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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>
1154 lines
44 KiB
C#
1154 lines
44 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Shared._White.Grab; // Goobstation
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using Content.Shared.ActionBlocker;
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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.CombatMode; // Goobstation
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using Content.Shared.Cuffs; // Goobstation
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using Content.Shared.Cuffs.Components; // Goobstation
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using Content.Shared.Damage; // Goobstation
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using Content.Shared.Damage.Systems; // Goobstation
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using Content.Shared.Database;
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using Content.Shared.Effects; // Goobstation
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using Content.Shared.Gravity;
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using Content.Shared.Hands;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Input;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.VirtualItem; // Goobstation
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using Content.Shared.Item;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components; // Goobstation
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Movement.Components;
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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.Movement.Systems;
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using Content.Shared.Projectiles;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech; // Goobstation
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using Content.Shared.Standing;
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using Content.Shared.Throwing; // Goobstation
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using Content.Shared.Verbs;
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using Robust.Shared.Audio; // Goobstation
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using Robust.Shared.Audio.Systems; // Goobstation
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Network; // Goobstation
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random; // Goobstation
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using Robust.Shared.Timing;
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namespace Content.Shared.Movement.Pulling.Systems;
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/// <summary>
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/// Allows one entity to pull another behind them via a physics distance joint.
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/// </summary>
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public sealed class PullingSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
|
|
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly INetManager _net = default!;
|
|
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
|
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
|
|
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
|
[Dependency] private readonly MovementSpeedModifierSystem _modifierSystem = default!;
|
|
[Dependency] private readonly SharedJointSystem _joints = default!;
|
|
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
|
|
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
|
|
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
[Dependency] private readonly HeldSpeedModifierSystem _clothingMoveSpeed = default!;
|
|
[Dependency] private readonly SharedTransformSystem _xformSys = default!;
|
|
[Dependency] private readonly ThrownItemSystem _thrownItem = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly StaminaSystem _stamina = default!;
|
|
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly INetManager _netManager = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly SharedVirtualItemSystem _virtualSystem = default!;
|
|
[Dependency] private readonly GrabThrownSystem _grabThrown = default!;
|
|
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
|
|
[Dependency] private readonly ThrowingSystem _throwing = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
UpdatesAfter.Add(typeof(SharedPhysicsSystem));
|
|
UpdatesOutsidePrediction = true;
|
|
|
|
SubscribeLocalEvent<PullableComponent, MoveInputEvent>(OnPullableMoveInput);
|
|
SubscribeLocalEvent<PullableComponent, CollisionChangeEvent>(OnPullableCollisionChange);
|
|
SubscribeLocalEvent<PullableComponent, JointRemovedEvent>(OnJointRemoved);
|
|
SubscribeLocalEvent<PullableComponent, GetVerbsEvent<Verb>>(AddPullVerbs);
|
|
SubscribeLocalEvent<PullableComponent, EntGotInsertedIntoContainerMessage>(OnPullableContainerInsert);
|
|
SubscribeLocalEvent<PullableComponent, StartCollideEvent>(OnPullableCollide);
|
|
SubscribeLocalEvent<PullableComponent, UpdateCanMoveEvent>(OnGrabbedMoveAttempt); // Goobstation
|
|
SubscribeLocalEvent<PullableComponent, SpeakAttemptEvent>(OnGrabbedSpeakAttempt); // Goobstation
|
|
|
|
SubscribeLocalEvent<PullerComponent, MoveInputEvent>(OnPullerMoveInput);
|
|
SubscribeLocalEvent<PullerComponent, EntGotInsertedIntoContainerMessage>(OnPullerContainerInsert);
|
|
