Make wielding automatically drop the item on your other hand (#27975)
* Make wielding automatically drop the item on your other hand * Fix docs * Remove redundant parameter * Fix not deleting virtuals on fail * Make count freeable hands method * Add popup when dropping item
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@@ -1,4 +1,5 @@
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using System.Linq;
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using Content.Shared.Hands.EntitySystems;
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namespace Content.Shared.Hands.Components;
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@@ -20,6 +21,15 @@ public static class HandHelpers
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/// </summary>
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public static int CountFreeHands(this HandsComponent component) => component.Hands.Values.Count(hand => hand.IsEmpty);
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/// <summary>
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/// Get the number of hands that are not currently holding anything. This is a LinQ method, not a property, so
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/// cache it instead of accessing this multiple times.
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/// </summary>
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public static int CountFreeableHands(this Entity<HandsComponent> component, SharedHandsSystem system)
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{
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return system.CountFreeableHands(component);
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}
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/// <summary>
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/// Get a list of hands that are currently holding nothing. This is a LinQ method, not a property, so cache
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/// it instead of accessing this multiple times.
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@@ -5,7 +5,6 @@ using Content.Shared.Administration.Logs;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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@@ -299,4 +298,16 @@ public abstract partial class SharedHandsSystem
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return hands.Hands.TryGetValue(handId, out hand);
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}
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public int CountFreeableHands(Entity<HandsComponent> hands)
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{
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var freeable = 0;
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foreach (var hand in hands.Comp.Hands.Values)
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{
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if (hand.IsEmpty || CanDropHeld(hands, hand))
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freeable++;
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}
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return freeable;
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}
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}
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@@ -4,6 +4,7 @@ using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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@@ -29,6 +30,7 @@ public abstract class SharedVirtualItemSystem : EntitySystem
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[Dependency] private readonly SharedItemSystem _itemSystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[ValidatePrototypeId<EntityPrototype>]
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private const string VirtualItem = "VirtualItem";
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@@ -71,23 +73,53 @@ public abstract class SharedVirtualItemSystem : EntitySystem
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}
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#region Hands
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/// <summary>
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/// Spawns a virtual item in a empty hand
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/// </summary>
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/// <param name="blockingEnt">The entity we will make a virtual entity copy of</param>
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/// <param name="user">The entity that we want to insert the virtual entity</param>
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public bool TrySpawnVirtualItemInHand(EntityUid blockingEnt, EntityUid user)
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/// <param name="dropOthers">Whether or not to try and drop other items to make space</param>
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public bool TrySpawnVirtualItemInHand(EntityUid blockingEnt, EntityUid user, bool dropOthers = false)
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{
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return TrySpawnVirtualItemInHand(blockingEnt, user, out _);
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return TrySpawnVirtualItemInHand(blockingEnt, user, out _, dropOthers);
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}
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/// <inheritdoc cref="TrySpawnVirtualItemInHand(Robust.Shared.GameObjects.EntityUid,Robust.Shared.GameObjects.EntityUid)"/>
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public bool TrySpawnVirtualItemInHand(EntityUid blockingEnt, EntityUid user, [NotNullWhen(true)] out EntityUid? virtualItem)
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/// <inheritdoc cref="TrySpawnVirtualItemInHand(Robust.Shared.GameObjects.EntityUid,Robust.Shared.GameObjects.EntityUid,bool)"/>
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public bool TrySpawnVirtualItemInHand(EntityUid blockingEnt, EntityUid user, [NotNullWhen(true)] out EntityUid? virtualItem, bool dropOthers = false)
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{
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if (!TrySpawnVirtualItem(blockingEnt, user, out virtualItem) || !_handsSystem.TryGetEmptyHand(user, out var hand))
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virtualItem = null;
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if (!_handsSystem.TryGetEmptyHand(user, out var empty))
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{
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if (!dropOthers)
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return false;
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foreach (var hand in _handsSystem.EnumerateHands(user))
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{
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if (hand.HeldEntity is not { } held)
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continue;
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if (held == blockingEnt || HasComp<VirtualItemComponent>(held))
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continue;
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if (!_handsSystem.TryDrop(user, hand))
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continue;
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if (!TerminatingOrDeleted(held))
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_popup.PopupClient(Loc.GetString("virtual-item-dropped-other", ("dropped", held)), user, user);
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empty = hand;
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break;
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}
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}
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if (empty == null)
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return false;
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_handsSystem.DoPickup(user, hand, virtualItem.Value);
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if (!TrySpawnVirtualItem(blockingEnt, user, out virtualItem))
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return false;
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_handsSystem.DoPickup(user, empty, virtualItem.Value);
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return true;
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}
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@@ -120,6 +152,7 @@ public abstract class SharedVirtualItemSystem : EntitySystem
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/// <param name="blockingEnt">The entity we will make a virtual entity copy of</param>
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/// <param name="user">The entity that we want to insert the virtual entity</param>
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/// <param name="slot">The slot to which we will insert the virtual entity (could be the "shoes" slot, for example)</param>
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/// <param name="force">Whether or not to force an equip</param>
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public bool TrySpawnVirtualItemInInventory(EntityUid blockingEnt, EntityUid user, string slot, bool force = false)
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{
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return TrySpawnVirtualItemInInventory(blockingEnt, user, slot, force, out _);
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@@ -140,6 +173,8 @@ public abstract class SharedVirtualItemSystem : EntitySystem
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/// that's done check if the found virtual entity is a copy of our matching entity,
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/// if it is, delete it
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/// </summary>
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/// <param name="user">The entity that we want to delete the virtual entity from</param>
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/// <param name="matching">The entity that made the virtual entity</param>
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/// <param name="slotName">Set this param if you have the name of the slot, it avoids unnecessary queries</param>
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public void DeleteInSlotMatching(EntityUid user, EntityUid matching, string? slotName = null)
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{
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@@ -178,6 +213,7 @@ public abstract class SharedVirtualItemSystem : EntitySystem
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/// </summary>
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/// <param name="blockingEnt">The entity we will make a virtual entity copy of</param>
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/// <param name="user">The entity that we want to insert the virtual entity</param>
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/// <param name="virtualItem">The virtual item, if spawned</param>
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public bool TrySpawnVirtualItem(EntityUid blockingEnt, EntityUid user, [NotNullWhen(true)] out EntityUid? virtualItem)
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{
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if (_netManager.IsClient)
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@@ -161,7 +161,7 @@ public sealed class WieldableSystem : EntitySystem
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return false;
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}
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if (hands.CountFreeHands() < component.FreeHandsRequired)
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if (_handsSystem.CountFreeableHands((user, hands)) < component.FreeHandsRequired)
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{
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if (!quiet)
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{
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@@ -202,9 +202,21 @@ public sealed class WieldableSystem : EntitySystem
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if (component.WieldSound != null)
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_audioSystem.PlayPredicted(component.WieldSound, used, user);
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var virtuals = new List<EntityUid>();
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for (var i = 0; i < component.FreeHandsRequired; i++)
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{
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_virtualItemSystem.TrySpawnVirtualItemInHand(used, user);
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if (_virtualItemSystem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, true))
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{
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virtuals.Add(virtualItem.Value);
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continue;
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}
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foreach (var existingVirtual in virtuals)
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{
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QueueDel(existingVirtual);
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}
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return false;
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}
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if (TryComp(used, out UseDelayComponent? useDelay)
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1
Resources/Locale/en-US/virtual/virtual-item.ftl
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1
Resources/Locale/en-US/virtual/virtual-item.ftl
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@@ -0,0 +1 @@
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virtual-item-dropped-other = You dropped {THE($dropped)}!
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