
// the iconstate is formatted as blah-2, blah-4, blah-6, etc.
// the number corresponds to how many hands are cuffed.
}
}
return new CuffableComponentState(CuffedHandCount,
CanStillInteract,
"/Objects/Misc/handcuffs.rsi",
"body-overlay-2",
Color.White);
}
/// <summary>
/// Add a set of cuffs to an existing CuffedComponent.
/// </summary>
public bool TryAddNewCuffs(EntityUid user, EntityUid handcuff)
{
if (!_entMan.HasComponent<HandcuffComponent>(handcuff))
{
Logger.Warning($"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);
UpdateHeldItems(handcuff);
return 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)
{
Uncuff(user, cuffsToRemove.Value, cuff, isOwner);
}
else
{
user.PopupMessage(Loc.GetString("cuffable-component-remove-cuffs-fail-message"));
}
}
//Lord forgive me for putting this here
//Cuff ECS when
public void Uncuff(EntityUid user, EntityUid cuffsToRemove, HandcuffComponent cuff, bool isOwner)
{
SoundSystem.Play(cuff.EndUncuffSound.GetSound(), Filter.Pvs(Owner), Owner);
_entMan.EntitySysManager.GetEntitySystem<HandVirtualItemSystem>().DeleteInHandsMatching(user, cuffsToRemove);
Container.Remove(cuffsToRemove);
if (cuff.BreakOnRemove)
{
_entMan.QueueDeleteEntity(cuffsToRemove);
var trash = _entMan.SpawnEntity(cuff.BrokenPrototype, MapCoordinates.Nullspace);
_entMan.EntitySysManager.GetEntitySystem<SharedHandsSystem>().PickupOrDrop(user, trash);
}
else
{
_entMan.EntitySysManager.GetEntitySystem<SharedHandsSystem>().PickupOrDrop(user, cuffsToRemove);
}
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)));
}
}
}
}
}

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@@ -1,157 +0,0 @@
using Content.Server.Administration.Components;
using Content.Server.Administration.Logs;
using Content.Server.DoAfter;
using Content.Shared.Cuffs.Components;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Cuffs.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedHandcuffComponent))]
public sealed class HandcuffComponent : SharedHandcuffComponent
{
[Dependency] private readonly IEntityManager _entities = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
/// <summary>
/// The time it takes to apply a <see cref="CuffedComponent"/> to an entity.
/// </summary>
[DataField("cuffTime")]
public float CuffTime { get; set; } = 3.5f;
/// <summary>
/// The time it takes to remove a <see cref="CuffedComponent"/> from an entity.
/// </summary>
[DataField("uncuffTime")]
public float UncuffTime { get; set; } = 3.5f;
/// <summary>
/// The time it takes for a cuffed entity to remove <see cref="CuffedComponent"/> from itself.
/// </summary>
[DataField("breakoutTime")]
public float BreakoutTime { get; set; } = 30f;
/// <summary>
/// If an entity being cuffed is stunned, this amount of time is subtracted from the time it takes to add/remove their cuffs.
/// </summary>
[DataField("stunBonus")]
public float StunBonus { get; set; } = 2f;
/// <summary>
/// Will the cuffs break when removed?
/// </summary>
[DataField("breakOnRemove")]
public bool BreakOnRemove { get; set; }
/// <summary>
/// Will the cuffs break when removed?
/// </summary>
[DataField("brokenPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? BrokenPrototype { get; set; }
/// <summary>
/// The path of the RSI file used for the player cuffed overlay.
/// </summary>
[DataField("cuffedRSI")]
public string? CuffedRSI { get; set; } = "Objects/Misc/handcuffs.rsi";
/// <summary>
/// The iconstate used with the RSI file for the player cuffed overlay.
/// </summary>
[DataField("bodyIconState")]
public string? OverlayIconState { get; set; } = "body-overlay";
[DataField("startCuffSound")]
public SoundSpecifier StartCuffSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_start.ogg");
[DataField("endCuffSound")]
public SoundSpecifier EndCuffSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_end.ogg");
[DataField("startBreakoutSound")]
public SoundSpecifier StartBreakoutSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_breakout_start.ogg");
[DataField("startUncuffSound")]
public SoundSpecifier StartUncuffSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_takeoff_start.ogg");
[DataField("endUncuffSound")]
public SoundSpecifier EndUncuffSound { get; set; } = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_takeoff_end.ogg");
[DataField("color")]
public Color Color { get; set; } = Color.White;
/// <summary>
/// Used to prevent DoAfter getting spammed.
/// </summary>
public bool Cuffing;
/// <summary>
/// Update the cuffed state of an entity
/// </summary>
public async void TryUpdateCuff(EntityUid user, EntityUid target, CuffableComponent cuffs)
{
var cuffTime = CuffTime;
if (_entities.HasComponent<StunnedComponent>(target))
{
cuffTime = MathF.Max(0.1f, cuffTime - StunBonus);
}
if (_entities.HasComponent<DisarmProneComponent>(target))
cuffTime = 0.0f; // cuff them instantly.
var doAfterEventArgs = new DoAfterEventArgs(user, cuffTime, default, target)
{
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnStun = true,
NeedHand = true
};
Cuffing = true;
var result = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(doAfterEventArgs);
Cuffing = false;
// TODO these pop-ups need third-person variants (i.e. {$user} is cuffing {$target}!
if (result != DoAfterStatus.Cancelled)
{
if (cuffs.TryAddNewCuffs(user, Owner))
{
SoundSystem.Play(EndCuffSound.GetSound(), Filter.Pvs(Owner), Owner);
if (target == user)
{
user.PopupMessage(Loc.GetString("handcuff-component-cuff-self-success-message"));
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{_entities.ToPrettyString(user):player} has cuffed himself");
}
else
{
user.PopupMessage(Loc.GetString("handcuff-component-cuff-other-success-message",("otherName", target)));
target.PopupMessage(Loc.GetString("handcuff-component-cuff-by-other-success-message", ("otherName", user)));
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{_entities.ToPrettyString(user):player} has cuffed {_entities.ToPrettyString(target):player}");
}
}
}
else
{
if (target == user)
{
user.PopupMessage(Loc.GetString("handcuff-component-cuff-interrupt-self-message"));
}
else
{
user.PopupMessage(Loc.GetString("handcuff-component-cuff-interrupt-message",("targetName", target)));
target.PopupMessage(Loc.GetString("handcuff-component-cuff-interrupt-other-message",("otherName", user)));
}
}
}
}
}

