Predict wielding (#16275)

This commit is contained in:
metalgearsloth
2023-05-10 10:01:23 +10:00
committed by GitHub
parent bf5d706e70
commit 9946cbd7fe
12 changed files with 326 additions and 326 deletions

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@@ -1,16 +0,0 @@
namespace Content.Server.Actions.Events
{
public sealed class DisarmAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid TargetUid;
public readonly EntityUid DisarmerUid;
public readonly EntityUid? TargetItemInHandUid;
public DisarmAttemptEvent(EntityUid targetUid, EntityUid disarmerUid, EntityUid? targetItemInHandUid = null)
{
TargetUid = targetUid;
DisarmerUid = disarmerUid;
TargetItemInHandUid = targetItemInHandUid;
}
}
}

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@@ -1,5 +1,4 @@
using System.Linq; using System.Linq;
using Content.Server.Actions.Events;
using Content.Server.Body.Components; using Content.Server.Body.Components;
using Content.Server.Body.Systems; using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components; using Content.Server.Chemistry.Components;
@@ -8,6 +7,7 @@ using Content.Server.CombatMode.Disarm;
using Content.Server.Contests; using Content.Server.Contests;
using Content.Server.Examine; using Content.Server.Examine;
using Content.Server.Movement.Systems; using Content.Server.Movement.Systems;
using Content.Shared.Actions.Events;
using Content.Shared.Administration.Components; using Content.Shared.Administration.Components;
using Content.Shared.CombatMode; using Content.Shared.CombatMode;
using Content.Shared.Damage; using Content.Shared.Damage;
@@ -25,7 +25,6 @@ using Content.Shared.Weapons.Melee.Events;
using Robust.Server.Player; using Robust.Server.Player;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Random; using Robust.Shared.Random;

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@@ -1,11 +0,0 @@
using Content.Shared.Damage;
namespace Content.Server.Wieldable.Components
{
[RegisterComponent, Access(typeof(WieldableSystem))]
public sealed class IncreaseDamageOnWieldComponent : Component
{
[DataField("damage", required: true)]
public DamageSpecifier BonusDamage = default!;
}
}

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@@ -1,34 +0,0 @@
using Robust.Shared.Audio;
namespace Content.Server.Wieldable.Components
{
/// <summary>
/// Used for objects that can be wielded in two or more hands,
/// </summary>
[RegisterComponent, Access(typeof(WieldableSystem))]
public sealed class WieldableComponent : Component
{
[DataField("wieldSound")]
public SoundSpecifier? WieldSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
[DataField("unwieldSound")]
public SoundSpecifier? UnwieldSound;
/// <summary>
/// Number of free hands required (excluding the item itself) required
/// to wield it
/// </summary>
[DataField("freeHandsRequired")]
public int FreeHandsRequired = 1;
public bool Wielded = false;
[DataField("wieldedInhandPrefix")]
public string WieldedInhandPrefix = "wielded";
public string? OldInhandPrefix = null;
[DataField("wieldTime")]
public float WieldTime = 1.5f;
}
}