SubscribeLocalEvent<PullerComponent, EntityUnpausedEvent>(OnPullerUnpaused);
|
|
SubscribeLocalEvent<PullerComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
|
|
SubscribeLocalEvent<PullerComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
|
|
SubscribeLocalEvent<PullerComponent, DropHandItemsEvent>(OnDropHandItems);
|
|
SubscribeLocalEvent<PullerComponent, VirtualItemThrownEvent>(OnVirtualItemThrown); // Goobstation - Grab Intent
|
|
SubscribeLocalEvent<PullerComponent, VirtualItemDropAttemptEvent>(OnVirtualItemDropAttempt); // Goobstation - Grab Intent
|
|
SubscribeLocalEvent<PullerComponent, AddCuffDoAfterEvent>(OnAddCuffDoAfterEvent); // Goobstation - Grab Intent
|
|
|
|
SubscribeLocalEvent<PullableComponent, StrappedEvent>(OnBuckled);
|
|
SubscribeLocalEvent<PullableComponent, BuckledEvent>(OnGotBuckled);
|
|
|
|
CommandBinds.Builder
|
|
.Bind(ContentKeyFunctions.MovePulledObject, new PointerInputCmdHandler(OnRequestMovePulledObject))
|
|
.Bind(ContentKeyFunctions.ReleasePulledObject, InputCmdHandler.FromDelegate(OnReleasePulledObject, handle: false))
|
|
.Register<PullingSystem>();
|
|
}
|
|
|
|
// Goobstation - Grab Intent
|
|
private void OnAddCuffDoAfterEvent(Entity<PullerComponent> ent, ref AddCuffDoAfterEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!args.Cancelled
|
|
&& TryComp<PullableComponent>(ent.Comp.Pulling, out var comp)
|
|
&& ent.Comp.Pulling != null)
|
|
{
|
|
if(_netManager.IsServer)
|
|
StopPulling((EntityUid) ent.Comp.Pulling, comp);
|
|
}
|
|
}
|
|
// Goobstation
|
|
private void OnBuckled(Entity<PullableComponent> ent, ref StrappedEvent args)
|
|
{
|
|
// Prevent people from pulling the entity they are buckled to
|
|
if (ent.Comp.Puller == args.Buckle.Owner && !args.Buckle.Comp.PullStrap)
|
|
StopPulling(ent, ent);
|
|
}
|
|
|
|
private void OnGotBuckled(Entity<PullableComponent> ent, ref BuckledEvent args)
|
|
{
|
|
StopPulling(ent, ent);
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
CommandBinds.Unregister<PullingSystem>();
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
if (_net.IsClient) // Client cannot predict this
|
|
return;
|
|
|
|
var query = EntityQueryEnumerator<PullerComponent, PhysicsComponent, TransformComponent>();
|
|
while (query.MoveNext(out var puller, out var pullerComp, out var pullerPhysics, out var pullerXForm))
|
|
{
|
|
// If not pulling, reset the pushing cooldowns and exit
|
|
if (pullerComp.Pulling is not { } pulled || !TryComp<PullableComponent>(pulled, out var pulledComp))
|
|
{
|
|
pullerComp.PushingTowards = null;
|
|
pullerComp.NextPushTargetChange = TimeSpan.Zero;
|
|
continue;
|
|
}
|
|
|
|
pulledComp.BeingActivelyPushed = false; // Temporarily set to false; if the checks below pass, it will be set to true again
|
|
|
|
// If pulling but the pullee is invalid or is on a different map, stop pulling
|
|
var pulledXForm = Transform(pulled);
|
|
if (!TryComp<PhysicsComponent>(pulled, out var pulledPhysics)
|
|
|| pulledPhysics.BodyType == BodyType.Static
|
|
|| pulledXForm.MapUid != pullerXForm.MapUid)
|
|
{
|
|
StopPulling(pulled, pulledComp);
|
|
continue;
|
|
}
|
|
|
|
if (pullerComp.PushingTowards is null)
|
|
continue;
|
|
|
|
// If pushing but the target position is invalid, or the push action has expired or finished, stop pushing
|
|
if (pullerComp.NextPushStop < _timing.CurTime
|
|
|| !(pullerComp.PushingTowards.Value.ToMap(EntityManager, _xformSys) is var pushCoordinates)
|
|
|| pushCoordinates.MapId != pulledXForm.MapID)
|
|
{
|
|
pullerComp.PushingTowards = null;
|
|
pullerComp.NextPushTargetChange = TimeSpan.Zero;
|
|
continue;
|
|
}
|
|
|
|
// Actual force calculation. All the Vector2's below are in map coordinates.
|
|
var desiredDeltaPos = pushCoordinates.Position - Transform(pulled).Coordinates.ToMapPos(EntityManager, _xformSys);
|
|
if (desiredDeltaPos.LengthSquared() < 0.1f)
|
|
{
|
|
pullerComp.PushingTowards = null;
|
|
continue;
|
|
}
|
|
|
|
var velocityAndDirectionAngle = new Angle(pulledPhysics.LinearVelocity) - new Angle(desiredDeltaPos);
|
|
var currentRelativeSpeed = pulledPhysics.LinearVelocity.Length() * (float) Math.Cos(velocityAndDirectionAngle.Theta);
|
|
var desiredAcceleration = MathF.Max(0f, pullerComp.MaxPushSpeed - currentRelativeSpeed);
|
|
|
|
var desiredImpulse = pulledPhysics.Mass * desiredDeltaPos;
|
|
var maxSourceImpulse = MathF.Min(pullerComp.PushAcceleration, desiredAcceleration) * pullerPhysics.Mass;
|
|
var actualImpulse = desiredImpulse.LengthSquared() > maxSourceImpulse * maxSourceImpulse ? desiredDeltaPos.Normalized() * maxSourceImpulse : desiredImpulse;
|
|
|
|
// Ideally we'd want to apply forces instead of impulses, however...
|
|
// We cannot use ApplyForce here because it will be cleared on the next physics substep which will render it ultimately useless
|
|
// The alternative is to run this function on every physics substep, but that is way too expensive for such a minor system
|
|
_physics.ApplyLinearImpulse(pulled, actualImpulse);
|
|
if (_gravity.IsWeightless(puller, pullerPhysics, pullerXForm))
|
|
_physics.ApplyLinearImpulse(puller, -actualImpulse);
|
|
|
|
pulledComp.BeingActivelyPushed = true;
|
|
}
|
|
query.Dispose();
|
|
}
|
|
|
|
private void OnPullerMoveInput(EntityUid uid, PullerComponent component, ref MoveInputEvent args)
|
|
{
|
|
// Stop pushing
|
|
component.PushingTowards = null;
|
|
component.NextPushStop = TimeSpan.Zero;
|
|
}
|
|
|
|
private void OnDropHandItems(EntityUid uid, PullerComponent pullerComp, DropHandItemsEvent args)
