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* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com>
789 lines
33 KiB
C#
789 lines
33 KiB
C#
using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Contests;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Database;
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using Content.Shared.Flight;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Stunnable;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.Mood;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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namespace Content.Shared.Cuffs
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{
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// TODO remove all the IsServer() checks.
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public abstract partial class SharedCuffableSystem : EntitySystem
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{
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly UseDelaySystem _delay = default!;
|
|
[Dependency] private readonly ContestsSystem _contests = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<HandCountChangedEvent>(OnHandCountChanged);
|
|
SubscribeLocalEvent<UncuffAttemptEvent>(OnUncuffAttempt);
|
|
|
|
SubscribeLocalEvent<CuffableComponent, EntRemovedFromContainerMessage>(OnCuffsRemovedFromContainer);
|
|
SubscribeLocalEvent<CuffableComponent, EntInsertedIntoContainerMessage>(OnCuffsInsertedIntoContainer);
|
|
SubscribeLocalEvent<CuffableComponent, RejuvenateEvent>(OnRejuvenate);
|
|
SubscribeLocalEvent<CuffableComponent, ComponentInit>(OnStartup);
|
|
SubscribeLocalEvent<CuffableComponent, AttemptStopPullingEvent>(HandleStopPull);
|
|
SubscribeLocalEvent<CuffableComponent, UpdateCanMoveEvent>(HandleMoveAttempt);
|
|
SubscribeLocalEvent<CuffableComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
|
|
SubscribeLocalEvent<CuffableComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
|
|
SubscribeLocalEvent<CuffableComponent, BeingPulledAttemptEvent>(OnBeingPulledAttempt);
|
|
SubscribeLocalEvent<CuffableComponent, BuckleAttemptEvent>(OnBuckleAttemptEvent);
|
|
SubscribeLocalEvent<CuffableComponent, UnbuckleAttemptEvent>(OnUnbuckleAttemptEvent);
|
|
SubscribeLocalEvent<CuffableComponent, GetVerbsEvent<Verb>>(AddUncuffVerb);
|
|
SubscribeLocalEvent<CuffableComponent, UnCuffDoAfterEvent>(OnCuffableDoAfter);
|
|
SubscribeLocalEvent<CuffableComponent, PullStartedMessage>(OnPull);
|
|
SubscribeLocalEvent<CuffableComponent, PullStoppedMessage>(OnPull);
|
|
SubscribeLocalEvent<CuffableComponent, DropAttemptEvent>(CheckAct);
|
|
SubscribeLocalEvent<CuffableComponent, PickupAttemptEvent>(CheckAct);
|
|
SubscribeLocalEvent<CuffableComponent, AttackAttemptEvent>(CheckAct);
|
|
SubscribeLocalEvent<CuffableComponent, UseAttemptEvent>(CheckAct);
|
|
SubscribeLocalEvent<CuffableComponent, InteractionAttemptEvent>(CheckInteract);
|
|
|
|
SubscribeLocalEvent<HandcuffComponent, AfterInteractEvent>(OnCuffAfterInteract);
|
|
SubscribeLocalEvent<HandcuffComponent, MeleeHitEvent>(OnCuffMeleeHit);
|
|
SubscribeLocalEvent<HandcuffComponent, AddCuffDoAfterEvent>(OnAddCuffDoAfter);
|
|
SubscribeLocalEvent<HandcuffComponent, VirtualItemDeletedEvent>(OnCuffVirtualItemDeleted);
|
|
}
|
|
|
|
private void CheckInteract(Entity<CuffableComponent> ent, ref InteractionAttemptEvent args)
|
|
{
|
|
if (!ent.Comp.CanStillInteract)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnUncuffAttempt(ref UncuffAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!Exists(args.User) || Deleted(args.User))
|
|
{
|
|
// Should this even be possible?
