Improve hands & pulling (#4389)
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149
Content.Client/Hands/Systems/HandsSystem.cs
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149
Content.Client/Hands/Systems/HandsSystem.cs
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using System;
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using System.Linq;
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using Content.Client.Animations;
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using Content.Client.HUD;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Timing;
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namespace Content.Client.Hands
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{
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[UsedImplicitly]
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public event Action? GuiStateUpdated;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, PlayerAttachedEvent>(HandlePlayerAttached);
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SubscribeLocalEvent<HandsComponent, PlayerDetachedEvent>(HandlePlayerDetached);
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SubscribeLocalEvent<HandsComponent, ComponentRemove>(HandleCompRemove);
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SubscribeLocalEvent<HandsModifiedMessage>(HandleHandsModified);
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SubscribeNetworkEvent<PickupAnimationMessage>(HandlePickupAnimation);
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<HandsSystem>();
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base.Shutdown();
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}
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private void HandleHandsModified(HandsModifiedMessage ev)
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{
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if (ev.Hands.Owner == _playerManager.LocalPlayer?.ControlledEntity)
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GuiStateUpdated?.Invoke();
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}
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protected override void HandleContainerModified(EntityUid uid, SharedHandsComponent component, ContainerModifiedMessage args)
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{
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if (uid == _playerManager.LocalPlayer?.ControlledEntity?.Uid)
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GuiStateUpdated?.Invoke();
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}
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private void HandlePickupAnimation(PickupAnimationMessage msg)
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{
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if (!EntityManager.TryGetEntity(msg.EntityUid, out var entity))
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return;
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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ReusableAnimations.AnimateEntityPickup(entity, msg.InitialPosition, msg.PickupDirection);
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}
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public HandsGuiState GetGuiState()
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{
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null || !player.TryGetComponent(out HandsComponent? hands))
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return new HandsGuiState(Array.Empty<GuiHand>());
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var states = hands.Hands
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.Select(hand => new GuiHand(hand.Name, hand.Location, hand.HeldEntity))
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.ToArray();
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return new HandsGuiState(states, hands.ActiveHand);
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}
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public void UIHandClick(HandsComponent hands, string handName)
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{
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if (!hands.TryGetHand(handName, out var pressedHand))
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return;
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if (!hands.TryGetActiveHand(out var activeHand))
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return;
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var pressedEntity = pressedHand.HeldEntity;
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var activeEntity = activeHand.HeldEntity;
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if (pressedHand == activeHand && 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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RaiseNetworkEvent(new UseInHandMsg());
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return;
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}
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if (pressedHand != activeHand && pressedEntity == null)
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{
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// change active hand
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RaiseNetworkEvent(new RequestSetHandEvent(handName));
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return;
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}
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if (pressedHand != activeHand && pressedEntity != null && activeEntity != null)
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{
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// use active item on held item
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RaiseNetworkEvent(new ClientInteractUsingInHandMsg(pressedHand.Name));
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return;
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}
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if (pressedHand != activeHand && pressedEntity != null && activeEntity == null)
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{
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// use active item on held item
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RaiseNetworkEvent(new MoveItemFromHandMsg(pressedHand.Name));
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}
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}
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public void UIHandActivate(string handName)
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{
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RaiseNetworkEvent (new ActivateInHandMsg(handName));
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}
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private void HandlePlayerAttached(EntityUid uid, HandsComponent component, PlayerAttachedEvent args)
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{
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component.Gui = new HandsGui(component, this);
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_gameHud.HandsContainer.AddChild(component.Gui);
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}
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private static void HandlePlayerDetached(EntityUid uid, HandsComponent component, PlayerDetachedEvent args)
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{
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ClearGui(component);
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}
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private static void HandleCompRemove(EntityUid uid, HandsComponent component, ComponentRemove args)
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{
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ClearGui(component);
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}
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private static void ClearGui(HandsComponent comp)
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{
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comp.Gui?.Orphan();
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comp.Gui = null;
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}
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}
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}
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