|
|
{
|
|
if (pullerComp.Pulling == null || pullerComp.NeedsHands)
|
|
return;
|
|
|
|
if (!TryComp(pullerComp.Pulling, out PullableComponent? pullableComp))
|
|
return;
|
|
|
|
TryStopPull(pullerComp.Pulling.Value, pullableComp, uid);
|
|
}
|
|
|
|
private void OnPullerContainerInsert(Entity<PullerComponent> ent, ref EntGotInsertedIntoContainerMessage args)
|
|
{
|
|
if (ent.Comp.Pulling == null)
|
|
return;
|
|
|
|
if (!TryComp(ent.Comp.Pulling.Value, out PullableComponent? pulling))
|
|
return;
|
|
|
|
// Goobstation - Grab Intent
|
|
foreach (var item in ent.Comp.GrabVirtualItems)
|
|
QueueDel(item);
|
|
|
|
TryStopPull(ent.Comp.Pulling.Value, pulling, ent.Owner, true);
|
|
// Goobstation
|
|
}
|
|
|
|
private void OnPullableContainerInsert(Entity<PullableComponent> ent, ref EntGotInsertedIntoContainerMessage args)
|
|
{
|
|
TryStopPull(ent.Owner, ent.Comp, ignoreGrab: true); // Goobstation
|
|
}
|
|
|
|
private void OnPullableCollide(Entity<PullableComponent> ent, ref StartCollideEvent args)
|
|
{
|
|
if (!ent.Comp.BeingActivelyPushed || ent.Comp.Puller == null || args.OtherEntity == ent.Comp.Puller)
|
|
return;
|
|
|
|
// This component isn't actually needed anywhere besides the thrownitemsyste`m itself, so we just fake it
|
|
var fakeThrown = new ThrownItemComponent()
|
|
{
|
|
Owner = ent.Owner,
|
|
Animate = false,
|
|
Landed = false,
|
|
PlayLandSound = false,
|
|
Thrower = ent.Comp.Puller
|
|
};
|
|
_thrownItem.ThrowCollideInteraction(fakeThrown, ent, args.OtherEntity);
|
|
}
|
|
|
|
private void OnPullerUnpaused(EntityUid uid, PullerComponent component, ref EntityUnpausedEvent args)
|
|
{
|
|
component.NextPushTargetChange += args.PausedTime;
|
|
}
|
|
|
|
// Goobstation - Grab Intent
|
|
private void OnVirtualItemDropAttempt(EntityUid uid, PullerComponent component, VirtualItemDropAttemptEvent args)
|
|
{
|
|
if (component.Pulling == null)
|
|
return;
|
|
|
|
if (component.Pulling != args.BlockingEntity)
|
|
return;
|
|
|
|
if (_timing.CurTime < component.NextStageChange)
|
|
{
|
|
args.Cancel(); // VirtualItem is NOT being deleted
|
|
return;
|
|
}
|
|
|
|
if (!args.Throw)
|
|
{
|
|
if (component.GrabStage > GrabStage.No
|
|
&& TryComp(args.BlockingEntity, out PullableComponent? comp))
|
|
{
|
|
TryLowerGrabStage(component.Pulling.Value, uid);
|
|
args.Cancel(); // VirtualItem is NOT being deleted
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (component.GrabStage <= GrabStage.Soft)
|
|
{
|
|
TryLowerGrabStage(component.Pulling.Value, uid);
|
|
args.Cancel(); // VirtualItem is NOT being deleted
|
|
}
|
|
}
|
|
}
|
|
// Goobstation
|
|
|
|
private void OnVirtualItemDeleted(EntityUid uid, PullerComponent component, VirtualItemDeletedEvent args)
|
|
{
|
|
// If client deletes the virtual hand then stop the pull.
|
|
if (component.Pulling == null)
|
|
return;
|
|
|
|
if (component.Pulling != args.BlockingEntity)
|
|
return;
|
|
|
|
if (TryComp(args.BlockingEntity, out PullableComponent? comp)) // Goobstation
|
|
{
|
|
TryLowerGrabStage(component.Pulling.Value, uid);// Goobstation
|
|
}
|
|
}
|
|
|
|
// Goobstation - Grab Intent
|
|
private void OnVirtualItemThrown(EntityUid uid, PullerComponent component, VirtualItemThrownEvent args)
|
|
{
|
|
if (!TryComp(uid, out PhysicsComponent? throwerPhysics)
|
|
|| !TryComp(args.BlockingEntity, out PhysicsComponent? throweePhysics)
|
|
|| component.Pulling == null
|
|
|| component.Pulling != args.BlockingEntity)
|
|
return;
|
|
|
|
if (TryComp(args.BlockingEntity, out PullableComponent? comp))
|
|
{
|
|
if (_combatMode.IsInCombatMode(uid) &&
|
|
!HasComp<GrabThrownComponent>(args.BlockingEntity) &&
|
|
component.GrabStage > GrabStage.Soft)
|
|
{
|
|
var distanceToCursor = args.Direction.Length();
|
|
var direction = args.Direction.Normalized() * MathF.Min(distanceToCursor, component.ThrowingDistance);
|
|
|
|
var damage = new DamageSpecifier();
|
|
damage.DamageDict.Add("Blunt", 5);
|
|
|
|
TryStopPull(args.BlockingEntity, comp, uid, true);
|
|
_grabThrown.Throw(args.BlockingEntity, uid, direction,
|
|
component.GrabThrownSpeed,
|
|
component.StaminaDamageOnThrown,
|
|
damage * component.GrabThrowDamageModifier,
|
|
damage * component.GrabThrowDamageModifier); // Throwing the grabbed person
|
|
|
|
_throwing.TryThrow(uid, -direction * throwerPhysics.InvMass); // Throws back the grabber
|
|
_audio.PlayPvs(new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg"), uid);
|
|
component.NextStageChange.Add(TimeSpan.FromSeconds(2f)); // To avoid grab and throw spamming
|
|
}
|
|
}
|
|
}
|
|
// Goobstation
|
|
|
|
|
|
private void AddPullVerbs(EntityUid uid, PullableComponent component, GetVerbsEvent<Verb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
// Are they trying to pull themselves up by their bootstraps?
|
|
if (args.User == args.Target)
|
|
return;
|
|
|
|
//TODO VERB ICONS add pulling icon
|
|
if (component.Puller == args.User)
|
|
{
|
|
Verb verb = new()
|
|
{
|
|
Text = Loc.GetString("pulling-verb-get-data-text-stop-pulling"),
|
|
Act = () => TryStopPull(uid, component, user: args.User),
|
|
DoContactInteraction = false // pulling handle its own contact interaction.
|
|
};
|
|
args.Verbs.Add(verb);
|
|
}
|
|
else if (CanPull(args.User, args.Target))
|
|
{
|
|
Verb verb = new()
|
|
{
|
|
Text = Loc.GetString("pulling-verb-get-data-text"),
|
|
Act = () => TryStartPull(args.User, args.Target),
|
|
DoContactInteraction = false // pulling handle its own contact interaction.
