Add Buckling (#1155)
* Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
This commit is contained in:
321
Content.Server/GameObjects/Components/Mobs/BuckleComponent.cs
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321
Content.Server/GameObjects/Components/Mobs/BuckleComponent.cs
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@@ -0,0 +1,321 @@
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Strap;
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using Content.Shared.GameObjects.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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public class BuckleComponent : SharedBuckleComponent, IActionBlocker, IInteractHand, IEffectBlocker
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntitySystemManager _entitySystem;
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[Dependency] private readonly IServerNotifyManager _notifyManager;
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#pragma warning restore 649
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private int _size;
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[ViewVariables, CanBeNull]
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public StrapComponent BuckledTo { get; private set; }
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[ViewVariables]
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public int Size => _size;
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private void BuckleStatus()
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{
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if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Buckled,
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BuckledTo == null
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? "/Textures/Mob/UI/Buckle/unbuckled.png"
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: "/Textures/Mob/UI/Buckle/buckled.png");
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}
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}
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private bool TryBuckle(IEntity user, IEntity to)
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{
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if (user == null || user == to)
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{
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return false;
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}
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if (!ActionBlockerSystem.CanInteract(user))
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You can't do that!"));
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return false;
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}
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var strapPosition = Owner.Transform.MapPosition;
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var range = SharedInteractionSystem.InteractionRange / 2;
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if (!InteractionChecks.InRangeUnobstructed(user, strapPosition, range))
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You can't reach there!"));
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return false;
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}
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if (!user.TryGetComponent(out HandsComponent hands))
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You don't have hands!"));
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return false;
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}
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if (hands.GetActiveHand != null)
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("Your hand isn't free!"));
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return false;
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}
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if (BuckledTo != null)
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You are already buckled in!"
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: "{0:They} are already buckled in!", Owner));
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return false;
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}
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if (!to.TryGetComponent(out StrapComponent strap))
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner));
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return false;
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}
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var parent = to.Transform.Parent;
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while (parent != null)
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{
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if (parent == user.Transform)
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner));
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return false;
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}
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parent = parent.Parent;
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}
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if (!strap.HasSpace(this))
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't fit there!"
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: "{0:They} can't fit there!", Owner));
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return false;
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}
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(strap.BuckleSound, Owner);
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if (!strap.TryAdd(this))
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{
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_notifyManager.PopupMessage(Owner, user,
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Loc.GetString(Owner == user
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? "You can't buckle yourself there!"
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: "You can't buckle {0:them} there!", Owner));
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return false;
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}
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BuckledTo = strap;
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(BuckleVisuals.Buckled, true);
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}
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var ownTransform = Owner.Transform;
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var strapTransform = strap.Owner.Transform;
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ownTransform.GridPosition = strapTransform.GridPosition;
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ownTransform.AttachParent(strapTransform);
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switch (strap.Position)
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{
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case StrapPosition.None:
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Stand:
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StandingStateHelper.Standing(Owner);
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Down:
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StandingStateHelper.Down(Owner);
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ownTransform.WorldRotation = Angle.South;
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break;
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}
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BuckleStatus();
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return true;
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}
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public bool TryUnbuckle(IEntity user, bool force = false)
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{
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if (BuckledTo == null)
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{
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return false;
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}
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if (!force)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You can't do that!"));
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return false;
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}
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var strapPosition = Owner.Transform.MapPosition;
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var range = SharedInteractionSystem.InteractionRange / 2;
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if (!InteractionChecks.InRangeUnobstructed(user, strapPosition, range))
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{
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_notifyManager.PopupMessage(user, user,
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Loc.GetString("You can't reach there!"));
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return false;
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}
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}
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if (BuckledTo.Owner.TryGetComponent(out StrapComponent strap))
