using Content.Shared.CombatMode; using Content.Shared.Hands.EntitySystems; using Content.Shared.Interaction; using Content.Shared.Stacks; using Content.Shared.Verbs; using Content.Shared.Examine; using Robust.Shared.Containers; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Utility; namespace Content.Shared.Item; public abstract class SharedItemSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!; [Dependency] private readonly SharedCombatModeSystem _combatMode = default!; [Dependency] protected readonly SharedContainerSystem Container = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent>(AddPickupVerb); SubscribeLocalEvent(OnHandInteract, before: new []{typeof(SharedItemSystem)}); SubscribeLocalEvent(OnStackCountChanged); SubscribeLocalEvent(OnGetState); SubscribeLocalEvent(OnHandleState); SubscribeLocalEvent(OnExamine); } #region Public API public void SetSize(EntityUid uid, int size, ItemComponent? component = null) { if (!Resolve(uid, ref component, false)) return; component.Size = size; Dirty(component); } public void SetHeldPrefix(EntityUid uid, string? heldPrefix, ItemComponent? component = null) { if (!Resolve(uid, ref component, false)) return; if (component.HeldPrefix == heldPrefix) return; component.HeldPrefix = heldPrefix; Dirty(component); VisualsChanged(uid); } /// /// Copy all item specific visuals from another item. /// public void CopyVisuals(EntityUid uid, ItemComponent otherItem, ItemComponent? item = null) { if (!Resolve(uid, ref item)) return; item.RsiPath = otherItem.RsiPath; item.InhandVisuals = otherItem.InhandVisuals; item.HeldPrefix = otherItem.HeldPrefix; Dirty(item); VisualsChanged(uid); } #endregion private void OnHandInteract(EntityUid uid, ItemComponent component, InteractHandEvent args) { if (args.Handled || _combatMode.IsInCombatMode(args.User)) return; args.Handled = _handsSystem.TryPickup(args.User, uid, animateUser: false); } protected virtual void OnStackCountChanged(EntityUid uid, ItemComponent component, StackCountChangedEvent args) { if (!TryComp(uid, out var stack)) return; if (!_prototype.TryIndex(stack.StackTypeId, out var stackProto) || stackProto.ItemSize is not { } size) return; SetSize(uid, args.NewCount * size, component); } private void OnHandleState(EntityUid uid, ItemComponent component, ref ComponentHandleState args) { if (args.Current is not ItemComponentState state) return; component.Size = state.Size; SetHeldPrefix(uid, state.HeldPrefix, component); } private void OnGetState(EntityUid uid, ItemComponent component, ref ComponentGetState args) { args.State = new ItemComponentState(component.Size, component.HeldPrefix); } private void AddPickupVerb(EntityUid uid, ItemComponent component, GetVerbsEvent args) { if (args.Hands == null || args.Using != null || !args.CanAccess || !args.CanInteract || !_handsSystem.CanPickupAnyHand(args.User, args.Target, handsComp: args.Hands, item: component)) return; InteractionVerb verb = new(); verb.Act = () => _handsSystem.TryPickupAnyHand(args.User, args.Target, checkActionBlocker: false, handsComp: args.Hands, item: component); verb.Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/pickup.svg.192dpi.png")); // if the item already in a container (that is not the same as the user's), then change the text. // this occurs when the item is in their inventory or in an open backpack Container.TryGetContainingContainer(args.User, out var userContainer); if (Container.TryGetContainingContainer(args.Target, out var container) && container != userContainer) verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory"); else verb.Text = Loc.GetString("pick-up-verb-get-data-text"); args.Verbs.Add(verb); } private void OnExamine(EntityUid uid, ItemComponent component, ExaminedEvent args) { args.PushMarkup(Loc.GetString("item-component-on-examine-size", ("size", component.Size))); } /// /// Notifies any entity that is holding or wearing this item that they may need to update their sprite. /// /// /// This is used for updating both inhand sprites and clothing sprites, but it's here just cause it needs to /// be in one place. /// public virtual void VisualsChanged(EntityUid owner) { } }