|
|
};
|
|
args.Verbs.Add(verb);
|
|
}
|
|
}
|
|
|
|
private void OnRefreshMovespeed(EntityUid uid, PullerComponent component, RefreshMovementSpeedModifiersEvent args)
|
|
{
|
|
if (TryComp<HeldSpeedModifierComponent>(component.Pulling, out var itemHeldSpeed) && component.Pulling.HasValue)
|
|
{
|
|
var (walkMod, sprintMod) =
|
|
_clothingMoveSpeed.GetHeldMovementSpeedModifiers(component.Pulling.Value, itemHeldSpeed);
|
|
args.ModifySpeed(walkMod, sprintMod);
|
|
}
|
|
|
|
if (TryComp<HeldSpeedModifierComponent>(component.Pulling, out var heldMoveSpeed) && component.Pulling.HasValue)
|
|
{
|
|
var (walkMod, sprintMod) = (args.WalkSpeedModifier, args.SprintSpeedModifier);
|
|
|
|
switch (component.GrabStage)
|
|
{
|
|
case GrabStage.No:
|
|
args.ModifySpeed(walkMod, sprintMod);
|
|
break;
|
|
case GrabStage.Soft:
|
|
var softSpeedMod = component.SoftGrabSpeedModifier;
|
|
args.ModifySpeed(walkMod * softSpeedMod, sprintMod * softSpeedMod);
|
|
break;
|
|
case GrabStage.Hard:
|
|
var hardSpeedMod = component.HardGrabSpeedModifier;
|
|
args.ModifySpeed(walkMod * hardSpeedMod, sprintMod * hardSpeedMod);
|
|
break;
|
|
case GrabStage.Suffocate:
|
|
var chokeSpeedMod = component.ChokeGrabSpeedModifier;
|
|
args.ModifySpeed(walkMod * chokeSpeedMod, sprintMod * chokeSpeedMod);
|
|
break;
|
|
default:
|
|
args.ModifySpeed(walkMod, sprintMod);
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
switch (component.GrabStage)
|
|
{
|
|
case GrabStage.No:
|
|
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
|
|
break;
|
|
case GrabStage.Soft:
|
|
var softSpeedMod = component.SoftGrabSpeedModifier;
|
|
args.ModifySpeed(component.WalkSpeedModifier * softSpeedMod, component.SprintSpeedModifier * softSpeedMod);
|
|
break;
|
|
case GrabStage.Hard:
|
|
var hardSpeedMod = component.HardGrabSpeedModifier;
|
|
args.ModifySpeed(component.WalkSpeedModifier * hardSpeedMod, component.SprintSpeedModifier * hardSpeedMod);
|
|
break;
|
|
case GrabStage.Suffocate:
|
|
var chokeSpeedMod = component.ChokeGrabSpeedModifier;
|
|
args.ModifySpeed(component.WalkSpeedModifier * chokeSpeedMod, component.SprintSpeedModifier * chokeSpeedMod);
|
|
break;
|
|
default:
|
|
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void OnPullableMoveInput(EntityUid uid, PullableComponent component, ref MoveInputEvent args)
|
|
{
|
|
// If someone moves then break their pulling.
|
|
if (!component.BeingPulled)
|
|
return;
|
|
|
|
var entity = args.Entity;
|
|
|
|
if (!_blocker.CanMove(entity))
|
|
return;
|
|
|
|
TryStopPull(uid, component, user: uid);
|
|
}
|
|
|
|
private void OnPullableCollisionChange(EntityUid uid, PullableComponent component, ref CollisionChangeEvent args)
|
|
{
|
|
// IDK what this is supposed to be.
|
|
if (!_timing.ApplyingState && component.PullJointId != null && !args.CanCollide)
|
|
{
|
|
_joints.RemoveJoint(uid, component.PullJointId);
|
|
}
|
|
}
|
|
|
|
private void OnJointRemoved(EntityUid uid, PullableComponent component, JointRemovedEvent args)
|
|
{
|
|
// Just handles the joint getting nuked without going through pulling system (valid behavior).
|
|
|
|
// Not relevant / pullable state handle it.
|
|
if (component.Puller != args.OtherEntity ||
|
|
args.Joint.ID != component.PullJointId ||
|
|
_timing.ApplyingState)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (args.Joint.ID != component.PullJointId || component.Puller == null)
|
|
return;
|
|
|
|
StopPulling(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces pulling to stop and handles cleanup.
|
|
/// </summary>
|
|
private void StopPulling(EntityUid pullableUid, PullableComponent pullableComp)
|
|
{
|
|
if (!_timing.ApplyingState)
|
|
{
|
|
// Joint shutdown
|
|
if (pullableComp.PullJointId != null)
|
|
{
|
|
_joints.RemoveJoint(pullableUid, pullableComp.PullJointId);
|
|
pullableComp.PullJointId = null;
|
|
}
|
|
|
|
if (TryComp<PhysicsComponent>(pullableUid, out var pullablePhysics))
|
|
{
|
|
_physics.SetFixedRotation(pullableUid, pullableComp.PrevFixedRotation, body: pullablePhysics);
|
|
}
|
|
}
|
|
|
|
var oldPuller = pullableComp.Puller;
|
|
pullableComp.PullJointId = null;
|
|
pullableComp.Puller = null;
|
|
pullableComp.BeingActivelyPushed = false;
|
|
// Goobstation - Grab Intent
|
|
pullableComp.GrabStage = GrabStage.No;
|
|
pullableComp.GrabEscapeChance = 1f;
|
|
_blocker.UpdateCanMove(pullableUid);
|
|
// Goobstation
|
|
|
|
Dirty(pullableUid, pullableComp);
|
|
|
|
// No more joints with puller -> force stop pull.
