Remove some functions from HandsComponent (#4937)
* remove wrapper functions * Remove InteractionSystem wrapper functions * remove two more functions * add missing `using` * clean diff
This commit is contained in:
@@ -1,13 +1,23 @@
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Interaction
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@@ -19,6 +29,9 @@ namespace Content.Shared.Interaction
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public abstract class SharedInteractionSystem : EntitySystem
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{
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[Dependency] private readonly SharedPhysicsSystem _sharedBroadphaseSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedVerbSystem _verbSystem = default!;
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public const float InteractionRange = 2;
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public const float InteractionRangeSquared = InteractionRange * InteractionRange;
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@@ -338,6 +351,384 @@ namespace Content.Shared.Interaction
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return inRange;
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}
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public async Task<bool> InteractDoBefore(
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IEntity user,
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IEntity used,
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IEntity? target,
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EntityCoordinates clickLocation,
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bool canReach)
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{
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var ev = new BeforeInteractEvent(user, used, target, clickLocation, canReach);
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RaiseLocalEvent(used.Uid, ev, false);
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return ev.Handled;
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}
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/// <summary>
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/// Uses a item/object on an entity
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/// Finds components with the InteractUsing interface and calls their function
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/// NOTE: Does not have an InRangeUnobstructed check
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/// </summary>
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public async Task InteractUsing(IEntity user, IEntity used, IEntity target, EntityCoordinates clickLocation)
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{
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if (!_actionBlockerSystem.CanInteract(user))
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return;
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if (await InteractDoBefore(user, used, target, clickLocation, true))
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return;
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// all interactions should only happen when in range / unobstructed, so no range check is needed
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var interactUsingEvent = new InteractUsingEvent(user, used, target, clickLocation);
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RaiseLocalEvent(target.Uid, interactUsingEvent);
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if (interactUsingEvent.Handled)
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return;
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var interactUsingEventArgs = new InteractUsingEventArgs(user, clickLocation, used, target);
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var interactUsings = target.GetAllComponents<IInteractUsing>().OrderByDescending(x => x.Priority);
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foreach (var interactUsing in interactUsings)
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{
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// If an InteractUsing returns a status completion we finish our interaction
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if (await interactUsing.InteractUsing(interactUsingEventArgs))
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return;
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}
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// If we aren't directly interacting with the nearby object, lets see if our item has an after interact we can do
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await InteractDoAfter(user, used, target, clickLocation, true);
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}
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/// <summary>
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/// We didn't click on any entity, try doing an AfterInteract on the click location
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/// </summary>
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public async Task<bool> InteractDoAfter(IEntity user, IEntity used, IEntity? target, EntityCoordinates clickLocation, bool canReach)
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{
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var afterInteractEvent = new AfterInteractEvent(user, used, target, clickLocation, canReach);
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RaiseLocalEvent(used.Uid, afterInteractEvent, false);
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if (afterInteractEvent.Handled)
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return true;
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var afterInteractEventArgs = new AfterInteractEventArgs(user, clickLocation, target, canReach);
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var afterInteracts = used.GetAllComponents<IAfterInteract>().OrderByDescending(x => x.Priority).ToList();
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foreach (var afterInteract in afterInteracts)
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{
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if (await afterInteract.AfterInteract(afterInteractEventArgs))
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return true;
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}
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return false;
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}
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#region ActivateItemInWorld
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/// <summary>
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/// Activates the IActivate behavior of an object
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/// Verifies that the user is capable of doing the use interaction first
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/// </summary>
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public void TryInteractionActivate(IEntity? user, IEntity? used)
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{
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if (user == null || used == null)
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return;
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InteractionActivate(user, used);
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}
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protected void InteractionActivate(IEntity user, IEntity used)
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{
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if (used.TryGetComponent<UseDelayComponent>(out var delayComponent))
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{
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if (delayComponent.ActiveDelay)
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return;
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delayComponent.BeginDelay();
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}
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if (!_actionBlockerSystem.CanInteract(user) || !_actionBlockerSystem.CanUse(user))
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return;
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// all activates should only fire when in range / unobstructed
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if (!InRangeUnobstructed(user, used, ignoreInsideBlocker: true, popup: true))
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return;
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var activateMsg = new ActivateInWorldEvent(user, used);
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RaiseLocalEvent(used.Uid, activateMsg);
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if (activateMsg.Handled)
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return;
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if (!used.TryGetComponent(out IActivate? activateComp))
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return;
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var activateEventArgs = new ActivateEventArgs(user, used);
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activateComp.Activate(activateEventArgs);
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}
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#endregion
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#region Hands
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#region Use
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/// <summary>
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/// Activates the IUse behaviors of an entity
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/// Verifies that the user is capable of doing the use interaction first
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/// </summary>
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/// <param name="user"></param>
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/// <param name="used"></param>
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public void TryUseInteraction(IEntity user, IEntity used, bool altInteract = false)
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{
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if (user != null && used != null && _actionBlockerSystem.CanUse(user))
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{
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if (altInteract)
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AltInteract(user, used);
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else
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UseInteraction(user, used);
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}
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}
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/// <summary>
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/// Activates the IUse behaviors of an entity without first checking
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/// if the user is capable of doing the use interaction.
