using Content.Shared.Hands.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Hands.Components;
[RegisterComponent, NetworkedComponent]
[Access(typeof(SharedHandsSystem))]
public sealed partial class HandsComponent : Component
{
///
/// The currently active hand.
///
[ViewVariables]
public Hand? ActiveHand;
///
/// The item currently held in the active hand.
///
[ViewVariables]
public EntityUid? ActiveHandEntity => ActiveHand?.HeldEntity;
[ViewVariables]
public Dictionary Hands = new();
public int Count => Hands.Count;
///
/// List of hand-names. These are keys for . The order of this list determines the order in which hands are iterated over.
///
public List SortedHands = new();
///
/// The amount of throw impulse per distance the player is from the throw target.
///
[DataField("throwForceMultiplier")]
[ViewVariables(VVAccess.ReadWrite)]
public float ThrowForceMultiplier { get; set; } = 10f; //should be tuned so that a thrown item lands about under the player's cursor
///
/// Distance after which longer throw targets stop increasing throw impulse.
///
[DataField("throwRange")]
[ViewVariables(VVAccess.ReadWrite)]
public float ThrowRange { get; set; } = 8f;
///
/// Whether or not to add in-hand sprites for held items. Some entities (e.g., drones) don't want these.
/// Used by the client.
///
[DataField("showInHands")]
public bool ShowInHands = true;
///
/// Data about the current sprite layers that the hand is contributing to the owner entity. Used for sprite in-hands.
/// Used by the client.
///
public readonly Dictionary> RevealedLayers = new();
///
/// The time at which throws will be allowed again.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan NextThrowTime;
///
/// The minimum time inbetween throws.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(0.5f);
}
[Serializable, NetSerializable]
public sealed class Hand //TODO: This should definitely be a struct - Jezi
{
[ViewVariables]
public string Name { get; }
[ViewVariables]
public HandLocation Location { get; }
///
/// The container used to hold the contents of this hand. Nullable because the client must get the containers via ,
/// which may not be synced with the server when the client hands are created.
///
[ViewVariables, NonSerialized]
public ContainerSlot? Container;
[ViewVariables]
public EntityUid? HeldEntity => Container?.ContainedEntity;
public bool IsEmpty => HeldEntity == null;
public Hand(string name, HandLocation location, ContainerSlot? container = null)
{
Name = name;
Location = location;
Container = container;
}
}
[Serializable, NetSerializable]
public sealed class HandsComponentState : ComponentState
{
public readonly List Hands;
public readonly List HandNames;
public readonly string? ActiveHand;
public HandsComponentState(HandsComponent handComp)
{
// cloning lists because of test networking.
Hands = new(handComp.Hands.Values);
HandNames = new(handComp.SortedHands);
ActiveHand = handComp.ActiveHand?.Name;
}
}
///
/// What side of the body this hand is on.
///
public enum HandLocation : byte
{
Left,
Middle,
Right
}