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
// If the user is the target, special logic applies.
|
|
// This is because the CanInteract blocking of the cuffs prevents self-uncuff.
|
|
if (args.User == args.Target)
|
|
{
|
|
if (!TryComp<CuffableComponent>(args.User, out var cuffable))
|
|
{
|
|
DebugTools.Assert($"{args.User} tried to uncuff themselves but they are not cuffable.");
|
|
return;
|
|
}
|
|
|
|
// We temporarily allow interactions so the cuffable system does not block itself.
|
|
// It's assumed that this will always be false.
|
|
// Otherwise they would not be trying to uncuff themselves.
|
|
cuffable.CanStillInteract = true;
|
|
Dirty(args.User, cuffable);
|
|
|
|
if (!_actionBlocker.CanInteract(args.User, args.User))
|
|
args.Cancelled = true;
|
|
|
|
cuffable.CanStillInteract = false;
|
|
Dirty(args.User, cuffable);
|
|
}
|
|
else
|
|
{
|
|
// Check if the user can interact.
|
|
if (!_actionBlocker.CanInteract(args.User, args.Target))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
if (args.Cancelled)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-cannot-interact-message"), args.Target, args.User);
|
|
}
|
|
}
|
|
|
|
private void OnStartup(EntityUid uid, CuffableComponent component, ComponentInit args)
|
|
{
|
|
component.Container = _container.EnsureContainer<Container>(uid, _componentFactory.GetComponentName(component.GetType()));
|
|
}
|
|
|
|
private void OnRejuvenate(EntityUid uid, CuffableComponent component, RejuvenateEvent args)
|
|
{
|
|
_container.EmptyContainer(component.Container, true);
|
|
}
|
|
|
|
private void OnCuffsRemovedFromContainer(EntityUid uid, CuffableComponent component, EntRemovedFromContainerMessage args)
|
|
{
|
|
// ReSharper disable once ConditionalAccessQualifierIsNonNullableAccordingToAPIContract
|
|
if (args.Container.ID != component.Container?.ID)
|
|
return;
|
|
|
|
_virtualItem.DeleteInHandsMatching(uid, args.Entity);
|
|
UpdateCuffState(uid, component);
|
|
}
|
|
|
|
private void OnCuffsInsertedIntoContainer(EntityUid uid, CuffableComponent component, ContainerModifiedMessage args)
|
|
{
|
|
if (args.Container == component.Container)
|
|
UpdateCuffState(uid, component);
|
|
}
|
|
|
|
public void UpdateCuffState(EntityUid uid, CuffableComponent component)
|
|
{
|
|
var canInteract = TryComp(uid, out HandsComponent? hands) && hands.Hands.Count > component.CuffedHandCount;
|
|
|
|
if (canInteract == component.CanStillInteract)
|
|
return;
|
|
|
|
component.CanStillInteract = canInteract;
|
|
Dirty(uid, component);
|
|
_actionBlocker.UpdateCanMove(uid);
|
|
|
|
if (component.CanStillInteract)
|
|
{
|
|
_alerts.ClearAlert(uid, component.CuffedAlert);
|
|
RaiseLocalEvent(uid, new MoodRemoveEffectEvent("Handcuffed"));
|
|
}
|
|
|
|
else
|
|
{
|
|
_alerts.ShowAlert(uid, component.CuffedAlert);
|
|
RaiseLocalEvent(uid, new MoodEffectEvent("Handcuffed"));
|
|
}
|
|
|
|
var ev = new CuffedStateChangeEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
|
|
private void OnBeingPulledAttempt(EntityUid uid, CuffableComponent component, BeingPulledAttemptEvent args)
|
|
{
|
|
if (!TryComp<PullableComponent>(uid, out var pullable))
|
|
return;
|
|
|
|
if (pullable.Puller != null && !component.CanStillInteract) // If we are being pulled already and cuffed, we can't get pulled again.
