161 lines
5.9 KiB
C#
161 lines
5.9 KiB
C#
using Content.Shared.Buckle.Components;
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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.Standing;
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using Content.Shared.Throwing;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Timing;
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namespace Content.Shared.Buckle;
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public abstract class SharedBuckleSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
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SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
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SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
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SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
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SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
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SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
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}
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private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
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{
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// TODO: This looks dirty af.
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// On rotation of a strap, reattach all buckled entities.
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// This fixes buckle offsets and draw depths.
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// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
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// Oh god I'm back here again. Send help.
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// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
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// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
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// state, then the chairs transform comp state, and then the buckle state. The transform state will
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// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
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// chair was teleporting in from nullspace after having left PVS.
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//
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// One option is to just never trigger re-buckles during state application.
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// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
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if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
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return;
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foreach (var buckledEntity in component.BuckledEntities)
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{
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if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
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{
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continue;
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}
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if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
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{
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Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
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continue;
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}
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ReAttach(buckledEntity, component, buckle: buckled);
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Dirty(buckled);
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}
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}
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public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
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{
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return Resolve(uid, ref component, false) && component.Buckled;
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}
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private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
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{
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if (component.Buckled)
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args.Cancel();
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}
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private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
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{
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if (component.LifeStage > ComponentLifeStage.Running)
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return;
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if (component.Buckled &&
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!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
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args.Cancel();
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}
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private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
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{
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if (component.Buckled)
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{
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args.Cancel();
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}
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}
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private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
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{
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if (component.Buckled)
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{
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args.Cancel();
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}
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}
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private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
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{
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if (!component.Buckled) return;
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args.Cancel();
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}
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private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
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{
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if (args.BodyB.Owner != component.LastEntityBuckledTo)
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return;
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if (component.Buckled || component.DontCollide)
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{
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args.Cancelled = true;
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}
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}
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/// <summary>
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/// Reattaches this entity to the strap, modifying its position and rotation.
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/// </summary>
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/// <param name="buckleId">The entity to reattach.</param>
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/// <param name="strap">The strap to reattach to.</param>
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/// <param name="buckle">The buckle component of the entity to reattach.</param>
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public void ReAttach(EntityUid buckleId, SharedStrapComponent strap, SharedBuckleComponent? buckle = null)
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{
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if (!Resolve(buckleId, ref buckle, false))
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return;
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var ownTransform = Transform(buckleId);
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var strapTransform = Transform(strap.Owner);
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ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
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// Buckle subscribes to move for <reasons> so this might fail.
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// TODO: Make buckle not do that.
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if (ownTransform.ParentUid != strapTransform.Owner)
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return;
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ownTransform.LocalRotation = Angle.Zero;
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switch (strap.Position)
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{
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case StrapPosition.None:
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break;
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case StrapPosition.Stand:
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_standing.Stand(buckleId);
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break;
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case StrapPosition.Down:
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_standing.Down(buckleId, false, false);
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break;
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}
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}
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}
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