HandsSystem Refactor (#38438)
* checkpoint * pt 2 * pt... i forgot * pt 4 * patch * More test fixes * optimization!!! * the REAL hand system * fix RetractableItemActionSystem.cs oversight * the review * test * remove test usage of body prototype * Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * hellcode * hellcode 2 * Minor cleanup * test * Chasing the last of the bugs * changes --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
This commit is contained in:
@@ -16,7 +16,6 @@ using Robust.Client.UserInterface;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Hands.Systems
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@@ -27,16 +26,13 @@ namespace Content.Client.Hands.Systems
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly StrippableSystem _stripSys = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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public event Action<string, HandLocation>? OnPlayerAddHand;
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public event Action<string>? OnPlayerRemoveHand;
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public event Action<string?>? OnPlayerSetActiveHand;
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public event Action<HandsComponent>? OnPlayerHandsAdded;
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public event Action<Entity<HandsComponent>>? OnPlayerHandsAdded;
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public event Action? OnPlayerHandsRemoved;
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public event Action<string, EntityUid>? OnPlayerItemAdded;
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public event Action<string, EntityUid>? OnPlayerItemRemoved;
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@@ -58,67 +54,28 @@ namespace Content.Client.Hands.Systems
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}
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#region StateHandling
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private void HandleComponentState(EntityUid uid, HandsComponent component, ref ComponentHandleState args)
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private void HandleComponentState(Entity<HandsComponent> ent, ref ComponentHandleState args)
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{
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if (args.Current is not HandsComponentState state)
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return;
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var handsModified = component.Hands.Count != state.Hands.Count;
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// we need to check that, even if we have the same amount, that the individual hands didn't change.
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if (!handsModified)
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var newHands = state.Hands.Keys.Except(ent.Comp.Hands.Keys); // hands that were added between states
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var oldHands = ent.Comp.Hands.Keys.Except(state.Hands.Keys); // hands that were removed between states
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foreach (var handId in oldHands)
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{
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foreach (var hand in component.Hands.Values)
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{
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if (state.Hands.Contains(hand))
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continue;
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handsModified = true;
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break;
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}
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RemoveHand(ent.AsNullable(), handId);
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}
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var manager = EnsureComp<ContainerManagerComponent>(uid);
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if (handsModified)
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foreach (var handId in state.SortedHands.Intersect(newHands))
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{
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List<Hand> addedHands = new();
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foreach (var hand in state.Hands)
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{
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if (component.Hands.ContainsKey(hand.Name))
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continue;
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var container = _containerSystem.EnsureContainer<ContainerSlot>(uid, hand.Name, manager);
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var newHand = new Hand(hand.Name, hand.Location, container);
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component.Hands.Add(hand.Name, newHand);
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addedHands.Add(newHand);
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}
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foreach (var name in component.Hands.Keys)
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{
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if (!state.HandNames.Contains(name))
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{
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RemoveHand(uid, name, component);
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}
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}
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component.SortedHands.Clear();
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component.SortedHands.AddRange(state.HandNames);
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var sorted = addedHands.OrderBy(hand => component.SortedHands.IndexOf(hand.Name));
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foreach (var hand in sorted)
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{
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AddHand(uid, hand, component);
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}
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AddHand(ent.AsNullable(), handId, state.Hands[handId]);
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}
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ent.Comp.SortedHands = new (state.SortedHands);
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_stripSys.UpdateUi(uid);
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SetActiveHand(ent.AsNullable(), state.ActiveHandId);
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if (component.ActiveHand == null && state.ActiveHand == null)
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return; //edge case
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if (component.ActiveHand != null && state.ActiveHand != component.ActiveHand.Name)
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{
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SetActiveHand(uid, component.Hands[state.ActiveHand!], component);
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}
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_stripSys.UpdateUi(ent);
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}
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#endregion
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@@ -129,47 +86,52 @@ namespace Content.Client.Hands.Systems
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return;
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}
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OnPlayerHandsAdded?.Invoke(hands);
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OnPlayerHandsAdded?.Invoke(hands.Value);
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}
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public override void DoDrop(EntityUid uid, Hand hand, bool doDropInteraction = true, HandsComponent? hands = null, bool log = true)
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public override void DoDrop(Entity<HandsComponent?> ent,
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string handId,
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bool doDropInteraction = true,
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bool log = true)
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{
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base.DoDrop(uid, hand, doDropInteraction, hands, log);
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base.DoDrop(ent, handId, doDropInteraction, log);
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if (TryComp(hand.HeldEntity, out SpriteComponent? sprite))
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if (TryGetHeldItem(ent, handId, out var held) && TryComp(held, out SpriteComponent? sprite))
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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}
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public EntityUid? GetActiveHandEntity()
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{
