# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
339 lines
13 KiB
C#
339 lines
13 KiB
C#
using System.Linq;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Construction;
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using Content.Shared.Destructible;
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using Content.Shared.DragDrop;
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using Content.Shared.Foldable;
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using Content.Shared.Interaction;
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using Content.Shared.Rotation;
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using Content.Shared.Storage;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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namespace Content.Shared.Buckle;
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public abstract partial class SharedBuckleSystem
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{
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[Dependency] private readonly SharedRotationVisualsSystem _rotationVisuals = default!;
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private void InitializeStrap()
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{
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SubscribeLocalEvent<StrapComponent, ComponentStartup>(OnStrapStartup);
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SubscribeLocalEvent<StrapComponent, ComponentShutdown>(OnStrapShutdown);
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SubscribeLocalEvent<StrapComponent, ComponentRemove>((e, c, _) => StrapRemoveAll(e, c));
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SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(OnStrapEntModifiedFromContainer);
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SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(OnStrapEntModifiedFromContainer);
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SubscribeLocalEvent<StrapComponent, GetVerbsEvent<InteractionVerb>>(AddStrapVerbs);
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SubscribeLocalEvent<StrapComponent, ContainerGettingInsertedAttemptEvent>(
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OnStrapContainerGettingInsertedAttempt);
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SubscribeLocalEvent<StrapComponent, InteractHandEvent>(OnStrapInteractHand);
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SubscribeLocalEvent<StrapComponent, DestructionEventArgs>((e, c, _) => StrapRemoveAll(e, c));
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SubscribeLocalEvent<StrapComponent, BreakageEventArgs>((e, c, _) => StrapRemoveAll(e, c));
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SubscribeLocalEvent<StrapComponent, DragDropTargetEvent>(OnStrapDragDropTarget);
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SubscribeLocalEvent<StrapComponent, CanDropTargetEvent>(OnCanDropTarget);
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SubscribeLocalEvent<StrapComponent, FoldAttemptEvent>(OnAttemptFold);
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SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
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SubscribeLocalEvent<StrapComponent, MachineDeconstructedEvent>((e, c, _) => StrapRemoveAll(e, c));
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}
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private void OnStrapStartup(EntityUid uid, StrapComponent component, ComponentStartup args)
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{
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Appearance.SetData(uid, StrapVisuals.State, component.BuckledEntities.Count != 0);
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}
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private void OnStrapShutdown(EntityUid uid, StrapComponent component, ComponentShutdown args)
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{
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if (LifeStage(uid) > EntityLifeStage.MapInitialized)
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return;
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StrapRemoveAll(uid, component);
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}
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private void OnStrapEntModifiedFromContainer(
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EntityUid uid,
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StrapComponent component,
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ContainerModifiedMessage message)
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{
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if (_gameTiming.ApplyingState)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!TryComp<BuckleComponent>(buckledEntity, out var buckleComp))
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{
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continue;
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}
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ContainerModifiedReAttach(buckledEntity, uid, buckleComp, component);
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}
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}
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private void ContainerModifiedReAttach(
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EntityUid buckleUid,
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EntityUid strapUid,
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BuckleComponent? buckleComp = null,
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StrapComponent? strapComp = null)
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{
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if (!Resolve(buckleUid, ref buckleComp, false) ||
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!Resolve(strapUid, ref strapComp, false))
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return;
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var contained = _container.TryGetContainingContainer(buckleUid, out var ownContainer);
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var strapContained = _container.TryGetContainingContainer(strapUid, out var strapContainer);
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if (contained != strapContained || ownContainer != strapContainer)
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{
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TryUnbuckle(buckleUid, buckleUid, true, buckleComp);
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return;
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}
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if (!contained)
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{
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ReAttach(buckleUid, strapUid, buckleComp, strapComp);
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}
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}
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private void OnStrapContainerGettingInsertedAttempt(
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EntityUid uid,
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StrapComponent component,
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ContainerGettingInsertedAttemptEvent args)
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{
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// If someone is attempting to put this item inside of a backpack, ensure that it has no entities strapped to it.
