using System.Diagnostics.CodeAnalysis; using Content.Shared.ActionBlocker; using Content.Shared.Clothing.Components; using Content.Shared.Hands; using Content.Shared.Hands.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Interaction; using Content.Shared.Interaction.Events; using Content.Shared.Inventory.Events; using Content.Shared.Item; using Content.Shared.Movement.Systems; using Content.Shared.Popups; using Content.Shared.Strip.Components; using Robust.Shared.Audio; using Robust.Shared.Containers; using Robust.Shared.Network; using Robust.Shared.Player; using Robust.Shared.Timing; namespace Content.Shared.Inventory; public abstract partial class InventorySystem { [Dependency] private readonly SharedPopupSystem _popup = default!; [Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!; [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!; [Dependency] private readonly SharedContainerSystem _containerSystem = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly INetManager _netMan = default!; private void InitializeEquip() { //these events ensure that the client also gets its proper events raised when getting its containerstate updated SubscribeLocalEvent(OnEntInserted); SubscribeLocalEvent(OnEntRemoved); SubscribeAllEvent(OnUseSlot); } protected void QuickEquip(EntityUid uid, SharedClothingComponent component, UseInHandEvent args) { if (!TryComp(args.User, out InventoryComponent? inv) || !TryComp(args.User, out SharedHandsComponent? hands) || !_prototypeManager.TryIndex(inv.TemplateId, out var prototype)) return; foreach (var slotDef in prototype.Slots) { if (!CanEquip(args.User, uid, slotDef.Name, out _, slotDef, inv)) continue; if (TryGetSlotEntity(args.User, slotDef.Name, out var slotEntity, inv)) { // Item in slot has to be quick equipable as well if (TryComp(slotEntity, out SharedClothingComponent? item) && !item.QuickEquip) continue; if (!TryUnequip(args.User, slotDef.Name, true, inventory: inv)) continue; if (!TryEquip(args.User, uid, slotDef.Name, true, inventory: inv)) continue; _handsSystem.PickupOrDrop(args.User, slotEntity.Value); } else { if (!TryEquip(args.User, uid, slotDef.Name, true, inventory: inv)) continue; } args.Handled = true; break; } } private void OnEntRemoved(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args) { if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component)) return; var unequippedEvent = new DidUnequipEvent(uid, args.Entity, slotDef); RaiseLocalEvent(uid, unequippedEvent, true); var gotUnequippedEvent = new GotUnequippedEvent(uid, args.Entity, slotDef); RaiseLocalEvent(args.Entity, gotUnequippedEvent, true); } private void OnEntInserted(EntityUid uid, InventoryComponent component, EntInsertedIntoContainerMessage args) { if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component)) return; var equippedEvent = new DidEquipEvent(uid, args.Entity, slotDef); RaiseLocalEvent(uid, equippedEvent, true); var gotEquippedEvent = new GotEquippedEvent(uid, args.Entity, slotDef); RaiseLocalEvent(args.Entity, gotEquippedEvent, true); } /// /// Will attempt to equip or unequip an item to/from the clicked slot. If the user clicked on an occupied slot /// with some entity, will instead attempt to interact with this entity. /// private void OnUseSlot(UseSlotNetworkMessage ev, EntitySessionEventArgs eventArgs) { if (eventArgs.SenderSession.AttachedEntity is not EntityUid { Valid: true } actor) return; if (!TryComp(actor, out InventoryComponent? inventory) || !TryComp(actor, out var hands)) return; var held = hands.ActiveHandEntity; TryGetSlotEntity(actor, ev.Slot, out var itemUid, inventory); // attempt to perform some interaction if (held != null && itemUid != null) { _interactionSystem.InteractUsing(actor, held.Value, itemUid.Value, Transform(itemUid.Value).Coordinates); return; } // unequip the item. if (itemUid != null) { if (!TryUnequip(actor, ev.Slot, out var item, predicted: true, inventory: inventory)) return; _handsSystem.PickupOrDrop(actor, item.Value); return; } // finally, just try to equip the held item. if (held == null) return; // before we drop the item, check that it can be equipped in the first place. if (!CanEquip(actor, held.Value, ev.Slot, out var reason)) { if (_gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString(reason), Filter.Local()); return; } if (!_handsSystem.CanDropHeld(actor, hands.ActiveHand!, checkActionBlocker: false)) return; var gotUnequipped = new GotUnequippedHandEvent(actor, held.Value, hands.ActiveHand!); var didUnequip = new DidUnequipHandEvent(actor, held.Value, hands.ActiveHand!); RaiseLocalEvent(held.Value, gotUnequipped, false); RaiseLocalEvent(actor, didUnequip, true); RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor), false); TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true); } public bool TryEquip(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) => TryEquip(uid, uid, itemUid, slot, silent, force, predicted, inventory, clothing); public bool TryEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) { if (!Resolve(target, ref inventory, false)) { if(!silent && _gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString("inventory-component-can-equip-cannot"), Filter.Local()); return false; } // Not required to have, since pockets can take any item. // CanEquip will still check, so we don't have to worry about it. Resolve(itemUid, ref clothing, false); if (!TryGetSlotContainer(target, slot, out var slotContainer, out var slotDefinition, inventory)) { if(!silent && _gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString("inventory-component-can-equip-cannot"), Filter.Local()); return false; } if (!force && !CanEquip(actor, target, itemUid, slot, out var reason, slotDefinition, inventory, clothing)) { if(!silent && _gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString(reason), Filter.Local()); return false; } if (!slotContainer.Insert(itemUid)) { if(!silent && _gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"), Filter.Local()); return false; } if(!silent && clothing != null && clothing.EquipSound != null && _gameTiming.IsFirstTimePredicted) { Filter filter; if (_netMan.IsClient) filter = Filter.Local(); else { filter = Filter.Pvs(target); // don't play double audio for predicted interactions if (predicted) filter.RemoveWhereAttachedEntity(entity => entity == actor); } SoundSystem.Play(clothing.EquipSound.GetSound(), filter, target, clothing.EquipSound.Params.WithVolume(-2f)); } inventory.Dirty(); _movementSpeed.RefreshMovementSpeedModifiers(target); return true; } public bool CanAccess(EntityUid actor, EntityUid target, EntityUid itemUid) { // if the item is something like a hardsuit helmet, it may be contained within the hardsuit. // in that case, we check accesibility for the owner-entity instead. if (TryComp(itemUid, out AttachedClothingComponent? attachedComp)) itemUid = attachedComp.AttachedUid; // Can the actor reach the target? if (actor != target && !(_interactionSystem.InRangeUnobstructed(actor, target) && _containerSystem.IsInSameOrParentContainer(actor, target))) return false; // Can the actor reach the item? if (_interactionSystem.InRangeUnobstructed(actor, itemUid) && _containerSystem.IsInSameOrParentContainer(actor, itemUid)) return true; // Is the item in an open storage UI, i.e., is the user quick-equipping from an open backpack? if (_interactionSystem.CanAccessViaStorage(actor, itemUid)) return true; // Is the actor currently stripping the target? Here we could check if the actor has the stripping UI open, but // that requires server/client specific code. so lets just check if they **could** open the stripping UI. // Note that this doesn't check that the item is equipped by the target, as this is done elsewhere. return actor != target && TryComp(target, out SharedStrippableComponent? strip) && strip.CanBeStripped(actor); } public bool CanEquip(EntityUid uid, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason, SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null, ItemComponent? item = null) => CanEquip(uid, uid, itemUid, slot, out reason, slotDefinition, inventory, clothing, item); public bool CanEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason, SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null, ItemComponent? item = null) { reason = "inventory-component-can-equip-cannot"; if (!Resolve(target, ref inventory, false)) return false; Resolve(itemUid, ref clothing, ref item, false); if (slotDefinition == null && !TryGetSlot(target, slot, out slotDefinition, inventory: inventory)) return false; if (slotDefinition.DependsOn != null && !TryGetSlotEntity(target, slotDefinition.DependsOn, out _, inventory)) return false; var fittingInPocket = slotDefinition.SlotFlags.HasFlag(SlotFlags.POCKET) && item is { Size: <= (int) ReferenceSizes.Pocket }; if (clothing == null && !fittingInPocket || clothing != null && !clothing.Slots.HasFlag(slotDefinition.SlotFlags) && !fittingInPocket) { reason = "inventory-component-can-equip-does-not-fit"; return false; } if (!CanAccess(actor, target, itemUid)) { reason = "interaction-system-user-interaction-cannot-reach"; return false; } if (slotDefinition.Whitelist != null && !slotDefinition.Whitelist.IsValid(itemUid)) { reason = "inventory-component-can-equip-does-not-fit"; return false; } if (slotDefinition.Blacklist != null && slotDefinition.Blacklist.IsValid(itemUid)) { reason = "inventory-component-can-equip-does-not-fit"; return false; } var attemptEvent = new IsEquippingAttemptEvent(actor, target, itemUid, slotDefinition); RaiseLocalEvent(target, attemptEvent, true); if (attemptEvent.Cancelled) { reason = attemptEvent.Reason ?? reason; return false; } if (actor != target) { //reuse the event. this is gucci, right? attemptEvent.Reason = null; RaiseLocalEvent(actor, attemptEvent, true); if (attemptEvent.Cancelled) { reason = attemptEvent.Reason ?? reason; return false; } } var itemAttemptEvent = new BeingEquippedAttemptEvent(actor, target, itemUid, slotDefinition); RaiseLocalEvent(itemUid, itemAttemptEvent, true); if (itemAttemptEvent.Cancelled) { reason = itemAttemptEvent.Reason ?? reason; return false; } return true; } public bool TryUnequip(EntityUid