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@@ -1,216 +1,44 @@
using System.Linq;
using Content.Server.Cuffs.Components;
using Content.Server.Hands.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Cuffs;
using Content.Shared.Hands;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee.Events;
using JetBrains.Annotations;
using Robust.Shared.Player;
using Content.Shared.Interaction;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Content.Server.Hands.Systems;
using Content.Shared.Mobs.Systems;
using Content.Shared.Cuffs.Components;
using Robust.Shared.GameStates;
namespace Content.Server.Cuffs
{
[UsedImplicitly]
public sealed class CuffableSystem : SharedCuffableSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly HandVirtualItemSystem _virtualSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandCountChangedEvent>(OnHandCountChanged);
SubscribeLocalEvent<UncuffAttemptEvent>(OnUncuffAttempt);
SubscribeLocalEvent<CuffableComponent, GetVerbsEvent<Verb>>(AddUncuffVerb);
SubscribeLocalEvent<HandcuffComponent, AfterInteractEvent>(OnCuffAfterInteract);
SubscribeLocalEvent<HandcuffComponent, MeleeHitEvent>(OnCuffMeleeHit);
SubscribeLocalEvent<CuffableComponent, EntRemovedFromContainerMessage>(OnCuffsRemoved);
SubscribeLocalEvent<HandcuffComponent, ComponentGetState>(OnHandcuffGetState);
SubscribeLocalEvent<CuffableComponent, ComponentGetState>(OnCuffableGetState);
}
private void OnCuffsRemoved(EntityUid uid, CuffableComponent component, EntRemovedFromContainerMessage args)
private void OnHandcuffGetState(EntityUid uid, HandcuffComponent component, ref ComponentGetState args)
{
if (args.Container.ID == component.Container.ID)
_virtualSystem.DeleteInHandsMatching(uid, args.Entity);
args.State = new HandcuffComponentState(component.OverlayIconState, component.Cuffing);
}
private void AddUncuffVerb(EntityUid uid, CuffableComponent component, GetVerbsEvent<Verb> args)
private void OnCuffableGetState(EntityUid uid, CuffableComponent component, ref ComponentGetState args)
{
// Can the user access the cuffs, and is there even anything to uncuff?
if (!args.CanAccess || component.CuffedHandCount == 0 || args.Hands == null)
return;
// We only check can interact if the user is not uncuffing themselves. As a result, the verb will show up
// when the user is incapacitated & trying to uncuff themselves, but TryUncuff() will still fail when
// attempted.
if (args.User != args.Target && !args.CanInteract)
return;
Verb verb = new()
{
Act = () => component.TryUncuff(args.User),
DoContactInteraction = true,
Text = Loc.GetString("uncuff-verb-get-data-text")
};
//TODO VERB ICON add uncuffing symbol? may re-use the alert symbol showing that you are currently cuffed?
args.Verbs.Add(verb);
}
private void OnCuffAfterInteract(EntityUid uid, HandcuffComponent component, AfterInteractEvent args)
{
if (args.Target is not {Valid: true} target)
return;
if (!args.CanReach)
{
_popup.PopupEntity(Loc.GetString("handcuff-component-too-far-away-error"), args.User, args.User);
return;
}
TryCuffing(uid, args.User, args.Target.Value, component);
args.Handled = true;
}
private void TryCuffing(EntityUid handcuff, EntityUid user, EntityUid target, HandcuffComponent component)
{
if (component.Cuffing || !EntityManager.TryGetComponent<CuffableComponent>(target, out var cuffed))
return;
if (!EntityManager.TryGetComponent<HandsComponent?>(target, out var hands))
{
_popup.PopupEntity(Loc.GetString("handcuff-component-target-has-no-hands-error",("targetName", target)), user, user);
return;
}
if (cuffed.CuffedHandCount >= hands.Count)
{
_popup.PopupEntity(Loc.GetString("handcuff-component-target-has-no-free-hands-error",("targetName", target)), user, user);
return;
}
// TODO these messages really need third-party variants. I.e., "{$user} starts cuffing {$target}!"
if (target == user)
{
_popup.PopupEntity(Loc.GetString("handcuff-component-target-self"), user, user);
}
else
{
_popup.PopupEntity(Loc.GetString("handcuff-component-start-cuffing-target-message",("targetName", target)), user, user);
_popup.PopupEntity(Loc.GetString("handcuff-component-start-cuffing-by-other-message",("otherName", user)), target, target);
}
_audio.PlayPvs(component.StartCuffSound, handcuff);
component.TryUpdateCuff(user, target, cuffed);
}
private void OnCuffMeleeHit(EntityUid uid, HandcuffComponent component, MeleeHitEvent args)
{
if (!args.HitEntities.Any())
return;
TryCuffing(uid, args.User, args.HitEntities.First(), component);
args.Handled = true;
}
private void OnUncuffAttempt(UncuffAttemptEvent args)
{
if (args.Cancelled)
{
return;
}
if (!EntityManager.EntityExists(args.User))
{
// Should this even be possible?
args.Cancel();
return;
}
// If the user is the target, special logic applies.
// This is because the CanInteract blocking of the cuffs prevents self-uncuff.
if (args.User == args.Target)
{
// This UncuffAttemptEvent check should probably be In MobStateSystem, not here?
if (_mobState.IsIncapacitated(args.User))
{
args.Cancel();
}
else
{
// TODO Find a way for cuffable to check ActionBlockerSystem.CanInteract() without blocking itself
}
}
else
{
// Check if the user can interact.
if (!_actionBlockerSystem.CanInteract(args.User, args.Target))
{
args.Cancel();
}
}
if (args.Cancelled)
{
_popup.PopupEntity(Loc.GetString("cuffable-component-cannot-interact-message"), args.Target, args.User);
}
}
/// <summary>
/// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs.
/// </summary>
private void OnHandCountChanged(HandCountChangedEvent message)
{
var owner = message.Sender;
if (!EntityManager.TryGetComponent(owner, out CuffableComponent? cuffable) ||
!cuffable.Initialized)
{
return;
}
var dirty = false;
var handCount = EntityManager.GetComponentOrNull<HandsComponent>(owner)?.Count ?? 0;
while (cuffable.CuffedHandCount > handCount && cuffable.CuffedHandCount > 0)
{
dirty = true;
var container = cuffable.Container;
var entity = container.ContainedEntities[^1];
container.Remove(entity);
EntityManager.GetComponent<TransformComponent>(entity).WorldPosition = EntityManager.GetComponent<TransformComponent>(owner).WorldPosition;
}
if (dirty)
{
UpdateCuffState(owner, cuffable);
}
}
}
/// <summary>
/// Event fired on the User when the User attempts to cuff the Target.
/// Should generate popups on the User.
/// </summary>
public sealed class UncuffAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid User;
public readonly EntityUid Target;
public UncuffAttemptEvent(EntityUid user, EntityUid target)
{
User = user;
Target = target;
// 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.
HandcuffComponent? cuffs = null;
if (component.CuffedHandCount > 0)
TryComp(component.LastAddedCuffs, out cuffs);
args.State = new CuffableComponentState(component.CuffedHandCount,
component.CanStillInteract,
component.Uncuffing,
cuffs?.CuffedRSI,
$"{cuffs?.OverlayIconState}-{component.CuffedHandCount}",
cuffs?.Color);
// the iconstate is formatted as blah-2, blah-4, blah-6, etc.
// the number corresponds to how many hands are cuffed.
}
}
}