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{
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strap.Remove(this);
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(strap.UnbuckleSound, Owner);
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}
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Owner.Transform.DetachParent();
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Owner.Transform.WorldRotation = BuckledTo.Owner.Transform.WorldRotation;
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BuckledTo = null;
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(BuckleVisuals.Buckled, false);
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}
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if (Owner.TryGetComponent(out StunnableComponent stunnable) && stunnable.KnockedDown)
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{
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StandingStateHelper.Down(Owner);
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}
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else
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{
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StandingStateHelper.Standing(Owner);
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}
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if (Owner.TryGetComponent(out SpeciesComponent species))
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{
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species.CurrentDamageState.EnterState(Owner);
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}
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BuckleStatus();
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return true;
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}
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public bool ToggleBuckle(IEntity user, IEntity to)
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{
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if (BuckledTo == null)
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{
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return TryBuckle(user, to);
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}
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else if (BuckledTo.Owner == to)
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{
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return TryUnbuckle(user);
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}
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else
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{
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return false;
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _size, "size", 100);
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}
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protected override void Startup()
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{
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base.Startup();
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BuckleStatus();
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}
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public override void OnRemove()
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{
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base.OnRemove();
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if (BuckledTo != null && BuckledTo.Owner.TryGetComponent(out StrapComponent strap))
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{
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strap.Remove(this);
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}
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BuckledTo = null;
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BuckleStatus();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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return TryUnbuckle(eventArgs.User);
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}
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bool IActionBlocker.CanMove()
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{
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return BuckledTo == null;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return BuckledTo == null;
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}
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bool IEffectBlocker.CanFall()
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{
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return BuckledTo == null;
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}
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[Verb]
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private sealed class BuckleVerb : Verb<BuckleComponent>
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{
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protected override void GetData(IEntity user, BuckleComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user) ||
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component.BuckledTo == null)
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Text = Loc.GetString("Unbuckle");
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}
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protected override void Activate(IEntity user, BuckleComponent component)
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{
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component.TryUnbuckle(user);
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}
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}
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}
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}
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@@ -1,7 +1,10 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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@@ -59,6 +62,44 @@ namespace Content.Server.GameObjects.Components.Mobs
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Dirty();
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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switch (message)
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{
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case ClickStatusMessage msg:
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{
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var player = session.AttachedEntity;
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if (player != Owner)
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{
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break;
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}
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// TODO: Implement clicking other status effects in the HUD
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switch (msg.Effect)
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{
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case StatusEffect.Buckled:
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if (!player.TryGetComponent(out BuckleComponent buckle))
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{
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break;
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}
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buckle.TryUnbuckle(player);
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break;
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}
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break;
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}
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}
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}
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}
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}
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@@ -100,7 +100,9 @@ namespace Content.Server.GameObjects.Components.Mobs
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seconds = MathF.Min(_knockdownTimer + (seconds * KnockdownTimeModifier), _knockdownCap);
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if (seconds <= 0f)
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{
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return;
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}
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StandingStateHelper.Down(Owner);
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215
Content.Server/GameObjects/Components/Strap/StrapComponent.cs
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215
Content.Server/GameObjects/Components/Strap/StrapComponent.cs
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@@ -0,0 +1,215 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Strap;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Strap
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{
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[RegisterComponent]
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public class StrapComponent : SharedStrapComponent, IInteractHand
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{
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private StrapPosition _position;