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return TryGetPlayerHands(out var hands) ? hands.ActiveHandEntity : null;
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return TryGetPlayerHands(out var hands) ? GetActiveItem(hands.Value.AsNullable()) : null;
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}
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/// <summary>
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/// Get the hands component of the local player
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/// </summary>
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public bool TryGetPlayerHands([NotNullWhen(true)] out HandsComponent? hands)
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public bool TryGetPlayerHands([NotNullWhen(true)] out Entity<HandsComponent>? hands)
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{
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var player = _playerManager.LocalEntity;
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hands = null;
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return player != null && TryComp(player.Value, out hands);
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if (player == null || !TryComp<HandsComponent>(player.Value, out var handsComp))
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return false;
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hands = (player.Value, handsComp);
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return true;
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}
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/// <summary>
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/// Called when a user clicked on their hands GUI
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/// </summary>
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public void UIHandClick(HandsComponent hands, string handName)
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public void UIHandClick(Entity<HandsComponent> ent, string handName)
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{
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if (!hands.Hands.TryGetValue(handName, out var pressedHand))
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var hands = ent.Comp;
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if (hands.ActiveHandId == null)
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return;
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if (hands.ActiveHand == null)
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return;
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var pressedEntity = GetHeldItem(ent.AsNullable(), handName);
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var activeEntity = GetActiveItem(ent.AsNullable());
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var pressedEntity = pressedHand.HeldEntity;
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var activeEntity = hands.ActiveHand.HeldEntity;
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if (pressedHand == hands.ActiveHand && activeEntity != null)
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if (handName == hands.ActiveHandId && activeEntity != null)
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{
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// use item in hand
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// it will always be attack_self() in my heart.
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@@ -177,24 +139,24 @@ namespace Content.Client.Hands.Systems
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return;
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}
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if (pressedHand != hands.ActiveHand && pressedEntity == null)
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if (handName != hands.ActiveHandId && pressedEntity == null)
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{
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// change active hand
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EntityManager.RaisePredictiveEvent(new RequestSetHandEvent(handName));
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return;
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}
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if (pressedHand != hands.ActiveHand && pressedEntity != null && activeEntity != null)
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if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity != null)
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{
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// use active item on held item
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EntityManager.RaisePredictiveEvent(new RequestHandInteractUsingEvent(pressedHand.Name));
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EntityManager.RaisePredictiveEvent(new RequestHandInteractUsingEvent(handName));
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return;
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}
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if (pressedHand != hands.ActiveHand && pressedEntity != null && activeEntity == null)
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if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity == null)
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{
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// move the item to the active hand
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EntityManager.RaisePredictiveEvent(new RequestMoveHandItemEvent(pressedHand.Name));
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EntityManager.RaisePredictiveEvent(new RequestMoveHandItemEvent(handName));
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}
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}
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@@ -210,13 +172,12 @@ namespace Content.Client.Hands.Systems
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public void UIInventoryExamine(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!hands.Hands.TryGetValue(handName, out var hand) ||
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hand.HeldEntity is not { Valid: true } entity)
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!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
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{
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return;
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}
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_examine.DoExamine(entity);
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_examine.DoExamine(heldEntity.Value);
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}
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/// <summary>
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@@ -226,13 +187,12 @@ namespace Content.Client.Hands.Systems
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public void UIHandOpenContextMenu(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!hands.Hands.TryGetValue(handName, out var hand) ||
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hand.HeldEntity is not { Valid: true } entity)
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!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
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{
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return;
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}
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(entity);
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(heldEntity.Value);
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}
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public void UIHandAltActivateItem(string handName)
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@@ -246,60 +206,67 @@ namespace Content.Client.Hands.Systems
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{
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base.HandleEntityInserted(uid, hands, args);
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if (!hands.Hands.TryGetValue(args.Container.ID, out var hand))
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if (!hands.Hands.ContainsKey(args.Container.ID))
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return;
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UpdateHandVisuals(uid, args.Entity, hand);
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UpdateHandVisuals(uid, args.Entity, args.Container.ID);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemAdded?.Invoke(hand.Name, args.Entity);
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OnPlayerItemAdded?.Invoke(args.Container.ID, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandBlocked?.Invoke(hand.Name);
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OnPlayerHandBlocked?.Invoke(args.Container.ID);
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}
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protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
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{