|
|
if (TryComp<PullerComponent>(oldPuller, out var pullerComp))
|
|
{
|
|
var pullerUid = oldPuller.Value;
|
|
if (_netManager.IsServer)
|
|
_alertsSystem.ClearAlert(pullerUid, pullerComp.PullingAlert);
|
|
pullerComp.Pulling = null;
|
|
// Goobstation - Grab Intent
|
|
pullerComp.GrabStage = GrabStage.No;
|
|
var virtItems = pullerComp.GrabVirtualItems;
|
|
foreach (var item in virtItems)
|
|
QueueDel(item);
|
|
|
|
pullerComp.GrabVirtualItems.Clear();
|
|
// Goobstation
|
|
Dirty(oldPuller.Value, pullerComp);
|
|
|
|
// Messaging
|
|
var message = new PullStoppedMessage(pullerUid, pullableUid);
|
|
_modifierSystem.RefreshMovementSpeedModifiers(pullerUid);
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(pullerUid):user} stopped pulling {ToPrettyString(pullableUid):target}");
|
|
|
|
RaiseLocalEvent(pullerUid, message);
|
|
RaiseLocalEvent(pullableUid, message);
|
|
}
|
|
|
|
|
|
if (_netManager.IsServer)
|
|
_alertsSystem.ClearAlert(pullableUid, pullableComp.PulledAlert);
|
|
}
|
|
|
|
public bool IsPulled(EntityUid uid, PullableComponent? component = null)
|
|
{
|
|
return Resolve(uid, ref component, false) && component.BeingPulled;
|
|
}
|
|
|
|
private bool OnRequestMovePulledObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
|
|
{
|
|
if (session?.AttachedEntity is not { } player
|
|
|| !player.IsValid()
|
|
|| !TryComp<PullerComponent>(player, out var pullerComp))
|
|
return false;
|
|
|
|
var pulled = pullerComp.Pulling;
|
|
if (!HasComp<PullableComponent>(pulled)
|
|
|| _containerSystem.IsEntityInContainer(player)
|
|
|| _timing.CurTime < pullerComp.NextPushTargetChange)
|
|
return false;
|
|
|
|
pullerComp.NextPushTargetChange = _timing.CurTime + pullerComp.PushChangeCooldown;
|
|
pullerComp.NextPushStop = _timing.CurTime + pullerComp.PushDuration;
|
|
|
|
// Cap the distance
|
|
var range = pullerComp.MaxPushRange;
|
|
var fromUserCoords = coords.WithEntityId(player, EntityManager);
|
|
var userCoords = new EntityCoordinates(player, Vector2.Zero);
|
|
|
|
if (!userCoords.InRange(EntityManager, _xformSys, fromUserCoords, range))
|
|
{
|
|
var userDirection = fromUserCoords.Position - userCoords.Position;
|
|
fromUserCoords = userCoords.Offset(userDirection.Normalized() * range);
|
|
}
|
|
|
|
pullerComp.PushingTowards = fromUserCoords;
|
|
Dirty(player, pullerComp);
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetPulledEntity(EntityUid puller, [NotNullWhen(true)] out EntityUid? pulling, PullerComponent? component = null)
|
|
{
|
|
pulling = null;
|
|
if (!Resolve(puller, ref component, false) || !component.Pulling.HasValue)
|
|
return false;
|
|
|
|
pulling = component.Pulling;
|
|
return true;
|
|
}
|
|
|
|
public bool IsPulling(EntityUid puller, PullerComponent? component = null)
|
|
{
|
|
return Resolve(puller, ref component, false) && component.Pulling != null;
|
|
}
|
|
|
|
private void OnReleasePulledObject(ICommonSession? session)
|
|
{
|
|
if (session?.AttachedEntity is not {Valid: true} player)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!TryComp(player, out PullerComponent? pullerComp) ||
|
|
!TryComp(pullerComp.Pulling, out PullableComponent? pullableComp))
|
|
{
|
|
return;
|
|
}
|
|
|
|
TryStopPull(pullerComp.Pulling.Value, pullableComp, user: player, true); // Goobstation
|
|
}
|
|
|
|
public bool CanPull(EntityUid puller, EntityUid pullableUid, PullerComponent? pullerComp = null)
|
|
{
|
|
if (!Resolve(puller, ref pullerComp, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (pullerComp.NeedsHands
|
|
&& !_handsSystem.TryGetEmptyHand(puller, out _)
|
|
&& pullerComp.Pulling == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_blocker.CanInteract(puller, pullableUid))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!TryComp<PhysicsComponent>(pullableUid, out var physics)) // Goobstation
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (physics.BodyType == BodyType.Static)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (puller == pullableUid)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_containerSystem.IsInSameOrNoContainer(puller, pullableUid))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var getPulled = new BeingPulledAttemptEvent(puller, pullableUid);
|
|
RaiseLocalEvent(pullableUid, getPulled, true);
|
|
var startPull = new StartPullAttemptEvent(puller, pullableUid);
|
|
RaiseLocalEvent(puller, startPull, true);
|
|
return !startPull.Cancelled && !getPulled.Cancelled;
|
|
}
|
|
|
|
// Goobstation - Grab Intent
|
|
public bool TogglePull(Entity<PullableComponent?> pullable, EntityUid pullerUid)
|
|
{
|
|
if (!Resolve(pullable, ref pullable.Comp, false))
|
|
return false;
|
|
|
|
if (pullable.Comp.Puller != pullerUid)
|
|
return TryStartPull(pullerUid, pullable, pullableComp: pullable.Comp);
|
|
|
|
if (TryGrab((pullable, pullable.Comp), pullerUid))
|
|
return true;
|
|
|
|
if (!_combatMode.IsInCombatMode(pullable))
|
|
return TryStopPull(pullable, pullable.Comp, ignoreGrab: true);
|
|
|
|
return false;
|
|
}
|
|
// Goobstation
|
|
|
|
|
|
public bool TogglePull(EntityUid pullerUid, PullerComponent puller)
|
|
{
|
|
if (!TryComp<PullableComponent>(puller.Pulling, out var pullable))
|
|
return false;
|
|
|
|
return TogglePull((puller.Pulling.Value, pullable), pullerUid);
|
|
}
|
|
|
|
public bool TryStartPull(EntityUid pullerUid, EntityUid pullableUid,
|
|
PullerComponent? pullerComp = null, PullableComponent? pullableComp = null)
|
|
{
|
|
if (!Resolve(pullerUid, ref pullerComp, false) ||
|
|
!Resolve(pullableUid, ref pullableComp, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (pullerComp.Pulling == pullableUid)
|
|
return true;
|
|
|
|
if (!CanPull(pullerUid, pullableUid))
|
|
return false;
|
|
|
|
if (!HasComp<PhysicsComponent>(pullerUid) || !TryComp(pullableUid, out PhysicsComponent? pullablePhysics))
|
|
return false;
|
|
|
|
// Ensure that the puller is not currently pulling anything.