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@@ -1,263 +0,0 @@
using Content.Server.Actions.Events;
using Content.Server.Hands.Systems;
using Content.Server.Wieldable.Components;
using Content.Shared.DoAfter;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Wieldable;
using Robust.Shared.Player;
namespace Content.Server.Wieldable
{
public sealed class WieldableSystem : EntitySystem
{
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedItemSystem _itemSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<WieldableComponent, WieldableDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
SubscribeLocalEvent<WieldableComponent, DisarmAttemptEvent>(OnDisarmAttemptEvent);
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, MeleeHitEvent>(OnMeleeHit);
}
private void OnDisarmAttemptEvent(EntityUid uid, WieldableComponent component, DisarmAttemptEvent args)
{
if (component.Wielded)
args.Cancel();
}
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
if (!_handsSystem.IsHolding(args.User, uid, out _, args.Hands))
return;
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
// verb. Or just don't add it to the list if the action is not executable.
// TODO VERBS ICON + localization
InteractionVerb verb = new()
{
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
Act = component.Wielded
? () => AttemptUnwield(component.Owner, component, args.User)
: () => AttemptWield(component.Owner, component, args.User)
};
args.Verbs.Add(verb);
}
private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if(!component.Wielded)
AttemptWield(uid, component, args.User);
else
AttemptUnwield(uid, component, args.User);
}
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet=false)
{
// Do they have enough hands free?
if (!EntityManager.TryGetComponent<HandsComponent>(user, out var hands))
{
if(!quiet)
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-no-hands"), user, user);
return false;
}
// Is it.. actually in one of their hands?
if (!_handsSystem.IsHolding(user, uid, out _, hands))
{
if (!quiet)
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
return false;
}
if (hands.CountFreeHands() < component.FreeHandsRequired)
{
if (!quiet)
{
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
("number", component.FreeHandsRequired), ("item", uid));
_popupSystem.PopupEntity(message, user, user);
}
return false;
}
// Seems legit.
return true;
}
/// <summary>
/// Attempts to wield an item, creating a DoAfter..
/// </summary>
public void AttemptWield(EntityUid used, WieldableComponent component, EntityUid user)
{
if (!CanWield(used, component, user))
return;
var ev = new BeforeWieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return;
var doargs = new DoAfterArgs(user, component.WieldTime, new WieldableDoAfterEvent(), used, used: used)
{
BreakOnUserMove = false,
BreakOnDamage = true
};
_doAfter.TryStartDoAfter(doargs);
}
/// <summary>
/// Attempts to unwield an item, with no DoAfter.
/// </summary>
public void AttemptUnwield(EntityUid used, WieldableComponent component, EntityUid user)
{
var ev = new BeforeUnwieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return;
var targEv = new ItemUnwieldedEvent(user);
RaiseLocalEvent(used, targEv);
}
private void OnDoAfter(EntityUid uid, WieldableComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || !CanWield(uid, component, args.Args.User) || component.Wielded)
return;
if (TryComp<ItemComponent>(uid, out var item))
{
component.OldInhandPrefix = item.HeldPrefix;
_itemSystem.SetHeldPrefix(uid, component.WieldedInhandPrefix, item);
}
component.Wielded = true;
if (component.WieldSound != null)
_audioSystem.PlayPvs(component.WieldSound, uid);
for (int i = 0; i < component.FreeHandsRequired; i++)
{
_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.Args.User);
}
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-successful-wield", ("item", uid)), args.Args.User, args.Args.User);
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-successful-wield-other", ("user", args.Args.User),("item", uid)), args.Args.User, Filter.PvsExcept(args.Args.User), true);
args.Handled = true;
}
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
{
if (args.User == null)
return;
if (!component.Wielded)
return;
if (TryComp<ItemComponent>(uid, out var item))
{
_itemSystem.SetHeldPrefix(uid, component.OldInhandPrefix, item);
}
component.Wielded = false;
if (!args.Force) // don't play sound/popup if this was a forced unwield
{
if (component.UnwieldSound != null)
_audioSystem.PlayPvs(component.UnwieldSound, uid);
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-failed-wield",
("item", uid)), args.User.Value, args.User.Value);
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-failed-wield-other",
("user", args.User.Value), ("item", uid)), args.User.Value, Filter.PvsExcept(args.User.Value), true);
}
_virtualItemSystem.DeleteInHandsMatching(args.User.Value, uid);
}
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
{
if (!component.Wielded || component.Owner != args.Unequipped)
return;
RaiseLocalEvent(uid, new ItemUnwieldedEvent(args.User, force: true), true);
}
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == uid && component.Wielded)
AttemptUnwield(args.BlockingEntity, component, args.User);
}
private void OnMeleeHit(EntityUid uid, IncreaseDamageOnWieldComponent component, MeleeHitEvent args)
{
if (EntityManager.TryGetComponent<WieldableComponent>(uid, out var wield))
{
if (!wield.Wielded)
return;
}
if (args.Handled)
return;
args.BonusDamage += component.BonusDamage;
}
}
#region Events
public sealed class BeforeWieldEvent : CancellableEntityEventArgs
{
}
public sealed class BeforeUnwieldEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised on the item that has been unwielded.
/// </summary>
public sealed class ItemUnwieldedEvent : EntityEventArgs
{
public EntityUid? User;
/// <summary>
/// Whether the item is being forced to be unwielded, or if the player chose to unwield it themselves.
/// </summary>
public bool Force;
public ItemUnwieldedEvent(EntityUid? user = null, bool force=false)
{
User = user;
Force = force;
}
}
#endregion
}