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private string _buckleSound;
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private string _unbuckleSound;
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private int _rotation;
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private int _size;
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/// <summary>
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/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
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/// </summary>
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private HashSet<IEntity> BuckledEntities { get; set; }
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/// <summary>
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/// The change in position to the strapped mob
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/// </summary>
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public override StrapPosition Position
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{
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get => _position;
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set
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{
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_position = value;
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Dirty();
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}
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}
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/// <summary>
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/// The sound to be played when a mob is buckled
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/// </summary>
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[ViewVariables]
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public string BuckleSound => _buckleSound;
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/// <summary>
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/// The sound to be played when a mob is unbuckled
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/// </summary>
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[ViewVariables]
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public string UnbuckleSound => _unbuckleSound;
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/// <summary>
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/// The angle in degrees to rotate the player by when they get strapped
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/// </summary>
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[ViewVariables]
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public int Rotation => _rotation;
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/// <summary>
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/// The size of the strap which is compared against when buckling entities
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/// </summary>
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[ViewVariables]
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public int Size => _size;
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/// <summary>
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/// The sum of the sizes of all the buckled entities in this strap
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/// </summary>
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[ViewVariables]
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public int OccupiedSize { get; private set; }
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public bool HasSpace(BuckleComponent buckle)
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{
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return OccupiedSize + buckle.Size <= _size;
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}
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/// <summary>
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/// Adds a buckled entity. Called from <see cref="BuckleComponent.TryBuckle"/>
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/// </summary>
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/// <param name="buckle">The component to add</param>
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/// <param name="force">Whether or not to check if the strap has enough space</param>
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/// <returns>True if added, false otherwise</returns>
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public bool TryAdd(BuckleComponent buckle, bool force = false)
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{
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if (!force && !HasSpace(buckle))
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{
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return false;
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}
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|
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if (!BuckledEntities.Add(buckle.Owner))
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{
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return false;
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}
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OccupiedSize += buckle.Size;
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if (buckle.Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(StrapVisuals.RotationAngle, _rotation);
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}
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||||
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return true;
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||||
}
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||||
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/// <summary>
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||||
/// Removes a buckled entity. Called from <see cref="BuckleComponent.TryUnbuckle"/>
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/// </summary>
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||||
/// <param name="buckle">The component to remove</param>
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||||
public void Remove(BuckleComponent buckle)
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||||
{
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||||
if (BuckledEntities.Remove(buckle.Owner))
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||||
{
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||||
OccupiedSize -= buckle.Size;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataField(ref _position, "position", StrapPosition.None);
|
||||
serializer.DataField(ref _buckleSound, "buckleSound", "/Audio/effects/buckle.ogg");
|
||||
serializer.DataField(ref _unbuckleSound, "unbuckleSound", "/Audio/effects/unbuckle.ogg");
|
||||
serializer.DataField(ref _rotation, "rotation", 0);
|
||||
|
||||
var defaultSize = 100;
|
||||
|
||||
serializer.DataField(ref _size, "size", defaultSize);
|
||||
BuckledEntities = new HashSet<IEntity>(_size / defaultSize);
|
||||
|
||||
OccupiedSize = 0;
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
base.OnRemove();
|
||||
|
||||
foreach (var entity in BuckledEntities)
|
||||
{
|
||||
if (entity.TryGetComponent(out BuckleComponent buckle))
|
||||
{
|
||||
buckle.TryUnbuckle(entity, true);
|
||||
}
|
||||
}
|
||||
|
||||
BuckledEntities.Clear();
|
||||
OccupiedSize = 0;
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class StrapVerb : Verb<StrapComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, StrapComponent component, VerbData data)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
|
||||
if (!ActionBlockerSystem.CanInteract(component.Owner) ||
|
||||
!user.TryGetComponent(out BuckleComponent buckle) ||
|
||||
buckle.BuckledTo != null && buckle.BuckledTo != component ||
|
||||
user == component.Owner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var parent = component.Owner.Transform.Parent;
|
||||
while (parent != null)
|
||||
{
|
||||
if (parent == user.Transform)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
parent = parent.Parent;
|
||||
}
|
||||
|
||||
var userPosition = user.Transform.MapPosition;
|
||||
var strapPosition = component.Owner.Transform.MapPosition;
|
||||
var range = SharedInteractionSystem.InteractionRange / 2;
|
||||
var inRange = EntitySystem.Get<SharedInteractionSystem>()
|
||||
.InRangeUnobstructed(userPosition, strapPosition, range,
|
||||
predicate: entity => entity == user || entity == component.Owner);
|
||||
|
||||
if (!inRange)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
data.Visibility = VerbVisibility.Visible;
|
||||
data.Text = buckle.BuckledTo == null ? Loc.GetString("Buckle") : Loc.GetString("Unbuckle");
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, StrapComponent component)
|
||||
{
|
||||
if (!user.TryGetComponent(out BuckleComponent buckle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
buckle.ToggleBuckle(user, component.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
||||
{
|
||||
if (!eventArgs.User.TryGetComponent(out BuckleComponent buckle))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return buckle.ToggleBuckle(eventArgs.User, Owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user