|
|
if (TryComp<PullableComponent>(pullerComp.Pulling, out var oldPullable)
|
|
&& !TryStopPull(pullerComp.Pulling.Value, oldPullable, pullerUid, true)) // Goobstation
|
|
return false;
|
|
|
|
// Stop anyone else pulling the entity we want to pull
|
|
if (pullableComp.Puller != null)
|
|
{
|
|
// We're already pulling this item
|
|
if (pullableComp.Puller == pullerUid)
|
|
return false;
|
|
// Goobstation - Grab Intent
|
|
if (!TryStopPull(pullableUid, pullableComp, pullableComp.Puller))
|
|
{
|
|
// Not succeed to retake grabbed entity
|
|
if (_netManager.IsServer)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-retake-fail",
|
|
("puller", Identity.Entity(pullableComp.Puller.Value, EntityManager)),
|
|
("pulled", Identity.Entity(pullableUid, EntityManager))),
|
|
pullerUid, pullerUid, PopupType.MediumCaution);
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-retake-fail-puller",
|
|
("puller", Identity.Entity(pullerUid, EntityManager)),
|
|
("pulled", Identity.Entity(pullableUid, EntityManager))),
|
|
pullableComp.Puller.Value, pullableComp.Puller.Value, PopupType.MediumCaution);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
else if (pullableComp.GrabStage != GrabStage.No)
|
|
{
|
|
// Successful retake
|
|
if (_netManager.IsServer)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-retake-success",
|
|
("puller", Identity.Entity(pullableComp.Puller.Value, EntityManager)),
|
|
("pulled", Identity.Entity(pullableUid, EntityManager))),
|
|
pullerUid, pullerUid, PopupType.MediumCaution);
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-retake-success-puller",
|
|
("puller", Identity.Entity(pullerUid, EntityManager)),
|
|
("pulled", Identity.Entity(pullableUid, EntityManager))),
|
|
pullableComp.Puller.Value, pullableComp.Puller.Value, PopupType.MediumCaution);
|
|
}
|
|
}
|
|
// Goobstation
|
|
}
|
|
|
|
var pullAttempt = new PullAttemptEvent(pullerUid, pullableUid);
|
|
RaiseLocalEvent(pullerUid, pullAttempt);
|
|
|
|
if (pullAttempt.Cancelled)
|
|
return false;
|
|
|
|
RaiseLocalEvent(pullableUid, pullAttempt);
|
|
|
|
if (pullAttempt.Cancelled)
|
|
return false;
|
|
|
|
// Pulling confirmed
|
|
|
|
_interaction.DoContactInteraction(pullableUid, pullerUid);
|
|
|
|
// Use net entity so it's consistent across client and server.
|
|
pullableComp.PullJointId = $"pull-joint-{GetNetEntity(pullableUid)}";
|
|
|
|
pullerComp.Pulling = pullableUid;
|
|
pullableComp.Puller = pullerUid;
|
|
|
|
// joint state handling will manage its own state
|
|
if (!_timing.ApplyingState)
|
|
{
|
|
// Joint startup
|
|
var union = _physics.GetHardAABB(pullerUid).Union(_physics.GetHardAABB(pullableUid, body: pullablePhysics));
|
|
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
|
|
|
|
var joint = _joints.CreateDistanceJoint(pullableUid, pullerUid, id: pullableComp.PullJointId);
|
|
joint.CollideConnected = false;
|
|
// This maximum has to be there because if the object is constrained too closely, the clamping goes backwards and asserts.
|
|
joint.MaxLength = Math.Max(1.0f, length);
|
|
joint.Length = length * 0.75f;
|
|
joint.MinLength = 0f;
|
|
joint.Stiffness = 1f;
|
|
|
|
_physics.SetFixedRotation(pullableUid, pullableComp.FixedRotationOnPull, body: pullablePhysics);
|
|
}
|
|
|
|
pullableComp.PrevFixedRotation = pullablePhysics.FixedRotation;
|
|
|
|
// Messaging
|
|
var message = new PullStartedMessage(pullerUid, pullableUid);
|
|
_modifierSystem.RefreshMovementSpeedModifiers(pullerUid);
|
|
_alertsSystem.ShowAlert(pullerUid, pullerComp.PullingAlert, 0); // Goobstation
|
|
_alertsSystem.ShowAlert(pullableUid, pullableComp.PulledAlert, 0); // Goobstation
|
|
|
|
RaiseLocalEvent(pullerUid, message);
|
|
RaiseLocalEvent(pullableUid, message);
|
|
|
|
Dirty(pullerUid, pullerComp);
|
|
Dirty(pullableUid, pullableComp);
|
|
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low,
|
|
$"{ToPrettyString(pullerUid):user} started pulling {ToPrettyString(pullableUid):target}");
|
|
|
|
if (_combatMode.IsInCombatMode(pullerUid)) // Goobstation
|
|
TryGrab(pullableUid, pullerUid); // Goobstation
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryStopPull(EntityUid pullableUid, PullableComponent? pullable = null, EntityUid? user = null, bool ignoreGrab = false)
|
|
{
|
|
if (!Resolve(pullableUid, ref pullable, false))
|
|
return false;
|
|
|
|
var pullerUidNull = pullable.Puller;
|
|
|
|
if (pullerUidNull == null)
|
|
return true;
|
|
|
|
var msg = new AttemptStopPullingEvent(user);
|
|
RaiseLocalEvent(pullableUid, msg, true);
|
|
|
|
if (msg.Cancelled)
|
|
return false;
|
|
|
|
|
|
// Goobstation - Grab Intent
|
|
if (!ignoreGrab)
|
|
{
|
|
