Handcuff system (#1831)
* Implemented most serverside logic * All serverside cuff logic complete * SFX, Clientside HUD stuff, Other logic. * fffff * Cuffs 1.0 * missing loc string * Cuffs are stored in the balls now. * Basic integrationtest * Support stripping menu. * rrr * Fixes * properties * gun emoji * fixes * get rid of unused * reeee * Update Content.Shared/GameObjects/ContentNetIDs.cs Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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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.IoC;
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using Content.Server.GameObjects.Components.GUI;
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using Robust.Shared.Serialization;
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using Robust.Shared.Log;
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using Robust.Shared.Localization;
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using Robust.Shared.ViewVariables;
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using Robust.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.ActionBlocking;
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using Content.Server.GameObjects.Components.Mobs;
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using Robust.Shared.Maths;
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using System;
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namespace Content.Server.GameObjects.Components.ActionBlocking
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{
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[RegisterComponent]
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public class HandcuffComponent : SharedHandcuffComponent, IAfterInteract
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{
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[Dependency]
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private readonly ISharedNotifyManager _notifyManager;
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/// <summary>
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/// The time it takes to apply a <see cref="CuffedComponent"/> to an entity.
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/// </summary>
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[ViewVariables]
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public float CuffTime { get; set; }
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/// <summary>
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/// The time it takes to remove a <see cref="CuffedComponent"/> from an entity.
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/// </summary>
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[ViewVariables]
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public float UncuffTime { get; set; }
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/// <summary>
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/// The time it takes for a cuffed entity to remove <see cref="CuffedComponent"/> from itself.
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/// </summary>
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[ViewVariables]
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public float BreakoutTime { get; set; }
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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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[ViewVariables]
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public float StunBonus { get; set; }
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/// <summary>
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/// Will the cuffs break when removed?
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/// </summary>
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[ViewVariables]
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public bool BreakOnRemove { get; set; }
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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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[ViewVariables]
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public string CuffedRSI { get; set; }
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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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[ViewVariables]
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public string OverlayIconState { get; set; }
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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public string BrokenState { get; set; }
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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public string BrokenName { get; set; }
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/// <summary>
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/// The iconstate used for broken handcuffs
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/// </summary>
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[ViewVariables]
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public string BrokenDesc { get; set; }
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[ViewVariables]
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public bool Broken
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{
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get
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{
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return _isBroken;
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}
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set
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{
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if (_isBroken != value)
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{
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_isBroken = value;
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Dirty();
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}
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}
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}
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public string StartCuffSound { get; set; }
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public string EndCuffSound { get; set; }
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public string StartBreakoutSound { get; set; }
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public string StartUncuffSound { get; set; }
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public string EndUncuffSound { get; set; }
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public Color Color { get; set; }
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// Non-exposed data fields
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private bool _isBroken = false;
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private float _interactRange;
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private DoAfterSystem _doAfterSystem;
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private AudioSystem _audioSystem;
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public override void Initialize()
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{
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base.Initialize();
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_audioSystem = EntitySystem.Get<AudioSystem>();
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_doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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_interactRange = SharedInteractionSystem.InteractionRange / 2;
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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(this, x => x.CuffTime, "cuffTime", 5.0f);
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serializer.DataField(this, x => x.BreakoutTime, "breakoutTime", 30.0f);
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serializer.DataField(this, x => x.UncuffTime, "uncuffTime", 5.0f);
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serializer.DataField(this, x => x.StunBonus, "stunBonus", 2.0f);
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serializer.DataField(this, x => x.StartCuffSound, "startCuffSound", "/Audio/Items/Handcuffs/cuff_start.ogg");