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnBuckleAttempt(Entity<CuffableComponent> ent, EntityUid? user, ref bool cancelled, bool buckling, bool popup)
|
|
{
|
|
if (cancelled || user != ent.Owner)
|
|
return;
|
|
|
|
if (!TryComp<HandsComponent>(ent, out var hands) || ent.Comp.CuffedHandCount < hands.Count)
|
|
return;
|
|
|
|
cancelled = true;
|
|
if (!popup)
|
|
return;
|
|
|
|
var message = buckling
|
|
? Loc.GetString("handcuff-component-cuff-interrupt-buckled-message")
|
|
: Loc.GetString("handcuff-component-cuff-interrupt-unbuckled-message");
|
|
|
|
_popup.PopupClient(message, ent, user);
|
|
}
|
|
|
|
private void OnBuckleAttemptEvent(Entity<CuffableComponent> ent, ref BuckleAttemptEvent args)
|
|
{
|
|
OnBuckleAttempt(ent, args.User, ref args.Cancelled, true, args.Popup);
|
|
}
|
|
|
|
private void OnUnbuckleAttemptEvent(Entity<CuffableComponent> ent, ref UnbuckleAttemptEvent args)
|
|
{
|
|
OnBuckleAttempt(ent, args.User, ref args.Cancelled, false, args.Popup);
|
|
}
|
|
|
|
private void OnPull(EntityUid uid, CuffableComponent component, PullMessage args)
|
|
{
|
|
if (!component.CanStillInteract)
|
|
_actionBlocker.UpdateCanMove(uid);
|
|
}
|
|
|
|
private void HandleMoveAttempt(EntityUid uid, CuffableComponent component, UpdateCanMoveEvent args)
|
|
{
|
|
if (component.CanStillInteract || !EntityManager.TryGetComponent(uid, out PullableComponent? pullable) || !pullable.BeingPulled)
|
|
return;
|
|
|
|
args.Cancel();
|
|
}
|
|
|
|
private void HandleStopPull(EntityUid uid, CuffableComponent component, AttemptStopPullingEvent args)
|
|
{
|
|
if (args.User == null || !Exists(args.User.Value))
|
|
return;
|
|
|
|
if (args.User.Value == uid && !component.CanStillInteract)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void AddUncuffVerb(EntityUid uid, CuffableComponent component, GetVerbsEvent<Verb> args)
|
|
{
|
|
// Can the user access the cuffs, and is there even anything to uncuff?
|
|
if (!args.CanAccess || component.CuffedHandCount == 0 || args.Hands == null)
|
|
return;
|
|
|
|
// We only check can interact if the user is not uncuffing themselves. As a result, the verb will show up
|
|
// when the user is incapacitated & trying to uncuff themselves, but TryUncuff() will still fail when
|
|
// attempted.
|
|
if (args.User != args.Target && !args.CanInteract)
|
|
return;
|
|
|
|
Verb verb = new()
|
|
{
|
|
Act = () => TryUncuff(uid, args.User, cuffable: component),
|
|
DoContactInteraction = true,
|
|
Text = Loc.GetString("uncuff-verb-get-data-text")
|
|
};
|
|
//TODO VERB ICON add uncuffing symbol? may re-use the alert symbol showing that you are currently cuffed?
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void OnCuffableDoAfter(EntityUid uid, CuffableComponent component, UnCuffDoAfterEvent args)
|
|
{
|
|
if (args.Args.Target is not { } target || args.Args.Used is not { } used)
|
|
return;
|
|
if (args.Handled)
|
|
return;
|
|
args.Handled = true;
|
|
|
|
var user = args.Args.User;
|
|
|
|
if (!args.Cancelled)
|
|
{
|
|
Uncuff(target, user, used, component);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-fail-message"), user, user);
|
|
}
|
|
}
|
|
|
|
private void OnCuffAfterInteract(EntityUid uid, HandcuffComponent component, AfterInteractEvent args)
|
|
{
|
|
if (args.Target is not { Valid: true } target)
|
|
return;
|
|
|
|
if (!args.CanReach)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-too-far-away-error"), args.User, args.User);
|
|
return;
|
|
}
|
|
|
|
var result = TryCuffing(args.User, target, uid, component);
|
|
args.Handled = result;
|
|
}
|
|
|
|
private void OnCuffMeleeHit(EntityUid uid, HandcuffComponent component, MeleeHitEvent args)
|
|
{
|
|
if (!args.HitEntities.Any())
|
|
return;
|
|
|
|
TryCuffing(args.User, args.HitEntities.First(), uid, component);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnAddCuffDoAfter(EntityUid uid, HandcuffComponent component, AddCuffDoAfterEvent args)
|
|
{
|
|
var user = args.Args.User;
|
|
|
|
if (!TryComp<CuffableComponent>(args.Args.Target, out var cuffable))
|
|
return;
|
|