if (_netManager.IsServer && user != null && user.Value == pullableUid)
|
|
{
|
|
var releaseAttempt = AttemptGrabRelease(pullableUid);
|
|
if (!releaseAttempt)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-release-fail-self"),
|
|
pullableUid,
|
|
pullableUid,
|
|
PopupType.SmallCaution);
|
|
return false;
|
|
}
|
|
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-release-success-self"),
|
|
pullableUid,
|
|
pullableUid,
|
|
PopupType.SmallCaution);
|
|
_popup.PopupEntity(
|
|
Loc.GetString("popup-grab-release-success-puller",
|
|
("target", Identity.Entity(pullableUid, EntityManager))),
|
|
pullerUidNull.Value,
|
|
pullerUidNull.Value,
|
|
PopupType.MediumCaution);
|
|
}
|
|
}
|
|
// Goobstation
|
|
StopPulling(pullableUid, pullable);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Trying to grab the target
|
|
/// </summary>
|
|
/// <param name="pullable">Target that would be grabbed</param>
|
|
/// <param name="puller">Performer of the grab</param>
|
|
/// <param name="ignoreCombatMode">If true, will ignore disabled combat mode</param>
|
|
/// <exception cref="ArgumentOutOfRangeException"></exception>
|
|
/// <returns></returns>
|
|
public bool TryGrab(Entity<PullableComponent?> pullable, Entity<PullerComponent?> puller, bool ignoreCombatMode = false)
|
|
{
|
|
if (!Resolve(pullable.Owner, ref pullable.Comp))
|
|
return false;
|
|
|
|
if (!Resolve(puller.Owner, ref puller.Comp))
|
|
return false;
|
|
|
|
if (pullable.Comp.Puller != puller.Owner ||
|
|
puller.Comp.Pulling != pullable.Owner)
|
|
return false;
|
|
|
|
if (puller.Comp.NextStageChange > _timing.CurTime)
|
|
return true;
|
|
|
|
// You can't choke crates
|
|
if (!HasComp<MobStateComponent>(pullable))
|
|
return false;
|
|
|
|
// Delay to avoid spamming
|
|
puller.Comp.NextStageChange = _timing.CurTime + puller.Comp.StageChangeCooldown;
|
|
Dirty(puller);
|
|
|
|
// Don't grab without grab intent
|
|
if (!ignoreCombatMode)
|
|
if (!_combatMode.IsInCombatMode(puller.Owner))
|
|
return false;
|
|
|
|
|
|
// It's blocking stage update, maybe better UX?
|
|
if (puller.Comp.GrabStage == GrabStage.Suffocate)
|
|
{
|
|
_stamina.TakeStaminaDamage(pullable, puller.Comp.SuffocateGrabStaminaDamage);
|
|
|
|
Dirty(pullable);
|
|
Dirty(puller);
|
|
return true;
|
|
}
|
|
|
|
// Update stage
|
|
// TODO: Change grab stage direction
|
|
var nextStageAddition = puller.Comp.GrabStageDirection switch
|
|
{
|
|
GrabStageDirection.Increase => 1,
|
|
GrabStageDirection.Decrease => -1,
|
|
_ => throw new ArgumentOutOfRangeException(),
|
|
};
|
|
|
|
var newStage = puller.Comp.GrabStage + nextStageAddition;
|
|
|
|
if (!TrySetGrabStages((puller.Owner, puller.Comp), (pullable.Owner, pullable.Comp), newStage))
|
|
return false;
|
|
|
|
_color.RaiseEffect(Color.Yellow, new List<EntityUid> { pullable }, Filter.Pvs(pullable, entityManager: EntityManager));
|
|
return true;
|
|
}
|
|
|
|
private bool TrySetGrabStages(Entity<PullerComponent> puller, Entity<PullableComponent> pullable, GrabStage stage)
|
|
{
|
|
puller.Comp.GrabStage = stage;
|
|
pullable.Comp.GrabStage = stage;
|
|
|
|
if (!TryUpdateGrabVirtualItems(puller, pullable))
|
|
return false;
|
|
|
|
var filter = Filter.Empty()
|
|
.AddPlayersByPvs(Transform(puller).Coordinates)
|
|
.RemovePlayerByAttachedEntity(puller.Owner)
|
|
.RemovePlayerByAttachedEntity(pullable.Owner);
|
|
|
|
var popupType = stage switch
|
|
{
|
|
GrabStage.No => PopupType.Small,
|
|
GrabStage.Soft => PopupType.Small,
|
|
GrabStage.Hard => PopupType.MediumCaution,
|
|
GrabStage.Suffocate => PopupType.LargeCaution,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
};
|
|
|
|
pullable.Comp.GrabEscapeChance = puller.Comp.EscapeChances[stage];
|
|
|
|
_alertsSystem.ShowAlert(puller, puller.Comp.PullingAlert, puller.Comp.PullingAlertSeverity[stage]);
|
|
_alertsSystem.ShowAlert(pullable, pullable.Comp.PulledAlert, pullable.Comp.PulledAlertAlertSeverity[stage]);
|
|
|
|
_blocker.UpdateCanMove(pullable);
|
|
_modifierSystem.RefreshMovementSpeedModifiers(puller);
|
|
|
|
// I'm lazy to write client code
|
|
if (!_netManager.IsServer)
|
|
return true;
|
|
|
|
_popup.PopupEntity(Loc.GetString($"popup-grab-{puller.Comp.GrabStage.ToString().ToLower()}-target", ("puller", Identity.Entity(puller, EntityManager))), pullable, pullable, popupType);
|
|
_popup.PopupEntity(Loc.GetString($"popup-grab-{puller.Comp.GrabStage.ToString().ToLower()}-self", ("target", Identity.Entity(pullable, EntityManager))), pullable, puller, PopupType.Medium);
|
|
_popup.PopupEntity(Loc.GetString($"popup-grab-{puller.Comp.GrabStage.ToString().ToLower()}-others", ("target", Identity.Entity(pullable, EntityManager)), ("puller", Identity.Entity(puller, EntityManager))), pullable, filter, true, popupType);