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/// </summary>
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public void UseInteraction(IEntity user, IEntity used)
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{
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if (used.TryGetComponent<UseDelayComponent>(out var delayComponent))
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{
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if (delayComponent.ActiveDelay)
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return;
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delayComponent.BeginDelay();
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}
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var useMsg = new UseInHandEvent(user, used);
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RaiseLocalEvent(used.Uid, useMsg);
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if (useMsg.Handled)
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return;
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var uses = used.GetAllComponents<IUse>().ToList();
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// Try to use item on any components which have the interface
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foreach (var use in uses)
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{
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// If a Use returns a status completion we finish our interaction
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if (use.UseEntity(new UseEntityEventArgs(user)))
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return;
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}
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}
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/// <summary>
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/// Alternative interactions on an entity.
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/// </summary>
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/// <remarks>
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/// Uses the context menu verb list, and acts out the highest priority alternative interaction verb.
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/// </remarks>
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public void AltInteract(IEntity user, IEntity target)
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{
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// Get list of alt-interact verbs
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GetAlternativeVerbsEvent getVerbEvent = new(user, target);
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RaiseLocalEvent(target.Uid, getVerbEvent);
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foreach (var verb in getVerbEvent.Verbs)
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{
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if (verb.Disabled)
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continue;
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_verbSystem.TryExecuteVerb(verb);
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break;
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}
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}
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#endregion
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#region Throw
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/// <summary>
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/// Activates the Throw behavior of an object
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/// Verifies that the user is capable of doing the throw interaction first
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/// </summary>
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public bool TryThrowInteraction(IEntity user, IEntity item)
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{
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if (user == null || item == null || !_actionBlockerSystem.CanThrow(user)) return false;
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ThrownInteraction(user, item);
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return true;
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}
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/// <summary>
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/// Calls Thrown on all components that implement the IThrown interface
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/// on an entity that has been thrown.
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/// </summary>
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public void ThrownInteraction(IEntity user, IEntity thrown)
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{
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var throwMsg = new ThrownEvent(user, thrown);
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RaiseLocalEvent(thrown.Uid, throwMsg);
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if (throwMsg.Handled)
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return;
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var comps = thrown.GetAllComponents<IThrown>().ToList();
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var args = new ThrownEventArgs(user);
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// Call Thrown on all components that implement the interface
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foreach (var comp in comps)
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{
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comp.Thrown(args);
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}
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}
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#endregion
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#region Equip
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/// <summary>
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/// Calls Equipped on all components that implement the IEquipped interface
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/// on an entity that has been equipped.
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/// </summary>
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public void EquippedInteraction(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
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{
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var equipMsg = new EquippedEvent(user, equipped, slot);
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RaiseLocalEvent(equipped.Uid, equipMsg);
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if (equipMsg.Handled)
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return;
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var comps = equipped.GetAllComponents<IEquipped>().ToList();
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// Call Thrown on all components that implement the interface
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foreach (var comp in comps)
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{
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comp.Equipped(new EquippedEventArgs(user, slot));
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}
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}
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/// <summary>
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/// Calls Unequipped on all components that implement the IUnequipped interface
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/// on an entity that has been equipped.
