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Implement Carrying
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Modified system from Nyano
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MilenVolf committed Oct 15, 2024
1 parent 7c178dc commit 6a3a14e
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Showing 12 changed files with 466 additions and 1 deletion.
2 changes: 1 addition & 1 deletion Content.Server/Resist/EscapeInventorySystem.cs
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Expand Up @@ -56,7 +56,7 @@ private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent componen
AttemptEscape(uid, container.Owner, component);
}

private void AttemptEscape(EntityUid user, EntityUid container, CanEscapeInventoryComponent component, float multiplier = 1f)
public void AttemptEscape(EntityUid user, EntityUid container, CanEscapeInventoryComponent component, float multiplier = 1f)
{
if (component.IsEscaping)
return;
Expand Down
323 changes: 323 additions & 0 deletions Content.Server/Starshine/Carrying/CarryingSystem.cs
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using System.Numerics;
using System.Threading;
using Content.Server.DoAfter;
using Content.Server.Resist;
using Content.Server.Popups;
using Content.Server.Inventory;
using Content.Server.Starshine.Carrying.Components;
using Content.Shared.Mobs;
using Content.Shared.DoAfter;
using Content.Shared.Buckle.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Hands;
using Content.Shared.Stunnable;
using Content.Shared.Interaction.Events;
using Content.Shared.Verbs;
using Content.Shared.Climbing.Events;
using Content.Shared.Starshine.Carrying;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.ActionBlocker;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using Content.Shared.Throwing;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Server.GameObjects;

namespace Content.Server.Starshine.Carrying
{
public sealed class CarryingSystem : EntitySystem
{
[Dependency] private readonly VirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly CarryingSlowdownSystem _slowdown = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly StandingStateSystem _standingState = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly PullingSystem _pullingSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly EscapeInventorySystem _escapeInventorySystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
[Dependency] private readonly TransformSystem _transform = default!;

public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CarriableComponent, GetVerbsEvent<AlternativeVerb>>(AddCarryVerb);
SubscribeLocalEvent<CarryingComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<CarryingComponent, BeforeThrowEvent>(OnThrow);
SubscribeLocalEvent<CarryingComponent, EntParentChangedMessage>(OnParentChanged);
SubscribeLocalEvent<CarryingComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<BeingCarriedComponent, InteractionAttemptEvent>(OnInteractionAttempt);
SubscribeLocalEvent<BeingCarriedComponent, MoveInputEvent>(OnMoveInput);
SubscribeLocalEvent<BeingCarriedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<BeingCarriedComponent, StandAttemptEvent>(OnStandAttempt);
SubscribeLocalEvent<BeingCarriedComponent, GettingInteractedWithAttemptEvent>(OnInteractedWith);
SubscribeLocalEvent<BeingCarriedComponent, PullAttemptEvent>(OnPullAttempt);
SubscribeLocalEvent<BeingCarriedComponent, StartClimbEvent>(OnStartClimb);
SubscribeLocalEvent<BeingCarriedComponent, BuckledEvent>(OnBuckleChange);
SubscribeLocalEvent<BeingCarriedComponent, UnbuckledEvent>(OnBuckleChange);
SubscribeLocalEvent<BeingCarriedComponent, StrappedEvent>(OnBuckleChange);
SubscribeLocalEvent<BeingCarriedComponent, UnstrappedEvent>(OnBuckleChange);
SubscribeLocalEvent<CarriableComponent, CarryDoAfterEvent>(OnDoAfter);
}

private void AddCarryVerb(EntityUid uid, CarriableComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanInteract || !args.CanAccess || !_mobStateSystem.IsAlive(args.User)
|| !CanCarry(args.User, uid, component)
|| HasComp<CarryingComponent>(args.User)
|| HasComp<BeingCarriedComponent>(args.User) || HasComp<BeingCarriedComponent>(args.Target)
|| args.User == args.Target)
return;

AlternativeVerb verb = new()
{
Act = () =>
{
StartCarryDoAfter(args.User, uid, component);
},
Text = Loc.GetString("carry-verb"),
Priority = 2,
};
args.Verbs.Add(verb);
}

/// <summary>
/// Since the carried entity is stored as 2 virtual items, when deleted we want to drop them.
/// </summary>
private void OnVirtualItemDeleted(EntityUid uid, CarryingComponent component, VirtualItemDeletedEvent args)
{
if (!HasComp<CarriableComponent>(args.BlockingEntity))
return;