|
|
var target = args.Args.Target.Value;
|
|
|
|
if (args.Handled)
|
|
return;
|
|
args.Handled = true;
|
|
|
|
if (!args.Cancelled && TryAddNewCuffs(target, user, uid, cuffable))
|
|
{
|
|
component.Used = true;
|
|
_audio.PlayPredicted(component.EndCuffSound, uid, user);
|
|
_popup.PopupEntity(Loc.GetString("handcuff-component-cuff-observer-success-message",
|
|
("user", Identity.Name(user, EntityManager)), ("target", Identity.Name(target, EntityManager))),
|
|
target, Filter.Pvs(target, entityManager: EntityManager)
|
|
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user), true);
|
|
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-self-success-message"), user, user);
|
|
_adminLog.Add(LogType.Action, LogImpact.Medium,
|
|
$"{ToPrettyString(user):player} has cuffed himself");
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-other-success-message",
|
|
("otherName", Identity.Name(target, EntityManager, user))), user, user);
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-by-other-success-message",
|
|
("otherName", Identity.Name(user, EntityManager, target))), target, target);
|
|
_adminLog.Add(LogType.Action, LogImpact.Medium,
|
|
$"{ToPrettyString(user):player} has cuffed {ToPrettyString(target):player}");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-self-message"), user, user);
|
|
}
|
|
else
|
|
{
|
|
// TODO Fix popup message wording
|
|
// This message assumes that the user being handcuffed is the one that caused the handcuff to fail.
|
|
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-message",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-other-message",
|
|
("otherName", Identity.Name(user, EntityManager, target))), target, target);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnCuffVirtualItemDeleted(EntityUid uid, HandcuffComponent component, VirtualItemDeletedEvent args)
|
|
{
|
|
Uncuff(args.User, null, uid, cuff: component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs.
|
|
/// </summary>
|
|
private void OnHandCountChanged(HandCountChangedEvent message)
|
|
{
|
|
var owner = message.Sender;
|
|
|
|
if (!TryComp(owner, out CuffableComponent? cuffable) ||
|
|
!cuffable.Initialized)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var dirty = false;
|
|
var handCount = CompOrNull<HandsComponent>(owner)?.Count ?? 0;
|
|
|
|
while (cuffable.CuffedHandCount > handCount && cuffable.CuffedHandCount > 0)
|
|
{
|
|
dirty = true;
|
|
|
|
var container = cuffable.Container;
|
|
var entity = container.ContainedEntities[^1];
|
|
|
|
_container.Remove(entity, container);
|
|
_transform.SetWorldPosition(entity, _transform.GetWorldPosition(owner));
|
|
}
|
|
|
|
if (dirty)
|
|
{
|
|
UpdateCuffState(owner, cuffable);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds virtual cuff items to the user's hands.
|
|
/// </summary>
|
|
private void UpdateHeldItems(EntityUid uid, EntityUid handcuff, CuffableComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
// TODO we probably don't just want to use the generic virtual-item entity, and instead
|
|
// want to add our own item, so that use-in-hand triggers an uncuff attempt and the like.
|
|
|
|
if (!TryComp<HandsComponent>(uid, out var handsComponent))
|
|
return;
|
|
|
|
var freeHands = 0;
|
|
foreach (var hand in _hands.EnumerateHands(uid, handsComponent))
|
|
{
|
|
if (hand.HeldEntity == null)
|
|
{
|
|
freeHands++;
|
|
continue;
|
|
}
|
|
|
|
// Is this entity removable? (it might be an existing handcuff blocker)
|
|
if (HasComp<UnremoveableComponent>(hand.HeldEntity))
|
|
continue;
|
|
|
|
_hands.DoDrop(uid, hand, true, handsComponent);
|
|
freeHands++;
|
|
if (freeHands == 2)
|
|
break;
|
|
}
|
|
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(handcuff, uid, out var virtItem1))
|
|
EnsureComp<UnremoveableComponent>(virtItem1.Value);
|
|
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(handcuff, uid, out var virtItem2))
|
|
EnsureComp<UnremoveableComponent>(virtItem2.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a set of cuffs to an existing CuffedComponent.