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if (HasComp<StorageComponent>(args.Container.Owner) && component.BuckledEntities.Count != 0)
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args.Cancel();
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}
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private void OnStrapInteractHand(EntityUid uid, StrapComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = ToggleBuckle(args.User, args.User, uid);
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}
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private void AddStrapVerbs(EntityUid uid, StrapComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract || !component.Enabled)
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return;
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// Note that for whatever bloody reason, buckle component has its own interaction range. Additionally, this
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// range can be set per-component, so we have to check a modified InRangeUnobstructed for every verb.
|
|
|
|
// Add unstrap verbs for every strapped entity.
|
|
foreach (var entity in component.BuckledEntities)
|
|
{
|
|
var buckledComp = Comp<BuckleComponent>(entity);
|
|
|
|
if (!_interaction.InRangeUnobstructed(args.User, args.Target, range: buckledComp.Range))
|
|
continue;
|
|
|
|
var verb = new InteractionVerb()
|
|
{
|
|
Act = () => TryUnbuckle(entity, args.User, buckleComp: buckledComp),
|
|
Category = VerbCategory.Unbuckle,
|
|
Text = entity == args.User
|
|
? Loc.GetString("verb-self-target-pronoun")
|
|
: Comp<MetaDataComponent>(entity).EntityName
|
|
};
|
|
|
|
// In the event that you have more than once entity with the same name strapped to the same object,
|
|
// these two verbs will be identical according to Verb.CompareTo, and only one with actually be added to
|
|
// the verb list. However this should rarely ever be a problem. If it ever is, it could be fixed by
|
|
// appending an integer to verb.Text to distinguish the verbs.
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
// Add a verb to buckle the user.
|
|
if (TryComp<BuckleComponent>(args.User, out var buckle) &&
|
|
buckle.BuckledTo != uid &&
|
|
args.User != uid &&
|
|
StrapHasSpace(uid, buckle, component) &&
|
|
_interaction.InRangeUnobstructed(args.User, args.Target, range: buckle.Range))
|
|
{
|
|
InteractionVerb verb = new()
|
|
{
|
|
Act = () => TryBuckle(args.User, args.User, args.Target, buckle),
|
|
Category = VerbCategory.Buckle,
|
|
Text = Loc.GetString("verb-self-target-pronoun")
|
|
};
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
// If the user is currently holding/pulling an entity that can be buckled, add a verb for that.
|
|
if (args.Using is { Valid: true } @using &&
|
|
TryComp<BuckleComponent>(@using, out var usingBuckle) &&
|
|
StrapHasSpace(uid, usingBuckle, component) &&
|
|
_interaction.InRangeUnobstructed(@using, args.Target, range: usingBuckle.Range))
|
|
{
|
|
// Check that the entity is unobstructed from the target (ignoring the user).
|
|
bool Ignored(EntityUid entity) => entity == args.User || entity == args.Target || entity == @using;
|
|
|
|
if (!_interaction.InRangeUnobstructed(@using, args.Target, usingBuckle.Range, predicate: Ignored))
|
|
return;
|
|
|
|
var isPlayer = _playerManager.TryGetSessionByEntity(@using, out var _);
|
|
InteractionVerb verb = new()
|
|
{
|
|
Act = () => TryBuckle(@using, args.User, args.Target, usingBuckle),
|
|
Category = VerbCategory.Buckle,
|
|
Text = Comp<MetaDataComponent>(@using).EntityName,
|
|
// just a held object, the user is probably just trying to sit down.
|
|
// If the used entity is a person being pulled, prioritize this verb. Conversely, if it is
|
|
Priority = isPlayer ? 1 : -1
|
|
};
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
}
|
|
|
|
private void OnCanDropTarget(EntityUid uid, StrapComponent component, ref CanDropTargetEvent args)
|
|
{
|
|
args.CanDrop = StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnAttemptFold(EntityUid uid, StrapComponent component, ref FoldAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
args.Cancelled = component.BuckledEntities.Count != 0;
|
|
}
|
|
|
|
private void OnStrapDragDropTarget(EntityUid uid, StrapComponent component, ref DragDropTargetEvent args)
|
|
{
|
|
if (!StrapCanDragDropOn(uid, args.User, uid, args.Dragged, component))
|
|
return;
|
|
|
|
args.Handled = TryBuckle(args.Dragged, args.User, uid);
|
|
}
|
|
|
|
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
|
|
{
|
|
// TODO: This looks dirty af.