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@@ -9,39 +9,6 @@ namespace Content.Server.Hands.Systems
[UsedImplicitly]
public sealed class HandVirtualItemSystem : SharedHandVirtualItemSystem
{
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
public bool TrySpawnVirtualItemInHand(EntityUid blockingEnt, EntityUid user) => TrySpawnVirtualItemInHand(blockingEnt, user, out _);
public bool TrySpawnVirtualItemInHand(EntityUid blockingEnt, EntityUid user, [NotNullWhen(true)] out EntityUid? virtualItem)
{
if (!_handsSystem.TryGetEmptyHand(user, out var hand))
{
virtualItem = null;
return false;
}
var pos = EntityManager.GetComponent<TransformComponent>(user).Coordinates;
virtualItem = EntityManager.SpawnEntity("HandVirtualItem", pos);
var virtualItemComp = EntityManager.GetComponent<HandVirtualItemComponent>(virtualItem.Value);
virtualItemComp.BlockingEntity = blockingEnt;
_handsSystem.DoPickup(user, hand, virtualItem.Value);
return true;
}
/// <summary>
/// Deletes all virtual items in a user's hands with
/// the specified blocked entity.
/// </summary>
public void DeleteInHandsMatching(EntityUid user, EntityUid matching)
{
foreach (var hand in _handsSystem.EnumerateHands(user))
{
if (TryComp(hand.HeldEntity, out HandVirtualItemComponent? virt) && virt.BlockingEntity == matching)
{
Delete(virt, user);
}
}
}
}
}