|
|
/// </summary>
|
|
public bool TryAddNewCuffs(EntityUid target, EntityUid user, EntityUid handcuff, CuffableComponent? component = null, HandcuffComponent? cuff = null)
|
|
{
|
|
if (!Resolve(target, ref component) || !Resolve(handcuff, ref cuff))
|
|
return false;
|
|
|
|
if (!_interaction.InRangeUnobstructed(handcuff, target))
|
|
return false;
|
|
|
|
// Success!
|
|
_hands.TryDrop(user, handcuff);
|
|
|
|
_container.Insert(handcuff, component.Container);
|
|
UpdateHeldItems(target, handcuff, component);
|
|
return true;
|
|
}
|
|
|
|
/// <returns>False if the target entity isn't cuffable.</returns>
|
|
public bool TryCuffing(EntityUid user, EntityUid target, EntityUid handcuff, HandcuffComponent? handcuffComponent = null, CuffableComponent? cuffable = null, float distanceThreshold = SharedInteractionSystem.InteractionRange)
|
|
{
|
|
if (!Resolve(handcuff, ref handcuffComponent) || !Resolve(target, ref cuffable, false))
|
|
return false;
|
|
|
|
if (!TryComp<HandsComponent>(target, out var hands))
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-target-has-no-hands-error",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
return true;
|
|
}
|
|
|
|
if (cuffable.CuffedHandCount >= hands.Count)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-target-has-no-free-hands-error",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
return true;
|
|
}
|
|
|
|
if (TryComp<FlightComponent>(target, out var flight) && flight.On)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-target-flying-error",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
return true;
|
|
}
|
|
|
|
var cuffTime = handcuffComponent.CuffTime;
|
|
|
|
if (HasComp<StunnedComponent>(target))
|
|
cuffTime = MathF.Max(0.1f, cuffTime - handcuffComponent.StunBonus);
|
|
|
|
if (HasComp<DisarmProneComponent>(target))
|
|
cuffTime = 0.0f; // cuff them instantly.
|
|
|
|
var doAfterEventArgs = new DoAfterArgs(EntityManager, user, cuffTime, new AddCuffDoAfterEvent(), handcuff, target, handcuff)
|
|
{
|
|
BreakOnMove = true,
|
|
BreakOnWeightlessMove = false,
|
|
BreakOnDamage = true,
|
|
NeedHand = true,
|
|
DistanceThreshold = distanceThreshold
|
|
};
|
|
|
|
if (!_doAfter.TryStartDoAfter(doAfterEventArgs))
|
|
return true;
|
|
|
|
_popup.PopupEntity(Loc.GetString("handcuff-component-start-cuffing-observer",
|
|
("user", Identity.Name(user, EntityManager)), ("target", Identity.Name(target, EntityManager))),
|
|
target, Filter.Pvs(target, entityManager: EntityManager)
|
|
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user), true);
|
|
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-target-self"), user, user);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-start-cuffing-target-message",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-start-cuffing-by-other-message",
|
|
("otherName", Identity.Name(user, EntityManager, target))), target, target);
|
|
}
|
|
|
|
_audio.PlayPredicted(handcuffComponent.StartCuffSound, handcuff, user);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the target is handcuffed.
|
|
/// </summary>
|
|
/// <param name="requireFullyCuffed">when true, return false if the target is only partially cuffed (for things with more than 2 hands)</param>
|
|
/// <returns></returns>
|
|
public bool IsCuffed(Entity<CuffableComponent> target, bool requireFullyCuffed = true)
|
|
{
|
|
if (!TryComp<HandsComponent>(target, out var hands))
|
|
return false;
|
|
|
|
if (target.Comp.CuffedHandCount <= 0)
|
|
return false;
|
|
|
|
if (requireFullyCuffed && hands.Count > target.Comp.CuffedHandCount)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to uncuff a cuffed entity. Can be called by the cuffed entity, or another entity trying to help uncuff them.
