Add a component that inserts the held item when no interaction happens on the stored item (#29823)
* Insert when held item has no interaction with stored item * Decouple inserting on failure * Add component that stores the used entity when no interaction happened * Add prediction
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@@ -22,6 +22,7 @@ using Content.Shared.Popups;
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using Content.Shared.Stacks;
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using Content.Shared.Storage.Components;
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using Content.Shared.Timing;
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using Content.Shared.Storage.Events;
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using Content.Shared.Verbs;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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@@ -366,7 +367,7 @@ public abstract class SharedStorageSystem : EntitySystem
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if (HasComp<PlaceableSurfaceComponent>(uid))
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return;
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PlayerInsertHeldEntity(uid, args.User, storageComp);
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PlayerInsertHeldEntity((uid, storageComp), args.User);
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// Always handle it, even if insertion fails.
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// We don't want to trigger any AfterInteract logic here.
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// Example issue would be placing wires if item doesn't fit in backpack.
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@@ -606,7 +607,15 @@ public abstract class SharedStorageSystem : EntitySystem
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$"{ToPrettyString(player):player} is interacting with {ToPrettyString(item):item} while it is stored in {ToPrettyString(storage):storage} using {ToPrettyString(player.Comp.ActiveHandEntity):used}");
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// Else, interact using the held item
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_interactionSystem.InteractUsing(player, player.Comp.ActiveHandEntity.Value, item, Transform(item).Coordinates, checkCanInteract: false);
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if (_interactionSystem.InteractUsing(player,
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player.Comp.ActiveHandEntity.Value,
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item,
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Transform(item).Coordinates,
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checkCanInteract: false))
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return;
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var failedEv = new StorageInsertFailedEvent((storage, storage.Comp), (player, player.Comp));
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RaiseLocalEvent(storage, ref failedEv);
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}
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private void OnSetItemLocation(StorageSetItemLocationEvent msg, EntitySessionEventArgs args)
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@@ -988,35 +997,36 @@ public abstract class SharedStorageSystem : EntitySystem
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/// <summary>
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/// Inserts an entity into storage from the player's active hand
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="player">The player to insert an entity from</param>
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/// <param name="storageComp"></param>
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/// <returns>true if inserted, false otherwise</returns>
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public bool PlayerInsertHeldEntity(EntityUid uid, EntityUid player, StorageComponent? storageComp = null)
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/// <param name="ent">The storage entity and component to insert into.</param>
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/// <param name="player">The player and hands component to insert the held entity from.</param>
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/// <returns>True if inserted, otherwise false.</returns>
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public bool PlayerInsertHeldEntity(Entity<StorageComponent?> ent, Entity<HandsComponent?> player)
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{
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if (!Resolve(uid, ref storageComp) || !TryComp(player, out HandsComponent? hands) || hands.ActiveHandEntity == null)
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if (!Resolve(ent.Owner, ref ent.Comp)
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|| !Resolve(player.Owner, ref player.Comp)
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|| player.Comp.ActiveHandEntity == null)
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return false;
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var toInsert = hands.ActiveHandEntity;
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var toInsert = player.Comp.ActiveHandEntity;
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if (!CanInsert(uid, toInsert.Value, out var reason, storageComp))
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if (!CanInsert(ent, toInsert.Value, out var reason, ent.Comp))
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{
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_popupSystem.PopupClient(Loc.GetString(reason ?? "comp-storage-cant-insert"), uid, player);
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_popupSystem.PopupClient(Loc.GetString(reason ?? "comp-storage-cant-insert"), ent, player);
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return false;
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}
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if (!_sharedHandsSystem.CanDrop(player, toInsert.Value, hands))
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if (!_sharedHandsSystem.CanDrop(player, toInsert.Value, player.Comp))
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{
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_popupSystem.PopupClient(Loc.GetString("comp-storage-cant-drop", ("entity", toInsert.Value)), uid, player);
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_popupSystem.PopupClient(Loc.GetString("comp-storage-cant-drop", ("entity", toInsert.Value)), ent, player);
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return false;
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}
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return PlayerInsertEntityInWorld((uid, storageComp), player, toInsert.Value);
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return PlayerInsertEntityInWorld((ent, ent.Comp), player, toInsert.Value);
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}
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/// <summary>
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/// Inserts an Entity (<paramref name="toInsert"/>) in the world into storage, informing <paramref name="player"/> if it fails.
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/// <paramref name="toInsert"/> is *NOT* held, see <see cref="PlayerInsertHeldEntity(EntityUid,EntityUid,StorageComponent)"/>.
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/// <paramref name="toInsert"/> is *NOT* held, see <see cref="PlayerInsertHeldEntity(Entity{StorageComponent?},Entity{HandsComponent?})"/>.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="player">The player to insert an entity with</param>
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