DropCarried(uid, args.BlockingEntity);
}

/// <summary>
/// Basically using virtual item passthrough to throw the carried person. A new age!
/// Maybe other things besides throwing should use virt items like this...
/// </summary>
private void OnThrow(EntityUid uid, CarryingComponent component, ref BeforeThrowEvent args)
{
if (!TryComp<VirtualItemComponent>(args.ItemUid, out var virtItem)
|| !TryComp<PhysicsComponent>(virtItem.BlockingEntity, out var carriedPhysics)
|| !HasComp<CarriableComponent>(virtItem.BlockingEntity))
return;

args.ItemUid = virtItem.BlockingEntity;

var multiplier = carriedPhysics.Mass / 71.5f;
args.ThrowSpeed = 5f / multiplier;
}

private void OnParentChanged(EntityUid uid, CarryingComponent component, ref EntParentChangedMessage args)
{
var xform = Transform(uid);
if (xform.MapUid != args.OldMapId || xform.ParentUid == xform.GridUid)
return;

DropCarried(uid, component.Carried);
}

private void OnMobStateChanged(EntityUid uid, CarryingComponent component, MobStateChangedEvent args)
{
DropCarried(uid, component.Carried);
}

/// <summary>
/// Only let the person being carried interact with their carrier and things on their person.
/// </summary>
private void OnInteractionAttempt(EntityUid uid, BeingCarriedComponent component, InteractionAttemptEvent args)
{
if (args.Target == null)
return;

var targetParent = Transform(args.Target.Value).ParentUid;

if (args.Target.Value != component.Carrier && targetParent != component.Carrier && targetParent != uid)
args.Cancelled = true;
}

/// <summary>
/// Try to escape via the escape inventory system.
/// </summary>
private void OnMoveInput(EntityUid uid, BeingCarriedComponent component, ref MoveInputEvent args)
{
if (!TryComp<CanEscapeInventoryComponent>(uid, out var escape)
|| !args.HasDirectionalMovement)
return;

// Check if the victim is in any way incapacitated, and if not make an escape attempt.
if (!_actionBlockerSystem.CanInteract(uid, component.Carrier))
return;

_escapeInventorySystem.AttemptEscape(uid, component.Carrier, escape, 0.5f);
}

private void OnMoveAttempt(EntityUid uid, BeingCarriedComponent component, UpdateCanMoveEvent args)
{
args.Cancel();
}

private void OnStandAttempt(EntityUid uid, BeingCarriedComponent component, StandAttemptEvent args)
{
args.Cancel();
}

private void OnInteractedWith(EntityUid uid, BeingCarriedComponent component, GettingInteractedWithAttemptEvent args)
{
if (args.Uid != component.Carrier)
args.Cancelled = true;
}

private void OnPullAttempt(EntityUid uid, BeingCarriedComponent component, PullAttemptEvent args)
{
args.Cancelled = true;
}

private void OnStartClimb(EntityUid uid, BeingCarriedComponent component, ref StartClimbEvent args)
{
DropCarried(component.Carrier, uid);
}

private void OnBuckleChange<TEvent>(EntityUid uid, BeingCarriedComponent component, TEvent args)
{
DropCarried(component.Carrier, uid);
}

private void OnDoAfter(EntityUid uid, CarriableComponent component, CarryDoAfterEvent args)
{
component.CancelToken = null;
if (args.Handled || args.Cancelled
|| !CanCarry(args.Args.User, uid, component))
return;

Carry(args.Args.User, uid);
args.Handled = true;
}
private void StartCarryDoAfter(EntityUid carrier, EntityUid carried, CarriableComponent component)
{
var length = TimeSpan.FromSeconds(component.PickupDuration
* (_standingState.IsDown(carried) ? 0.5f : 1f));

component.CancelToken = new CancellationTokenSource();

var ev = new CarryDoAfterEvent();
var args = new DoAfterArgs(EntityManager, carrier, length, ev, carried, target: carried)
{
BreakOnMove = true,
NeedHand = true,
};

_doAfterSystem.TryStartDoAfter(args);

// Show a popup to the person getting picked up
_popupSystem.PopupEntity(Loc.GetString("carry-started", ("carrier", carrier)), carried, carried, Shared.Popups.PopupType.MediumCaution);
}

private void Carry(EntityUid carrier, EntityUid carried)
{
if (TryComp<PullableComponent>(carried, out var pullable))
_pullingSystem.TryStopPull(carried, pullable);

_transform.AttachToGridOrMap(carrier);
_transform.AttachToGridOrMap(carried);
_transform.SetCoordinates(carried, Transform(carrier).Coordinates);
_transform.SetParent(carried, carrier);

_virtualItemSystem.TrySpawnVirtualItemInHand(carried, carrier);
_virtualItemSystem.TrySpawnVirtualItemInHand(carried, carrier);
var carryingComp = EnsureComp<CarryingComponent>(carrier);
EnsureComp<CarryingSlowdownComponent>(carrier);
ApplyCarrySlowdown(carrier, carried);
var carriedComp = EnsureComp<BeingCarriedComponent>(carried);
EnsureComp<KnockedDownComponent>(carried);

carryingComp.Carried = carried;
carriedComp.Carrier = carrier;