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@@ -1,4 +1,5 @@
using Content.Server.Cuffs.Components;
using Content.Server.Cuffs;
using Content.Shared.Cuffs.Components;
using Content.Shared.Implants;
using Content.Shared.Implants.Components;
using Content.Shared.Interaction.Events;
@@ -9,6 +10,7 @@ namespace Content.Server.Implants;
public sealed class SubdermalImplantSystem : SharedSubdermalImplantSystem
{
[Dependency] private readonly CuffableSystem _cuffable = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize()
@@ -26,10 +28,7 @@ public sealed class SubdermalImplantSystem : SharedSubdermalImplantSystem
if (!TryComp<CuffableComponent>(component.ImplantedEntity, out var cuffs) || cuffs.Container.ContainedEntities.Count < 1)
return;
if (TryComp<HandcuffComponent>(cuffs.LastAddedCuffs, out var cuff))
{
cuffs.Uncuff(component.ImplantedEntity.Value, cuffs.LastAddedCuffs, cuff, true);
}
_cuffable.Uncuff(component.ImplantedEntity.Value, cuffs.LastAddedCuffs, cuffs.LastAddedCuffs);
}
#region Relays

View File

@@ -1,6 +1,6 @@
using Content.Server.Cuffs.Components;
using Content.Server.Objectives.Interfaces;
using Content.Server.Station.Components;
using Content.Shared.Cuffs.Components;
using JetBrains.Annotations;
using Robust.Shared.Map.Components;
using Robust.Shared.Utility;

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@@ -1,4 +1,4 @@
using Content.Server.Cuffs.Components;
using System.Linq;
using Content.Server.DoAfter;
using Content.Server.Ensnaring;
using Content.Server.Hands.Components;
@@ -14,6 +14,8 @@ using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using System.Threading;
using Content.Server.Administration.Logs;
using Content.Shared.Cuffs;
using Content.Shared.Cuffs.Components;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Ensnaring.Components;
@@ -25,6 +27,7 @@ namespace Content.Server.Strip
{
public sealed class StrippableSystem : SharedStrippableSystem
{
[Dependency] private readonly SharedCuffableSystem _cuffable = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
@@ -95,9 +98,9 @@ namespace Content.Server.Strip
// is the target a handcuff?
if (TryComp(hand.HeldEntity, out HandVirtualItemComponent? virt)
&& TryComp(target, out CuffableComponent? cuff)
&& cuff.Container.Contains(virt.BlockingEntity))
&& _cuffable.GetAllCuffs(cuff).Contains(virt.BlockingEntity))
{
cuff.TryUncuff(user, virt.BlockingEntity);
_cuffable.TryUncuff(target, user, virt.BlockingEntity, cuffable: cuff);
return;
}

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@@ -11,6 +11,7 @@ using Content.Server.Contests;
using Content.Server.Examine;
using Content.Server.Hands.Components;
using Content.Server.Movement.Systems;
using Content.Shared.Administration.Components;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Database;