Cuffable/Handcuff ECS (#14382)
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72
Content.Shared/Cuffs/Components/CuffableComponent.cs
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72
Content.Shared/Cuffs/Components/CuffableComponent.cs
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Cuffs.Components;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedCuffableSystem))]
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public sealed class CuffableComponent : Component
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{
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/// <summary>
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/// The current RSI for the handcuff layer
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/// </summary>
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[DataField("currentRSI"), ViewVariables(VVAccess.ReadWrite)]
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public string? CurrentRSI;
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/// <summary>
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/// How many of this entity's hands are currently cuffed.
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/// </summary>
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[ViewVariables]
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public int CuffedHandCount => Container.ContainedEntities.Count * 2;
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/// <summary>
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/// The last pair of cuffs that was added to this entity.
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/// </summary>
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[ViewVariables]
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public EntityUid LastAddedCuffs => Container.ContainedEntities[^1];
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/// <summary>
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/// Container of various handcuffs currently applied to the entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Container Container = default!;
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/// <summary>
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/// Whether or not the entity can still interact (is not cuffed)
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/// </summary>
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[DataField("canStillInteract"), ViewVariables(VVAccess.ReadWrite)]
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public bool CanStillInteract = true;
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/// <summary>
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/// Whether or not the entity is currently in the process of being uncuffed.
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/// </summary>
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[DataField("uncuffing"), ViewVariables(VVAccess.ReadWrite)]
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public bool Uncuffing;
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}
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[Serializable, NetSerializable]
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public sealed class CuffableComponentState : ComponentState
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{
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public readonly bool CanStillInteract;
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public readonly bool Uncuffing;
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public readonly int NumHandsCuffed;
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public readonly string? RSI;
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public readonly string? IconState;
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public readonly Color? Color;
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public CuffableComponentState(int numHandsCuffed, bool canStillInteract, bool uncuffing, string? rsiPath, string? iconState, Color? color)
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{
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NumHandsCuffed = numHandsCuffed;
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CanStillInteract = canStillInteract;
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Uncuffing = uncuffing;
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RSI = rsiPath;
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IconState = iconState;
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Color = color;
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}
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}
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[ByRefEvent]
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public readonly record struct CuffedStateChangeEvent;
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113
Content.Shared/Cuffs/Components/HandcuffComponent.cs
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113
Content.Shared/Cuffs/Components/HandcuffComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Utility;
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namespace Content.Shared.Cuffs.Components;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedCuffableSystem))]
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public sealed class HandcuffComponent : Component
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{
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/// <summary>
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/// The time it takes to cuff an entity.
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/// </summary>
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[DataField("cuffTime"), ViewVariables(VVAccess.ReadWrite)]
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public float CuffTime = 3.5f;
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/// <summary>
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/// The time it takes to uncuff an entity.
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/// </summary>
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[DataField("uncuffTime"), ViewVariables(VVAccess.ReadWrite)]
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public float UncuffTime = 3.5f;
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/// <summary>
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/// The time it takes for a cuffed entity to uncuff itself.
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/// </summary>
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[DataField("breakoutTime"), ViewVariables(VVAccess.ReadWrite)]
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public float BreakoutTime = 30f;
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/// <summary>
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/// If an entity being cuffed is stunned, this amount of time is subtracted from the time it takes to add/remove their cuffs.
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/// </summary>
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[DataField("stunBonus"), ViewVariables(VVAccess.ReadWrite)]
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public float StunBonus = 2f;
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/// <summary>
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/// Will the cuffs break when removed?
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/// </summary>
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[DataField("breakOnRemove"), ViewVariables(VVAccess.ReadWrite)]
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public bool BreakOnRemove;
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/// <summary>
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/// Will the cuffs break when removed?
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/// </summary>
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[DataField("brokenPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public string? BrokenPrototype;
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/// <summary>
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/// The path of the RSI file used for the player cuffed overlay.