|
|
// On rotation of a strap, reattach all buckled entities.
|
|
// This fixes buckle offsets and draw depths.
|
|
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
|
|
// Oh god I'm back here again. Send help.
|
|
|
|
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
|
|
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
|
|
// state, then the chairs transform comp state, and then the buckle state. The transform state will
|
|
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
|
|
// chair was teleporting in from nullspace after having left PVS.
|
|
//
|
|
// One option is to just never trigger re-buckles during state application.
|
|
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
|
|
|
|
if (_gameTiming.ApplyingState || args.NewRotation == args.OldRotation)
|
|
return;
|
|
|
|
foreach (var buckledEntity in component.BuckledEntities)
|
|
{
|
|
if (!TryComp<BuckleComponent>(buckledEntity, out var buckled))
|
|
continue;
|
|
|
|
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
|
|
{
|
|
Log.Error(
|
|
$"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
|
|
|
|
continue;
|
|
}
|
|
|
|
ReAttach(buckledEntity, uid, buckled, component);
|
|
Dirty(buckledEntity, buckled);
|
|
}
|
|
}
|
|
|
|
private bool StrapCanDragDropOn(
|
|
EntityUid strapUid,
|
|
EntityUid userUid,
|
|
EntityUid targetUid,
|
|
EntityUid buckleUid,
|
|
StrapComponent? strapComp = null,
|
|
BuckleComponent? buckleComp = null)
|
|
{
|
|
if (!Resolve(strapUid, ref strapComp, false) ||
|
|
!Resolve(buckleUid, ref buckleComp, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool Ignored(EntityUid entity) => entity == userUid || entity == buckleUid || entity == targetUid;
|
|
|
|
return _interaction.InRangeUnobstructed(targetUid, buckleUid, buckleComp.Range, predicate: Ignored);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove everything attached to the strap
|
|
/// </summary>
|
|
public void StrapRemoveAll(EntityUid uid, StrapComponent strapComp)
|
|
{
|
|
foreach (var entity in strapComp.BuckledEntities.ToArray())
|
|
{
|
|
TryUnbuckle(entity, entity, true);
|
|
}
|
|
|
|
strapComp.BuckledEntities.Clear();
|
|
strapComp.OccupiedSize = 0;
|
|
Dirty(uid, strapComp);
|
|
}
|
|
|
|
private bool StrapHasSpace(EntityUid strapUid, BuckleComponent buckleComp, StrapComponent? strapComp = null)
|
|
{
|
|
if (!Resolve(strapUid, ref strapComp, false))
|
|
return false;
|
|
|
|
return strapComp.OccupiedSize + buckleComp.Size <= strapComp.Size;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to add an entity to the strap
|
|
/// </summary>
|
|
private bool StrapTryAdd(
|
|
EntityUid strapUid,
|
|
EntityUid buckleUid,
|
|
BuckleComponent buckleComp,
|
|
bool force = false,
|
|
StrapComponent? strapComp = null)
|
|
{
|
|
if (!Resolve(strapUid, ref strapComp, false) ||
|
|
!strapComp.Enabled)
|
|
return false;
|
|
|
|
if (!force && !StrapHasSpace(strapUid, buckleComp, strapComp))
|
|
return false;
|
|
|
|
if (!strapComp.BuckledEntities.Add(buckleUid))
|
|
return false;
|
|
|
|
strapComp.OccupiedSize += buckleComp.Size;
|
|
|
|
Appearance.SetData(strapUid, StrapVisuals.State, true);
|
|
|
|
Dirty(strapUid, strapComp);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the enabled field in the strap component to a value
|
|
/// </summary>
|
|
public void StrapSetEnabled(EntityUid strapUid, bool enabled, StrapComponent? strapComp = null)
|
|
{
|
|
if (!Resolve(strapUid, ref strapComp, false) ||
|
|
strapComp.Enabled == enabled)
|
|
return;
|
|
|
|
strapComp.Enabled = enabled;
|
|
|
|
if (!enabled)
|
|
StrapRemoveAll(strapUid, strapComp);
|
|
}
|
|
} |