/// <summary> /// Give the user the rider component if they're buckling to the vehicle, /// otherwise remove it. /// </summary> private void OnBuckleChange(EntityUid uid, VehicleComponent component, BuckleChangeEvent args) { // Send an event that our vehicle buckle changed if (TryComp <MindComponent>(args.BuckledEntity, out var mind) && mind.Mind != null && mind.Mind.TryGetSession(out var session)) { RaiseNetworkEvent(new BuckledToVehicleEvent(uid, args.BuckledEntity, args.Buckling), Filter.SinglePlayer(session)); } if (args.Buckling) { // Add a virtual item to rider's hand, unbuckle if we can't. if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity)) { _riderSystem.UnbuckleFromVehicle(args.BuckledEntity); return; } // Set up the rider and vehicle with each other EnsureComp <SharedPlayerInputMoverComponent>(uid); var rider = EnsureComp <RiderComponent>(args.BuckledEntity); component.Rider = args.BuckledEntity; rider.Vehicle = component; component.HasRider = true; // Handle pulling RemComp <SharedPullableComponent>(args.BuckledEntity); RemComp <SharedPullableComponent>(uid); // Let this open doors if it has the key in it if (component.HasKey) { _tagSystem.AddTag(uid, "DoorBumpOpener"); } // Update appearance stuff, add actions UpdateBuckleOffset(Transform(uid), component); UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component.NorthOnly)); if (TryComp <ActionsComponent>(args.BuckledEntity, out var actions) && TryComp <UnpoweredFlashlightComponent>(uid, out var flashlight)) { _actionsSystem.AddAction(args.BuckledEntity, flashlight.ToggleAction, uid, actions); } if (component.HornSound != null) { _actionsSystem.AddAction(args.BuckledEntity, component.HornAction, uid, actions); } _itemSlotsSystem.SetLock(uid, component.Name, true); return; } // Clean up actions and virtual items _actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid); _virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid); // Go back to old pullable behavior _tagSystem.RemoveTag(uid, "DoorBumpOpener"); EnsureComp <SharedPullableComponent>(args.BuckledEntity); EnsureComp <SharedPullableComponent>(uid); // Entity is no longer riding RemComp <RiderComponent>(args.BuckledEntity); // Reset component component.HasRider = false; component.Rider = null; _itemSlotsSystem.SetLock(uid, component.Name, false); }
/// <summary> /// Force a nuclear bomb to start a countdown timer /// </summary> public void ArmBomb(EntityUid uid, NukeComponent?component = null) { if (!Resolve(uid, ref component)) { return; } if (component.Status == NukeStatus.ARMED) { return; } var stationUid = _stationSystem.GetOwningStation(uid); // The nuke may not be on a station, so it's more important to just // let people know that a nuclear bomb was armed in their vicinity instead. // Otherwise, you could set every station to whatever AlertLevelOnActivate is. if (stationUid != null) { _alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnActivate, true, true, true, true); } var nukeXform = Transform(uid); var pos = nukeXform.MapPosition; var x = (int)pos.X; var y = (int)pos.Y; var posText = $"({x}, {y})"; // warn a crew var announcement = Loc.GetString("nuke-component-announcement-armed", ("time", (int)component.RemainingTime), ("position", posText)); var sender = Loc.GetString("nuke-component-announcement-sender"); _chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false, null, Color.Red); NukeArmedAudio(component); _itemSlots.SetLock(uid, component.DiskSlot, true); nukeXform.Anchored = true; component.Status = NukeStatus.ARMED; UpdateUserInterface(uid, component); }
private void OnComponentStartup(EntityUid uid, ItemCabinetComponent cabinet, ComponentStartup args) { UpdateAppearance(uid, cabinet); _itemSlotsSystem.SetLock(uid, cabinet.CabinetSlot, !cabinet.Opened); }