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/// </summary>
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[DataField("cuffedRSI"), ViewVariables(VVAccess.ReadWrite)]
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public string? CuffedRSI = "Objects/Misc/handcuffs.rsi";
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/// <summary>
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/// The iconstate used with the RSI file for the player cuffed overlay.
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/// </summary>
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[DataField("bodyIconState"), ViewVariables(VVAccess.ReadWrite)]
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public string? OverlayIconState = "body-overlay";
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/// <summary>
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/// An opptional color specification for <see cref="OverlayIconState"/>
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/// </summary>
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[DataField("color"), ViewVariables(VVAccess.ReadWrite)]
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public Color Color = Color.White;
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[DataField("startCuffSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier StartCuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_start.ogg");
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[DataField("endCuffSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier EndCuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_end.ogg");
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[DataField("startBreakoutSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier StartBreakoutSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_breakout_start.ogg");
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[DataField("startUncuffSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier StartUncuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_takeoff_start.ogg");
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[DataField("endUncuffSound"), ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier EndUncuffSound = new SoundPathSpecifier("/Audio/Items/Handcuffs/cuff_takeoff_end.ogg");
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/// <summary>
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/// Used to prevent DoAfter getting spammed.
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/// </summary>
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[DataField("cuffing"), ViewVariables(VVAccess.ReadWrite)]
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public bool Cuffing;
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}
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[Serializable, NetSerializable]
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public sealed class HandcuffComponentState : ComponentState
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{
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public readonly string? IconState;
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public readonly bool Cuffing;
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public HandcuffComponentState(string? iconState, bool cuffing)
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{
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IconState = iconState;
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Cuffing = cuffing;
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}
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}
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/// <summary>
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/// Event fired on the User when the User attempts to cuff the Target.
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/// Should generate popups on the User.
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/// </summary>
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[ByRefEvent]
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public record struct UncuffAttemptEvent(EntityUid User, EntityUid Target)
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{
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public readonly EntityUid User = User;
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public readonly EntityUid Target = Target;
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public bool Cancelled = false;
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}
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@@ -1,61 +0,0 @@
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cuffs.Components
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{
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[ByRefEvent]
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public readonly struct CuffedStateChangeEvent { }
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[NetworkedComponent()]
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public abstract class SharedCuffableComponent : Component
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{
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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/// <summary>
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/// How many of this entity's hands are currently cuffed.
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/// </summary>
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[ViewVariables]
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public int CuffedHandCount => Container.ContainedEntities.Count * 2;
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public EntityUid LastAddedCuffs => Container.ContainedEntities[^1];
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public IReadOnlyList<EntityUid> StoredEntities => Container.ContainedEntities;
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/// <summary>
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/// Container of various handcuffs currently applied to the entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Container Container { get; set; } = default!;
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protected override void Initialize()
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{
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base.Initialize();
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Container = _sysMan.GetEntitySystem<SharedContainerSystem>().EnsureContainer<Container>(Owner, _componentFactory.GetComponentName(GetType()));
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}
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[ViewVariables]
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public bool CanStillInteract { get; set; } = true;
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[Serializable, NetSerializable]
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protected sealed class CuffableComponentState : ComponentState
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{
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public bool CanStillInteract { get; }
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public int NumHandsCuffed { get; }
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public string? RSI { get; }
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public string IconState { get; }
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public Color Color { get; }
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public CuffableComponentState(int numHandsCuffed, bool canStillInteract, string? rsiPath, string iconState, Color color)
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{
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NumHandsCuffed = numHandsCuffed;
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CanStillInteract = canStillInteract;
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RSI = rsiPath;
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IconState = iconState;
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Color = color;
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}
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}
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}
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}
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@@ -1,20 +0,0 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Cuffs.Components
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{
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[NetworkedComponent()]
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public abstract class SharedHandcuffComponent : Component
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{
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[Serializable, NetSerializable]
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protected sealed class HandcuffedComponentState : ComponentState
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{
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public string? IconState { get; }
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public HandcuffedComponentState(string? iconState)
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{
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IconState = iconState;
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}
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}
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}
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}
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