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crystall-punk-14/Content.Shared/Buckle/Components/StrapComponent.cs

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using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
Add Buckling (#1155) * Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
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using Robust.Shared.Serialization;
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namespace Content.Shared.Buckle.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedBuckleSystem))]
public sealed partial class StrapComponent : Component
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{
/// <summary>
/// The entities that are currently buckled to this strap.
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/// </summary>
[DataField, AutoNetworkedField]
public HashSet<EntityUid> BuckledEntities = new();
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/// <summary>
/// Entities that this strap accepts and can buckle
/// If null it accepts any entity
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/// </summary>
[DataField]
public EntityWhitelist? Whitelist;
/// <summary>
/// Entities that this strap does not accept and cannot buckle.
/// </summary>
[DataField]
public EntityWhitelist? Blacklist;
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/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField, AutoNetworkedField]
public StrapPosition Position = StrapPosition.None;
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/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// </summary>
[DataField, AutoNetworkedField]
public Vector2 BuckleOffset = Vector2.Zero;
/// <summary>
/// The angle to rotate the player by when they get strapped
/// </summary>
[DataField]
public Angle Rotation;
/// <summary>
/// The size of the strap which is compared against when buckling entities
/// </summary>
[DataField]
public int Size = 100;
/// <summary>
/// If disabled, nothing can be buckled on this object, and it will unbuckle anything that's already buckled
/// </summary>
[DataField, AutoNetworkedField]
public bool Enabled = true;
/// <summary>
/// The sound to be played when a mob is buckled
/// </summary>
[DataField]
public SoundSpecifier BuckleSound = new SoundPathSpecifier("/Audio/Effects/buckle.ogg");
/// <summary>
/// The sound to be played when a mob is unbuckled
/// </summary>
[DataField]
public SoundSpecifier UnbuckleSound = new SoundPathSpecifier("/Audio/Effects/unbuckle.ogg");
/// <summary>
/// ID of the alert to show when buckled
/// </summary>
[DataField]
public ProtoId<AlertPrototype> BuckledAlertType = "Buckled";
/// <summary>
/// How long it takes to buckle someone else into a chair
/// </summary>
[DataField]
public float BuckleDoafterTime = 2f;
/// <summary>
/// Whether InteractHand will buckle the user to the strap.
/// </summary>
[DataField]
public bool BuckleOnInteractHand = true;
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}
public enum StrapPosition
{
/// <summary>
/// (Default) Makes no change to the buckled mob
/// </summary>
None = 0,
/// <summary>
/// Makes the mob stand up
/// </summary>
Stand,
/// <summary>
/// Makes the mob lie down
/// </summary>
Down
}
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[Serializable, NetSerializable]
public enum StrapVisuals : byte
{
RotationAngle,
State
Add Buckling (#1155) * Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
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}