|
|
/// If the uncuffing succeeds, the cuffs will drop on the floor.
|
|
/// </summary>
|
|
/// <param name="target"></param>
|
|
/// <param name="user">The cuffed entity</param>
|
|
/// <param name="cuffsToRemove">Optional param for the handcuff entity to remove from the cuffed entity. If null, uses the most recently added handcuff entity.</param>
|
|
/// <param name="cuffable"></param>
|
|
/// <param name="cuff"></param>
|
|
public void TryUncuff(EntityUid target, EntityUid user, EntityUid? cuffsToRemove = null, CuffableComponent? cuffable = null, HandcuffComponent? cuff = null)
|
|
{
|
|
if (!Resolve(target, ref cuffable))
|
|
return;
|
|
|
|
var isOwner = user == target;
|
|
|
|
if (cuffsToRemove == null)
|
|
{
|
|
if (cuffable.Container.ContainedEntities.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
cuffsToRemove = cuffable.LastAddedCuffs;
|
|
}
|
|
else
|
|
{
|
|
if (!cuffable.Container.ContainedEntities.Contains(cuffsToRemove.Value))
|
|
{
|
|
Log.Warning("A user is trying to remove handcuffs that aren't in the owner's container. This should never happen!");
|
|
}
|
|
}
|
|
|
|
if (!Resolve(cuffsToRemove.Value, ref cuff))
|
|
return;
|
|
|
|
var attempt = new UncuffAttemptEvent(user, target);
|
|
RaiseLocalEvent(user, ref attempt, true);
|
|
|
|
if (attempt.Cancelled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!isOwner && !_interaction.InRangeUnobstructed(user, target))
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-cannot-remove-cuffs-too-far-message"), user, user);
|
|
return;
|
|
}
|
|
|
|
var uncuffTime = (isOwner ? cuff.BreakoutTime : cuff.UncuffTime) * (cuff.UncuffEasierWhenLarge ? 1 / _contests.MassContest(user) : _contests.MassContest(user));
|
|
|
|
if (isOwner)
|
|
{
|
|
if (!TryComp(cuffsToRemove.Value, out UseDelayComponent? useDelay))
|
|
return;
|
|
|
|
if (!_delay.TryResetDelay((cuffsToRemove.Value, useDelay), true))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
var doAfterEventArgs = new DoAfterArgs(EntityManager, user, uncuffTime, new UnCuffDoAfterEvent(), target, target, cuffsToRemove)
|
|
{
|
|
BreakOnMove = true,
|
|
BreakOnWeightlessMove = false,
|
|
BreakOnDamage = true,
|
|
NeedHand = true,
|
|
RequireCanInteract = false, // Trust in UncuffAttemptEvent
|
|
DistanceThreshold = 0.3f
|
|
};
|
|
|
|
if (!_doAfter.TryStartDoAfter(doAfterEventArgs))
|
|
return;
|
|
|
|
_adminLog.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user)} is trying to uncuff {ToPrettyString(target)}");
|
|
|
|
_popup.PopupEntity(Loc.GetString("cuffable-component-start-uncuffing-observer",
|
|
("user", Identity.Name(user, EntityManager)), ("target", Identity.Name(target, EntityManager))),
|
|
target, Filter.Pvs(target, entityManager: EntityManager)
|
|
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user), true);
|
|
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-start-uncuffing-self"), user, user);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-start-uncuffing-target-message",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-start-uncuffing-by-other-message",
|
|
("otherName", Identity.Name(user, EntityManager, target))), target, target);
|
|
}
|
|
|
|
_audio.PlayPredicted(isOwner ? cuff.StartBreakoutSound : cuff.StartUncuffSound, target, user);
|
|
}
|
|
|
|
public void Uncuff(EntityUid target, EntityUid? user, EntityUid cuffsToRemove, CuffableComponent? cuffable = null, HandcuffComponent? cuff = null)
|
|
{
|
|
if (!Resolve(target, ref cuffable) || !Resolve(cuffsToRemove, ref cuff))
|
|
return;
|
|