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@@ -0,0 +1,15 @@
namespace Content.Shared.Actions.Events;
public sealed class DisarmAttemptEvent : CancellableEntityEventArgs
{
public readonly EntityUid TargetUid;
public readonly EntityUid DisarmerUid;
public readonly EntityUid? TargetItemInHandUid;
public DisarmAttemptEvent(EntityUid targetUid, EntityUid disarmerUid, EntityUid? targetItemInHandUid = null)
{
TargetUid = targetUid;
DisarmerUid = disarmerUid;
TargetItemInHandUid = targetItemInHandUid;
}
}

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@@ -0,0 +1,5 @@
namespace Content.Shared.Wieldable;
public sealed class BeforeUnwieldEvent : CancellableEntityEventArgs
{
}

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@@ -0,0 +1,5 @@
namespace Content.Shared.Wieldable;
public sealed class BeforeWieldEvent : CancellableEntityEventArgs
{
}

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@@ -0,0 +1,10 @@
using Content.Shared.Damage;
namespace Content.Shared.Wieldable.Components;
[RegisterComponent, Access(typeof(WieldableSystem))]
public sealed class IncreaseDamageOnWieldComponent : Component
{
[DataField("damage", required: true)]
public DamageSpecifier BonusDamage = default!;
}

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@@ -0,0 +1,35 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Wieldable.Components;
/// <summary>
/// Used for objects that can be wielded in two or more hands,
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(WieldableSystem)), AutoGenerateComponentState]
public sealed partial class WieldableComponent : Component
{
[DataField("wieldSound")]
public SoundSpecifier? WieldSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
[DataField("unwieldSound")]
public SoundSpecifier? UnwieldSound;
/// <summary>
/// Number of free hands required (excluding the item itself) required
/// to wield it
/// </summary>
[DataField("freeHandsRequired")]
public int FreeHandsRequired = 1;
[AutoNetworkedField, DataField("wielded")]
public bool Wielded = false;
[DataField("wieldedInhandPrefix")]
public string WieldedInhandPrefix = "wielded";
public string? OldInhandPrefix = null;
[DataField("wieldTime")]
public float WieldTime = 1.5f;
}

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@@ -0,0 +1,23 @@
namespace Content.Shared.Wieldable;
#region Events
/// <summary>
/// Raised on the item that has been unwielded.
/// </summary>
public sealed class ItemUnwieldedEvent : EntityEventArgs
{
public EntityUid? User;
/// <summary>
/// Whether the item is being forced to be unwielded, or if the player chose to unwield it themselves.
/// </summary>
public bool Force;
public ItemUnwieldedEvent(EntityUid? user = null, bool force=false)
{
User = user;
Force = force;
}
}
#endregion