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base.HandleEntityRemoved(uid, hands, args);
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if (!hands.Hands.TryGetValue(args.Container.ID, out var hand))
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if (!hands.Hands.ContainsKey(args.Container.ID))
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return;
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UpdateHandVisuals(uid, args.Entity, hand);
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UpdateHandVisuals(uid, args.Entity, args.Container.ID);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemRemoved?.Invoke(hand.Name, args.Entity);
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OnPlayerItemRemoved?.Invoke(args.Container.ID, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandUnblocked?.Invoke(hand.Name);
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OnPlayerHandUnblocked?.Invoke(args.Container.ID);
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}
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/// <summary>
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/// Update the players sprite with new in-hand visuals.
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/// </summary>
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private void UpdateHandVisuals(EntityUid uid, EntityUid held, Hand hand, HandsComponent? handComp = null, SpriteComponent? sprite = null)
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private void UpdateHandVisuals(Entity<HandsComponent?, SpriteComponent?> ent, EntityUid held, string handId)
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{
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if (!Resolve(uid, ref handComp, ref sprite, false))
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if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
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return;
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var handComp = ent.Comp1;
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var sprite = ent.Comp2;
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if (!TryGetHand((ent, handComp), handId, out var hand))
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return;
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// visual update might involve changes to the entity's effective sprite -> need to update hands GUI.
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if (uid == _playerManager.LocalEntity)
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OnPlayerItemAdded?.Invoke(hand.Name, held);
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if (ent == _playerManager.LocalEntity)
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OnPlayerItemAdded?.Invoke(handId, held);
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if (!handComp.ShowInHands)
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of layers.
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if (handComp.RevealedLayers.TryGetValue(hand.Location, out var revealedLayers))
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if (handComp.RevealedLayers.TryGetValue(hand.Value.Location, out var revealedLayers))
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{
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foreach (var key in revealedLayers)
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{
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_sprite.RemoveLayer((uid, sprite), key);
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_sprite.RemoveLayer((ent, sprite), key);
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}
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revealedLayers.Clear();
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@@ -307,22 +274,22 @@ namespace Content.Client.Hands.Systems
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else
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{
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revealedLayers = new();
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handComp.RevealedLayers[hand.Location] = revealedLayers;
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handComp.RevealedLayers[hand.Value.Location] = revealedLayers;
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}
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if (hand.HeldEntity == null)
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if (HandIsEmpty((ent, handComp), handId))
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{
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// the held item was removed.
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(uid, revealedLayers), true);
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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return;
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}
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var ev = new GetInhandVisualsEvent(uid, hand.Location);
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var ev = new GetInhandVisualsEvent(ent, hand.Value.Location);
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RaiseLocalEvent(held, ev);
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if (ev.Layers.Count == 0)
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{
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(uid, revealedLayers), true);
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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return;
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}
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@@ -335,7 +302,7 @@ namespace Content.Client.Hands.Systems
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continue;
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}
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var index = _sprite.LayerMapReserve((uid, sprite), key);
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var index = _sprite.LayerMapReserve((ent, sprite), key);
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// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
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if (layerData.RsiPath == null
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@@ -343,35 +310,34 @@ namespace Content.Client.Hands.Systems
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&& sprite[index].Rsi == null)
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{
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if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
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_sprite.LayerSetRsi((uid, sprite), index, new ResPath(itemComponent.RsiPath));
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_sprite.LayerSetRsi((ent, sprite), index, new ResPath(itemComponent.RsiPath));
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else if (TryComp(held, out SpriteComponent? clothingSprite))
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_sprite.LayerSetRsi((uid, sprite), index, clothingSprite.BaseRSI);
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_sprite.LayerSetRsi((ent, sprite), index, clothingSprite.BaseRSI);
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}
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_sprite.LayerSetData((uid, sprite), index, layerData);
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_sprite.LayerSetData((ent, sprite), index, layerData);
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// Add displacement maps
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var displacement = hand.Location switch
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var displacement = hand.Value.Location switch
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{
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HandLocation.Left => handComp.LeftHandDisplacement,
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HandLocation.Right => handComp.RightHandDisplacement,
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_ => handComp.HandDisplacement
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};
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if (displacement is not null && _displacement.TryAddDisplacement(displacement, (uid, sprite), index, key, out var displacementKey))
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if (displacement is not null && _displacement.TryAddDisplacement(displacement, (ent, sprite), index, key, out var displacementKey))
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revealedLayers.Add(displacementKey);
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}
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(uid, revealedLayers), true);
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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}
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private void OnVisualsChanged(EntityUid uid, HandsComponent component, VisualsChangedEvent args)
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{
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// update hands visuals if this item is in a hand (rather then inventory or other container).