_actionBlockerSystem.UpdateCanMove(carried);
}

public bool TryCarry(EntityUid carrier, EntityUid toCarry, CarriableComponent? carriedComp = null)
{
if (!Resolve(toCarry, ref carriedComp, false)
|| !CanCarry(carrier, toCarry, carriedComp)
|| HasComp<BeingCarriedComponent>(carrier)
|| HasComp<ItemComponent>(carrier)
|| TryComp<PhysicsComponent>(carrier, out var carrierPhysics)
&& TryComp<PhysicsComponent>(toCarry, out var toCarryPhysics)
&& carrierPhysics.Mass < toCarryPhysics.Mass * 2f)
return false;

Carry(carrier, toCarry);

return true;
}

public void DropCarried(EntityUid carrier, EntityUid carried)
{
RemComp<CarryingComponent>(carrier); // get rid of this first so we don't recursively fire that event
RemComp<CarryingSlowdownComponent>(carrier);
RemComp<BeingCarriedComponent>(carried);
RemComp<KnockedDownComponent>(carried);
_actionBlockerSystem.UpdateCanMove(carried);
_virtualItemSystem.DeleteInHandsMatching(carrier, carried);
_transform.AttachToGridOrMap(carried);
_standingState.Stand(carried);
_movementSpeed.RefreshMovementSpeedModifiers(carrier);
}

private void ApplyCarrySlowdown(EntityUid carrier, EntityUid carried)
{

var slowdownComp = EnsureComp<CarryingSlowdownComponent>(carrier);
_slowdown.SetModifier(carrier, slowdownComp.WalkModifier, slowdownComp.SprintModifier, slowdownComp);
}

public bool CanCarry(EntityUid carrier, EntityUid carried, CarriableComponent? carriedComp = null)
{
return Resolve(carried, ref carriedComp, false)
&& carriedComp.CancelToken == null
&& HasComp<MapGridComponent>(Transform(carrier).ParentUid)
&& !HasComp<BeingCarriedComponent>(carrier)
&& !HasComp<BeingCarriedComponent>(carried)
&& TryComp<HandsComponent>(carrier, out var hands)
&& hands.CountFreeHands() >= carriedComp.FreeHandsRequired;
}

public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<BeingCarriedComponent>();
while (query.MoveNext(out var carried, out var comp))
{
var carrier = comp.Carrier;
if (carrier is not { Valid: true } || carried is not { Valid: true })
continue;

// SOMETIMES - when an entity is inserted into disposals, or a cryosleep chamber - it can get re-parented without a proper reparent event
// when this happens, it needs to be dropped because it leads to weird behavior
if (Transform(carried).ParentUid != carrier)
{
DropCarried(carrier, carried);
continue;
}

// Make sure the carried entity is always centered relative to the carrier, as gravity pulls can offset it otherwise
var xform = Transform(carried);
if (!xform.LocalPosition.Equals(Vector2.Zero))
{
xform.LocalPosition = Vector2.Zero;
}
}
query.Dispose();
}
}
}
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namespace Content.Server.Starshine.Carrying.Components
{
/// <summary>
/// Stores the carrier of an entity being carried.
/// </summary>
[RegisterComponent]
public sealed partial class BeingCarriedComponent : Component
{
public EntityUid Carrier = default!;
}
}
23 changes: 23 additions & 0 deletions Content.Server/Starshine/Carrying/Components/CarriableComponent.cs
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using System.Threading;

namespace Content.Server.Starshine.Carrying.Components
{
[RegisterComponent]
public sealed partial class CarriableComponent : Component
{
public CancellationTokenSource? CancelToken;
/// <summary>
/// Number of free hands required
/// to carry the entity
/// </summary>
[DataField]
public int FreeHandsRequired = 2;

/// <summary>
/// The base duration (In Seconds) of how long it should take to pick up this entity
/// before Contests are considered.
/// </summary>
[DataField]
public float PickupDuration = 4;
}
}
11 changes: 11 additions & 0 deletions Content.Server/Starshine/Carrying/Components/CarryingComponent.cs
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namespace Content.Server.Starshine.Carrying.Components
{
/// <summary>
/// Added to an entity when they are carrying somebody.
/// </summary>
[RegisterComponent]
public sealed partial class CarryingComponent : Component
{
public EntityUid Carried = default!;
}
}
8 changes: 8 additions & 0 deletions Content.Shared/Starshine/Carrying/CarryingDoAfterEvent.cs
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using Robust.Shared.Serialization;
using Content.Shared.DoAfter;

namespace Content.Shared.Starshine.Carrying
{
[Serializable, NetSerializable]
public sealed partial class CarryDoAfterEvent : SimpleDoAfterEvent;
}
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