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@@ -0,0 +1,232 @@
using Content.Shared.Actions.Events;
using Content.Shared.DoAfter;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Wieldable.Components;
using Robust.Shared.Player;
namespace Content.Shared.Wieldable;
public sealed class WieldableSystem : EntitySystem
{
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedHandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedItemSystem _itemSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<WieldableComponent, WieldableDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
SubscribeLocalEvent<WieldableComponent, DisarmAttemptEvent>(OnDisarmAttemptEvent);
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, MeleeHitEvent>(OnMeleeHit);
}
private void OnDisarmAttemptEvent(EntityUid uid, WieldableComponent component, DisarmAttemptEvent args)
{
if (component.Wielded)
args.Cancel();
}
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
if (!_handsSystem.IsHolding(args.User, uid, out _, args.Hands))
return;
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
// verb. Or just don't add it to the list if the action is not executable.
// TODO VERBS ICON
InteractionVerb verb = new()
{
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
Act = component.Wielded
? () => AttemptUnwield(uid, component, args.User)
: () => AttemptWield(uid, component, args.User)
};
args.Verbs.Add(verb);
}
private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if(!component.Wielded)
AttemptWield(uid, component, args.User);
else
AttemptUnwield(uid, component, args.User);
}
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet=false)
{
// Do they have enough hands free?
if (!EntityManager.TryGetComponent<HandsComponent>(user, out var hands))
{
if(!quiet)
_popupSystem.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
return false;
}
// Is it.. actually in one of their hands?
if (!_handsSystem.IsHolding(user, uid, out _, hands))
{
if (!quiet)
_popupSystem.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
return false;
}
if (hands.CountFreeHands() < component.FreeHandsRequired)
{
if (!quiet)
{
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
("number", component.FreeHandsRequired), ("item", uid));
_popupSystem.PopupClient(message, user, user);
}
return false;
}
// Seems legit.
return true;
}
/// <summary>
/// Attempts to wield an item, creating a DoAfter..
/// </summary>
public void AttemptWield(EntityUid used, WieldableComponent component, EntityUid user)
{
if (!CanWield(used, component, user))
return;
var ev = new BeforeWieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return;
var doargs = new DoAfterArgs(user, component.WieldTime, new WieldableDoAfterEvent(), used, used: used)
{
BreakOnUserMove = false,
BreakOnDamage = true
};
_doAfter.TryStartDoAfter(doargs);
}
/// <summary>
/// Attempts to unwield an item, with no DoAfter.
/// </summary>
public void AttemptUnwield(EntityUid used, WieldableComponent component, EntityUid user)
{
var ev = new BeforeUnwieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return;
var targEv = new ItemUnwieldedEvent(user);
RaiseLocalEvent(used, targEv);
}
private void OnDoAfter(EntityUid uid, WieldableComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || !CanWield(uid, component, args.Args.User) || component.Wielded)
return;
if (TryComp<ItemComponent>(uid, out var item))
{
component.OldInhandPrefix = item.HeldPrefix;
_itemSystem.SetHeldPrefix(uid, component.WieldedInhandPrefix, item);
}
component.Wielded = true;
if (component.WieldSound != null)
_audioSystem.PlayPredicted(component.WieldSound, uid, args.User);
for (var i = 0; i < component.FreeHandsRequired; i++)
{
_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.Args.User);
}
_popupSystem.PopupClient(Loc.GetString("wieldable-component-successful-wield", ("item", uid)), args.Args.User, args.Args.User);
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-successful-wield-other", ("user", args.Args.User),("item", uid)), args.Args.User, Filter.PvsExcept(args.Args.User), true);
Dirty(component);
args.Handled = true;
}
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
{
if (args.User == null)
return;
if (!component.Wielded)
return;
if (TryComp<ItemComponent>(uid, out var item))
{
_itemSystem.SetHeldPrefix(uid, component.OldInhandPrefix, item);
}
component.Wielded = false;
if (!args.Force) // don't play sound/popup if this was a forced unwield
{
if (component.UnwieldSound != null)
_audioSystem.PlayPredicted(component.UnwieldSound, uid, args.User);
_popupSystem.PopupClient(Loc.GetString("wieldable-component-failed-wield",
("item", uid)), args.User.Value, args.User.Value);
_popupSystem.PopupEntity(Loc.GetString("wieldable-component-failed-wield-other",
("user", args.User.Value), ("item", uid)), args.User.Value, Filter.PvsExcept(args.User.Value), true);
}
Dirty(component);
_virtualItemSystem.DeleteInHandsMatching(args.User.Value, uid);
}
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
{
if (!component.Wielded || uid != args.Unequipped)
return;
RaiseLocalEvent(uid, new ItemUnwieldedEvent(args.User, force: true), true);
}
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == uid && component.Wielded)
AttemptUnwield(args.BlockingEntity, component, args.User);
}
private void OnMeleeHit(EntityUid uid, IncreaseDamageOnWieldComponent component, MeleeHitEvent args)
{
if (EntityManager.TryGetComponent<WieldableComponent>(uid, out var wield))
{
if (!wield.Wielded)
return;
}
if (args.Handled)
return;
args.BonusDamage += component.BonusDamage;
}
}