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if (component.Hands.TryGetValue(args.ContainerId, out var hand))
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{
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UpdateHandVisuals(uid, GetEntity(args.Item), hand, component);
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}
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if (!component.Hands.ContainsKey(args.ContainerId))
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return;
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UpdateHandVisuals((uid, component), GetEntity(args.Item), args.ContainerId);
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}
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#endregion
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@@ -379,7 +345,7 @@ namespace Content.Client.Hands.Systems
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private void HandlePlayerAttached(EntityUid uid, HandsComponent component, LocalPlayerAttachedEvent args)
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{
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OnPlayerHandsAdded?.Invoke(component);
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OnPlayerHandsAdded?.Invoke((uid, component));
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}
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private void HandlePlayerDetached(EntityUid uid, HandsComponent component, LocalPlayerDetachedEvent args)
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@@ -390,7 +356,7 @@ namespace Content.Client.Hands.Systems
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private void OnHandsStartup(EntityUid uid, HandsComponent component, ComponentStartup args)
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{
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if (_playerManager.LocalEntity == uid)
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OnPlayerHandsAdded?.Invoke(component);
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OnPlayerHandsAdded?.Invoke((uid, component));
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}
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private void OnHandsShutdown(EntityUid uid, HandsComponent component, ComponentShutdown args)
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@@ -400,36 +366,6 @@ namespace Content.Client.Hands.Systems
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}
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#endregion
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private void AddHand(EntityUid uid, Hand newHand, HandsComponent? handsComp = null)
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{
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AddHand(uid, newHand.Name, newHand.Location, handsComp);
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}
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public override void AddHand(EntityUid uid, string handName, HandLocation handLocation, HandsComponent? handsComp = null)
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{
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base.AddHand(uid, handName, handLocation, handsComp);
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if (uid == _playerManager.LocalEntity)
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OnPlayerAddHand?.Invoke(handName, handLocation);
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if (handsComp == null)
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return;
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if (handsComp.ActiveHand == null)
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SetActiveHand(uid, handsComp.Hands[handName], handsComp);
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}
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public override void RemoveHand(EntityUid uid, string handName, HandsComponent? handsComp = null)
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{
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if (uid == _playerManager.LocalEntity && handsComp != null &&
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handsComp.Hands.ContainsKey(handName) && uid ==
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_playerManager.LocalEntity)
|
||||
{
|
||||
OnPlayerRemoveHand?.Invoke(handName);
|
||||
}
|
||||
|
||||
base.RemoveHand(uid, handName, handsComp);
|
||||
}
|
||||
|
||||
private void OnHandActivated(Entity<HandsComponent>? ent)
|
||||
{
|
||||
if (ent is not { } hand)
|
||||
@@ -438,13 +374,7 @@ namespace Content.Client.Hands.Systems
|
||||
if (_playerManager.LocalEntity != hand.Owner)
|
||||
return;
|
||||
|
||||
if (hand.Comp.ActiveHand == null)
|
||||
{
|
||||
OnPlayerSetActiveHand?.Invoke(null);
|
||||
return;
|
||||
}
|
||||
|
||||
OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHand.Name);
|
||||
OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHandId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user