|
|
if (!cuff.Used || cuff.Removing || TerminatingOrDeleted(cuffsToRemove) || TerminatingOrDeleted(target))
|
|
return;
|
|
|
|
if (user != null)
|
|
{
|
|
var attempt = new UncuffAttemptEvent(user.Value, target);
|
|
RaiseLocalEvent(user.Value, ref attempt);
|
|
if (attempt.Cancelled)
|
|
return;
|
|
}
|
|
|
|
cuff.Removing = true;
|
|
cuff.Used = false;
|
|
_audio.PlayPredicted(cuff.EndUncuffSound, target, user);
|
|
|
|
_container.Remove(cuffsToRemove, cuffable.Container);
|
|
|
|
if (_net.IsServer)
|
|
{
|
|
// Handles spawning broken cuffs on server to avoid client misprediction
|
|
if (cuff.BreakOnRemove)
|
|
{
|
|
QueueDel(cuffsToRemove);
|
|
if (cuff.BrokenPrototype.HasValue)
|
|
{
|
|
var trash = Spawn(cuff.BrokenPrototype, Transform(cuffsToRemove).Coordinates);
|
|
_hands.PickupOrDrop(user, trash);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_hands.PickupOrDrop(user, cuffsToRemove);
|
|
}
|
|
}
|
|
|
|
if (cuffable.CuffedHandCount == 0)
|
|
{
|
|
if (user != null)
|
|
_popup.PopupPredicted(Loc.GetString("cuffable-component-remove-cuffs-success-message"), user.Value, user.Value);
|
|
|
|
if (target != user && user != null)
|
|
{
|
|
_popup.PopupPredicted(Loc.GetString("cuffable-component-remove-cuffs-by-other-success-message",
|
|
("otherName", Identity.Name(user.Value, EntityManager, user))), target, target);
|
|
_adminLog.Add(LogType.Action, LogImpact.Medium,
|
|
$"{ToPrettyString(user):player} has successfully uncuffed {ToPrettyString(target):player}");
|
|
}
|
|
else
|
|
{
|
|
_adminLog.Add(LogType.Action, LogImpact.Medium,
|
|
$"{ToPrettyString(user):player} has successfully uncuffed themselves");
|
|
}
|
|
}
|
|
else if (user != null)
|
|
{
|
|
if (user != target)
|
|
{
|
|
_popup.PopupPredicted(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
|
|
("cuffedHandCount", cuffable.CuffedHandCount),
|
|
("otherName", Identity.Name(user.Value, EntityManager, user.Value))), user.Value, user.Value);
|
|
_popup.PopupPredicted(Loc.GetString(
|
|
"cuffable-component-remove-cuffs-by-other-partial-success-message",
|
|
("otherName", Identity.Name(user.Value, EntityManager, user.Value)),
|
|
("cuffedHandCount", cuffable.CuffedHandCount)), target, target);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupPredicted(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
|
|
("cuffedHandCount", cuffable.CuffedHandCount)), user.Value, user.Value);
|
|
}
|
|
}
|
|
cuff.Removing = false;
|
|
}
|
|
|
|
#region ActionBlocker
|
|
|
|
private void CheckAct(EntityUid uid, CuffableComponent component, CancellableEntityEventArgs args)
|
|
{
|
|
if (!component.CanStillInteract)
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnEquipAttempt(EntityUid uid, CuffableComponent component, IsEquippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Equipee == uid)
|
|
CheckAct(uid, component, args);
|
|
}
|
|
|
|
private void OnUnequipAttempt(EntityUid uid, CuffableComponent component, IsUnequippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Unequipee == uid)
|
|
CheckAct(uid, component, args);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public IReadOnlyList<EntityUid> GetAllCuffs(CuffableComponent component)
|
|
{
|
|
return component.Container.ContainedEntities;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
private sealed partial class UnCuffDoAfterEvent : SimpleDoAfterEvent
|
|
{
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class AddCuffDoAfterEvent : SimpleDoAfterEvent // Goob Edit moved out of class made public
|
|
{
|
|
}
|