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serializer.DataField(this, x => x.EndCuffSound, "endCuffSound", "/Audio/Items/Handcuffs/cuff_end.ogg");
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serializer.DataField(this, x => x.StartUncuffSound, "startUncuffSound", "/Audio/Items/Handcuffs/cuff_takeoff_start.ogg");
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serializer.DataField(this, x => x.EndUncuffSound, "endUncuffSound", "/Audio/Items/Handcuffs/cuff_takeoff_end.ogg");
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serializer.DataField(this, x => x.StartBreakoutSound, "startBreakoutSound", "/Audio/Items/Handcuffs/cuff_breakout_start.ogg");
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serializer.DataField(this, x => x.CuffedRSI, "cuffedRSI", "Objects/Misc/handcuffs.rsi");
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serializer.DataField(this, x => x.OverlayIconState, "bodyIconState", "body-overlay");
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serializer.DataField(this, x => x.Color, "color", Color.White);
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serializer.DataField(this, x => x.BreakOnRemove, "breakOnRemove", false);
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serializer.DataField(this, x => x.BrokenState, "brokenIconState", string.Empty);
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serializer.DataField(this, x => x.BrokenName, "brokenName", string.Empty);
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serializer.DataField(this, x => x.BrokenDesc, "brokenDesc", string.Empty);
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}
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public override ComponentState GetComponentState()
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{
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return new HandcuffedComponentState(Broken ? BrokenState : string.Empty);
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}
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void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (eventArgs.Target == null || !ActionBlockerSystem.CanUse(eventArgs.User) || !eventArgs.Target.TryGetComponent<CuffableComponent>(out var cuffed))
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{
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return;
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}
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if (eventArgs.Target == eventArgs.User)
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{
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("You can't cuff yourself!"));
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return;
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}
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if (Broken)
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{
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("The cuffs are broken!"));
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return;
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}
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if (!eventArgs.Target.TryGetComponent<HandsComponent>(out var hands))
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{
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("{0:theName} has no hands!", eventArgs.Target));
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return;
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}
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if (cuffed.CuffedHandCount == hands.Count)
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{
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("{0:theName} has no free hands to handcuff!", eventArgs.Target));
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return;
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}
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if (!EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(
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eventArgs.User.Transform.MapPosition,
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eventArgs.Target.Transform.MapPosition,
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_interactRange,
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ignoredEnt: Owner))
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{
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("You are too far away to use the cuffs!"));
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return;
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}
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.User, Loc.GetString("You start cuffing {0:theName}.", eventArgs.Target));
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_notifyManager.PopupMessage(eventArgs.User, eventArgs.Target, Loc.GetString("{0:theName} starts cuffing you!", eventArgs.User));
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_audioSystem.PlayFromEntity(StartCuffSound, Owner);
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TryUpdateCuff(eventArgs.User, eventArgs.Target, cuffed);
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}
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/// <summary>
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/// Update the cuffed state of an entity
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/// </summary>
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private async void TryUpdateCuff(IEntity user, IEntity target, CuffableComponent cuffs)
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{
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var cuffTime = CuffTime;
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if (target.TryGetComponent<StunnableComponent>(out var stun) && stun.Stunned)
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{
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cuffTime = MathF.Max(0.1f, cuffTime - StunBonus);
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}
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var doAfterEventArgs = new DoAfterEventArgs(user, cuffTime, default, target)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true,
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NeedHand = true
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};
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var result = await _doAfterSystem.DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled)
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{
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_audioSystem.PlayFromEntity(EndCuffSound, Owner);
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_notifyManager.PopupMessage(user, user, Loc.GetString("You successfully cuff {0}.", target.Name));
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_notifyManager.PopupMessage(target, target, Loc.GetString("You have been cuffed by {0}!", user.Name));
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if (user.TryGetComponent<HandsComponent>(out var hands))
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{
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hands.Drop(Owner);
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cuffs.AddNewCuffs(Owner);
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}
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else
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{
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Logger.Warning("Unable to remove handcuffs from player's hands! This should not happen!");
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}
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}
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else
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{
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user.PopupMessage(user, Loc.GetString("You were interrupted while cuffing {0}!", target.Name));
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target.PopupMessage(target, Loc.GetString("You interrupt {0} while they are cuffing you!", user.Name));
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}
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}
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}
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}
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