# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
116 lines
4.1 KiB
C#
116 lines
4.1 KiB
C#
using Content.Server._White.Carrying;
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using Content.Server.Popups;
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using Content.Shared.Storage.Components;
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using Content.Shared.Storage;
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using Content.Shared.Inventory;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Movement.Events;
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using Content.Shared.Resist;
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using Robust.Shared.Containers;
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namespace Content.Server.Resist;
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public sealed class EscapeInventorySystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly CarryingSystem _carryingSystem = default!;
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/// <summary>
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/// You can't escape the hands of an entity this many times more massive than you.
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/// </summary>
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public const float MaximumMassDisadvantage = 6f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CanEscapeInventoryComponent, MoveInputEvent>(OnRelayMovement);
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SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeInventoryEvent>(OnEscape);
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SubscribeLocalEvent<CanEscapeInventoryComponent, DroppedEvent>(OnDropped);
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}
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private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent component, ref MoveInputEvent args)
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{
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if (!args.HasDirectionalMovement)
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return;
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if (!_containerSystem.TryGetContainingContainer(uid, out var container) ||
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!_actionBlockerSystem.CanInteract(uid, container.Owner))
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return;
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// Make sure there's nothing stopped the removal (like being glued)
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if (!_containerSystem.CanRemove(uid, container))
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{
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_popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-failed-resisting"), uid, uid);
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return;
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}
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// Contested
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if (_handsSystem.IsHolding(container.Owner, uid, out _))
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{
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AttemptEscape(uid, container.Owner, component);
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return;
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}
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// Uncontested
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if (HasComp<StorageComponent>(container.Owner) || HasComp<InventoryComponent>(container.Owner) ||
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HasComp<SecretStashComponent>(container.Owner))
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AttemptEscape(uid, container.Owner, component);
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}
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public void AttemptEscape(
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EntityUid user,
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EntityUid container,
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CanEscapeInventoryComponent component,
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float multiplier = 1f)
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{
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if (component.IsEscaping)
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return;
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var doAfterEventArgs = new DoAfterArgs(EntityManager, user, component.BaseResistTime * multiplier,
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new EscapeInventoryEvent(), user, target: container)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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NeedHand = false
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};
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if (!_doAfterSystem.TryStartDoAfter(doAfterEventArgs, out component.DoAfter))
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return;
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_popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-start-resisting"), user, user);
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_popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-start-resisting-target"), container,
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container);
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}
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private void OnEscape(EntityUid uid, CanEscapeInventoryComponent component, EscapeInventoryEvent args)
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{
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component.DoAfter = null;
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if (args.Handled || args.Cancelled)
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return;
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if (TryComp<BeingCarriedComponent>(uid, out var carried))
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{
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_carryingSystem.DropCarried(carried.Carrier, uid);
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return;
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}
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_containerSystem.AttachParentToContainerOrGrid((uid, Transform(uid)));
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args.Handled = true;
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}
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private void OnDropped(EntityUid uid, CanEscapeInventoryComponent component, DroppedEvent args)
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{
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if (component.DoAfter != null)
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_doAfterSystem.Cancel(component.DoAfter);
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}
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} |