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/// </summary>
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public void UnequippedInteraction(IEntity user, IEntity equipped, EquipmentSlotDefines.Slots slot)
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{
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var unequipMsg = new UnequippedEvent(user, equipped, slot);
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RaiseLocalEvent(equipped.Uid, unequipMsg);
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if (unequipMsg.Handled)
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return;
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var comps = equipped.GetAllComponents<IUnequipped>().ToList();
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// Call Thrown on all components that implement the interface
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foreach (var comp in comps)
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{
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comp.Unequipped(new UnequippedEventArgs(user, slot));
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}
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}
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#region Equip Hand
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/// <summary>
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/// Calls EquippedHand on all components that implement the IEquippedHand interface
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/// on an item.
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/// </summary>
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public void EquippedHandInteraction(IEntity user, IEntity item, HandState hand)
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{
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var equippedHandMessage = new EquippedHandEvent(user, item, hand);
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RaiseLocalEvent(item.Uid, equippedHandMessage);
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if (equippedHandMessage.Handled)
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return;
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var comps = item.GetAllComponents<IEquippedHand>().ToList();
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foreach (var comp in comps)
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{
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comp.EquippedHand(new EquippedHandEventArgs(user, hand));
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}
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}
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/// <summary>
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/// Calls UnequippedHand on all components that implement the IUnequippedHand interface
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/// on an item.
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/// </summary>
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public void UnequippedHandInteraction(IEntity user, IEntity item, HandState hand)
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{
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var unequippedHandMessage = new UnequippedHandEvent(user, item, hand);
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RaiseLocalEvent(item.Uid, unequippedHandMessage);
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if (unequippedHandMessage.Handled)
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return;
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var comps = item.GetAllComponents<IUnequippedHand>().ToList();
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foreach (var comp in comps)
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{
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comp.UnequippedHand(new UnequippedHandEventArgs(user, hand));
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}
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}
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#endregion
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#endregion
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#region Drop
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/// <summary>
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/// Activates the Dropped behavior of an object
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/// Verifies that the user is capable of doing the drop interaction first
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/// </summary>
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public bool TryDroppedInteraction(IEntity user, IEntity item, bool intentional)
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{
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if (user == null || item == null || !_actionBlockerSystem.CanDrop(user)) return false;
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DroppedInteraction(user, item, intentional);
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return true;
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}
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/// <summary>
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/// Calls Dropped on all components that implement the IDropped interface
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/// on an entity that has been dropped.
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/// </summary>
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public void DroppedInteraction(IEntity user, IEntity item, bool intentional)
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{
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var dropMsg = new DroppedEvent(user, item, intentional);
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RaiseLocalEvent(item.Uid, dropMsg);
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if (dropMsg.Handled)
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return;
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item.Transform.LocalRotation = intentional ? Angle.Zero : (_random.Next(0, 100) / 100f) * MathHelper.TwoPi;
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var comps = item.GetAllComponents<IDropped>().ToList();
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// Call Land on all components that implement the interface
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foreach (var comp in comps)
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{
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comp.Dropped(new DroppedEventArgs(user, intentional));
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}
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}
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#endregion
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#region Hand Selected
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/// <summary>
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/// Calls HandSelected on all components that implement the IHandSelected interface
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/// on an item entity on a hand that has just been selected.
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/// </summary>
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public void HandSelectedInteraction(IEntity user, IEntity item)
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{
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var handSelectedMsg = new HandSelectedEvent(user, item);
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RaiseLocalEvent(item.Uid, handSelectedMsg);
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if (handSelectedMsg.Handled)
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return;
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var comps = item.GetAllComponents<IHandSelected>().ToList();
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// Call Land on all components that implement the interface
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foreach (var comp in comps)
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{
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comp.HandSelected(new HandSelectedEventArgs(user));
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}
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}
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/// <summary>
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/// Calls HandDeselected on all components that implement the IHandDeselected interface
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/// on an item entity on a hand that has just been deselected.
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/// </summary>
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public void HandDeselectedInteraction(IEntity user, IEntity item)
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{
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var handDeselectedMsg = new HandDeselectedEvent(user, item);
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RaiseLocalEvent(item.Uid, handDeselectedMsg);
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if (handDeselectedMsg.Handled)
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return;
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var comps = item.GetAllComponents<IHandDeselected>().ToList();
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// Call Land on all components that implement the interface
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foreach (var comp in comps)
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{
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comp.HandDeselected(new HandDeselectedEventArgs(user));
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}
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}
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#endregion
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#endregion
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}
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/// <summary>
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Reference in New Issue
Block a user