Wieldable/two-handed weapons (#4554)
* wielding kinda works * rough out all the edges, wielding works nicely * popups + loc * increase damage & extra damage against whitelist * small fixes * forgot to actually do that * reviews * reviews + thing * use resistances and not extradamageagainstwhitelist * slashy * make increasedamageonwield and melee hit events work with modifiersets * Silly individual
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106
Content.Server/Hands/Systems/HandVirtualItemSystem.cs
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106
Content.Server/Hands/Systems/HandVirtualItemSystem.cs
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using Content.Server.Hands.Components;
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using Content.Server.Pulling;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Hands.Systems
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{
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[UsedImplicitly]
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public sealed class HandVirtualItemSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandVirtualItemComponent, DroppedEvent>(HandleItemDropped);
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SubscribeLocalEvent<HandVirtualItemComponent, UnequippedHandEvent>(HandleItemUnequipped);
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SubscribeLocalEvent<HandVirtualItemComponent, BeforeInteractEvent>(HandleBeforeInteract);
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}
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public bool TrySpawnVirtualItemInHand(EntityUid blockingEnt, EntityUid user)
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{
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if (ComponentManager.TryGetComponent<HandsComponent>(user, out var hands))
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{
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foreach (var handName in hands.ActivePriorityEnumerable())
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{
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var hand = hands.GetHand(handName);
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if (!hand.IsEmpty)
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continue;
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var pos = hands.Owner.Transform.Coordinates;
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var virtualItem = EntityManager.SpawnEntity("HandVirtualItem", pos);
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var virtualItemComp = virtualItem.GetComponent<HandVirtualItemComponent>();
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virtualItemComp.BlockingEntity = blockingEnt;
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hands.PutEntityIntoHand(hand, virtualItem);
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return true;
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}
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}
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return false;
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}
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private static void HandleBeforeInteract(
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EntityUid uid,
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HandVirtualItemComponent component,
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BeforeInteractEvent args)
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{
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// No interactions with a virtual item, please.
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args.Handled = true;
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}
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// If the virtual item gets removed from the hands for any reason, cancel the pull and delete it.
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private void HandleItemUnequipped(EntityUid uid, HandVirtualItemComponent component, UnequippedHandEvent args)
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{
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Delete(component, args.User.Uid);
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}
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private void HandleItemDropped(EntityUid uid, HandVirtualItemComponent component, DroppedEvent args)
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{
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Delete(component, args.User.Uid);
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}
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/// <summary>
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/// Queues a deletion for a virtual item and notifies the blocking entity and user.
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/// </summary>
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public void Delete(HandVirtualItemComponent comp, EntityUid user)
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{
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var userEv = new VirtualItemDeletedEvent(comp.BlockingEntity, user);
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RaiseLocalEvent(user, userEv, false);
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var targEv = new VirtualItemDeletedEvent(comp.BlockingEntity, user);
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RaiseLocalEvent(comp.BlockingEntity, targEv, false);
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comp.Owner.QueueDelete();
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}
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/// <summary>
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/// Deletes all virtual items in a user's hands with
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/// the specified blocked entity.
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/// </summary>
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public void DeleteInHandsMatching(EntityUid user, EntityUid matching)
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{
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if (ComponentManager.TryGetComponent<HandsComponent>(user, out var hands))
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{
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foreach (var handName in hands.ActivePriorityEnumerable())
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{
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var hand = hands.GetHand(handName);
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if (hand.IsEmpty)
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continue;
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if (hand.HeldEntity != null)
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{
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if (ComponentManager.TryGetComponent<HandVirtualItemComponent>(hand.HeldEntity.Uid,
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out var virt)
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&& virt.BlockingEntity == matching)
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{
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Delete(virt, user);
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}
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}
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}
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}
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}
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}
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}
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