|
|
|
|
_audio.PlayPvs(new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg"), pullable);
|
|
|
|
Dirty(pullable);
|
|
Dirty(puller);
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool TryUpdateGrabVirtualItems(Entity<PullerComponent> puller, Entity<PullableComponent> pullable)
|
|
{
|
|
// Updating virtual items
|
|
var virtualItemsCount = puller.Comp.GrabVirtualItems.Count;
|
|
|
|
var newVirtualItemsCount = puller.Comp.NeedsHands ? 0 : 1;
|
|
if (puller.Comp.GrabVirtualItemStageCount.TryGetValue(puller.Comp.GrabStage, out var count))
|
|
newVirtualItemsCount += count;
|
|
|
|
if (virtualItemsCount != newVirtualItemsCount)
|
|
{
|
|
var delta = newVirtualItemsCount - virtualItemsCount;
|
|
|
|
// Adding new virtual items
|
|
if (delta > 0)
|
|
{
|
|
for (var i = 0; i < delta; i++)
|
|
{
|
|
var emptyHand = _handsSystem.TryGetEmptyHand(puller, out _);
|
|
if (!emptyHand)
|
|
{
|
|
if (_netManager.IsServer)
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-need-hand"), puller, puller, PopupType.Medium);
|
|
|
|
return false;
|
|
}
|
|
|
|
if (!_virtualSystem.TrySpawnVirtualItemInHand(pullable, puller.Owner, out var item, true))
|
|
{
|
|
// I'm lazy write client code
|
|
if (_netManager.IsServer)
|
|
_popup.PopupEntity(Loc.GetString("popup-grab-need-hand"), puller, puller, PopupType.Medium);
|
|
|
|
return false;
|
|
}
|
|
|
|
puller.Comp.GrabVirtualItems.Add(item.Value);
|
|
}
|
|
}
|
|
|
|
if (delta < 0)
|
|
{
|
|
for (var i = 0; i < Math.Abs(delta); i++)
|
|
{
|
|
if (i >= puller.Comp.GrabVirtualItems.Count)
|
|
break;
|
|
|
|
var item = puller.Comp.GrabVirtualItems[i];
|
|
puller.Comp.GrabVirtualItems.Remove(item);
|
|
QueueDel(item);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to release entity from grab
|
|
/// </summary>
|
|
/// <param name="playerPullable">Grabbed entity</param>
|
|
/// <returns></returns>
|
|
public bool AttemptGrabRelease(Entity<PullableComponent?> pullable)
|
|
{
|
|
if (!Resolve(pullable.Owner, ref pullable.Comp))
|
|
return false;
|
|
|
|
if (_timing.CurTime < pullable.Comp.NextEscapeAttempt) // No autoclickers! Mwa-ha-ha
|
|
return false;
|
|
|
|
if (_random.Prob(pullable.Comp.GrabEscapeChance))
|
|
return true;
|
|
|
|
pullable.Comp.NextEscapeAttempt = _timing.CurTime.Add(TimeSpan.FromSeconds(1));
|
|
Dirty(pullable.Owner, pullable.Comp);
|
|
return false;
|
|
}
|
|
|
|
private void OnGrabbedMoveAttempt(EntityUid uid, PullableComponent component, UpdateCanMoveEvent args)
|
|
{
|
|
if (component.GrabStage == GrabStage.No)
|
|
return;
|
|
|
|
args.Cancel();
|
|
|
|
}
|
|
|
|
private void OnGrabbedSpeakAttempt(EntityUid uid, PullableComponent component, SpeakAttemptEvent args)
|
|
{
|
|
if (component.GrabStage != GrabStage.Suffocate)
|
|
return;
|
|
|
|
_popup.PopupEntity(Loc.GetString("popup-grabbed-cant-speak"), uid, uid, PopupType.MediumCaution); // You cant speak while someone is choking you
|
|
|
|
args.Cancel();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to lower grab stage for target or release it
|
|
/// </summary>
|
|
/// <param name="pullable">Grabbed entity</param>
|
|
/// <param name="puller">Performer</param>
|
|
/// <param name="ignoreCombatMode">If true, will NOT release target if combat mode is off</param>
|
|
/// <returns></returns>
|
|
public bool TryLowerGrabStage(Entity<PullableComponent?> pullable, Entity<PullerComponent?> puller, bool ignoreCombatMode = false)
|
|
{
|
|
if (!Resolve(pullable.Owner, ref pullable.Comp))
|
|
return false;
|
|
|
|
if (!Resolve(puller.Owner, ref puller.Comp))
|
|
return false;
|
|
|
|
if (pullable.Comp.Puller != puller.Owner ||
|
|
puller.Comp.Pulling != pullable.Owner)
|
|
return false;
|
|
|
|
if (_timing.CurTime < puller.Comp.NextStageChange)
|
|
return true;
|
|
|
|
pullable.Comp.NextEscapeAttempt = _timing.CurTime.Add(TimeSpan.FromSeconds(1f));
|
|
Dirty(pullable);
|
|
|
|
if (!ignoreCombatMode && _combatMode.IsInCombatMode(puller.Owner))
|
|
{
|
|
TryStopPull(pullable, pullable.Comp, ignoreGrab: true);
|
|
return true;
|
|
}
|
|
|
|
if (puller.Comp.GrabStage == GrabStage.No)
|
|
{
|
|
TryStopPull(pullable, pullable.Comp, ignoreGrab: true);
|
|
return true;
|
|
}
|
|
|
|
var newStage = puller.Comp.GrabStage - 1;
|
|
TrySetGrabStages((puller.Owner, puller.Comp), (pullable.Owner, pullable.Comp), newStage);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public enum GrabStage
|
|
{
|
|
No = 0,
|
|
Soft = 1,
|
|
Hard = 2,
|
|
Suffocate = 3,
|
|
}
|
|
|
|
public enum GrabStageDirection
|
|
{
|
|
Increase,
|
|
Decrease,
|
|
}
|
|
|
|
// Goobstation - Grab Intent
|
|
|
|
// Goobstation
|