uid, string slot, bool silent = false, bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, silent, force, predicted, inventory, clothing); public bool TryUnequip(EntityUid actor, EntityUid target, string slot, bool silent = false, bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) => TryUnequip(actor, target, slot, out _, silent, force, predicted, inventory, clothing); public bool TryUnequip(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false, bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, clothing); public bool TryUnequip(EntityUid actor, EntityUid target, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false, bool force = false, bool predicted = false, InventoryComponent? inventory = null, SharedClothingComponent? clothing = null) { removedItem = null; if (!Resolve(target, ref inventory, false)) { if(!silent && _gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"), Filter.Local()); return false; } if (!TryGetSlotContainer(target, slot, out var slotContainer, out var slotDefinition, inventory)) { if(!silent && _gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"), Filter.Local()); return false; } removedItem = slotContainer.ContainedEntity; if (!removedItem.HasValue) return false; if (!force && !CanUnequip(actor, target, slot, out var reason, slotContainer, slotDefinition, inventory)) { if(!silent && _gameTiming.IsFirstTimePredicted) _popup.PopupCursor(Loc.GetString(reason), Filter.Local()); return false; } //we need to do this to make sure we are 100% removing this entity, since we are now dropping dependant slots if (!force && !slotContainer.CanRemove(removedItem.Value)) return false; foreach (var slotDef in GetSlots(target, inventory)) { if (slotDef != slotDefinition && slotDef.DependsOn == slotDefinition.Name) { //this recursive call might be risky TryUnequip(actor, target, slotDef.Name, true, true, predicted, inventory); } } if (force) { slotContainer.ForceRemove(removedItem.Value); } else { if (!slotContainer.Remove(removedItem.Value)) { //should never happen bc of the canremove lets just keep in just in case return false; } } Transform(removedItem.Value).Coordinates = Transform(target).Coordinates; if (!silent && Resolve(removedItem.Value, ref clothing, false) && clothing.UnequipSound != null && _gameTiming.IsFirstTimePredicted) { Filter filter; if (_netMan.IsClient) filter = Filter.Local(); else { filter = Filter.Pvs(target); // don't play double audio for predicted interactions if (predicted) filter.RemoveWhereAttachedEntity(entity => entity == actor); } SoundSystem.Play(clothing.UnequipSound.GetSound(), filter, target, clothing.UnequipSound.Params.WithVolume(-2f)); } inventory.Dirty(); _movementSpeed.RefreshMovementSpeedModifiers(target); return true; } public bool CanUnequip(EntityUid uid, string slot, [NotNullWhen(false)] out string? reason, ContainerSlot? containerSlot = null, SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null) => CanUnequip(uid, uid, slot, out reason, containerSlot, slotDefinition, inventory); public bool CanUnequip(EntityUid actor, EntityUid target, string slot, [NotNullWhen(false)] out string? reason, ContainerSlot? containerSlot = null, SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null) { reason = "inventory-component-can-unequip-cannot"; if (!Resolve(target, ref inventory, false)) return false; if ((containerSlot == null || slotDefinition == null) && !TryGetSlotContainer(target, slot, out containerSlot, out slotDefinition, inventory)) return false; if (containerSlot.ContainedEntity == null) return false; if (!containerSlot.ContainedEntity.HasValue || !containerSlot.CanRemove(containerSlot.ContainedEntity.Value)) return false; var itemUid = containerSlot.ContainedEntity.Value; // make sure the user can actually reach the target if (!CanAccess(actor, target, itemUid)) { reason = "interaction-system-user-interaction-cannot-reach"; return false; } var attemptEvent = new IsUnequippingAttemptEvent(actor, target, itemUid, slotDefinition); RaiseLocalEvent(target, attemptEvent, true); if (attemptEvent.Cancelled) { reason = attemptEvent.Reason ?? reason; return false; } if (actor != target) { //reuse the event. this is gucci, right? attemptEvent.Reason = null; RaiseLocalEvent(actor, attemptEvent, true); if (attemptEvent.Cancelled) { reason = attemptEvent.Reason ?? reason; return false; } } var itemAttemptEvent = new BeingUnequippedAttemptEvent(actor, target, itemUid, slotDefinition); RaiseLocalEvent(itemUid, itemAttemptEvent, true); if (itemAttemptEvent.Cancelled) { reason = attemptEvent.Reason ?? reason; return false; } return true; } public bool TryGetSlotEntity(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? entityUid, InventoryComponent? inventoryComponent = null, ContainerManagerComponent? containerManagerComponent = null) { entityUid = null; if (!Resolve(uid, ref inventoryComponent, ref containerManagerComponent, false) || !TryGetSlotContainer(uid, slot, out var container, out _, inventoryComponent, containerManagerComponent)) return false; entityUid = container.ContainedEntity; return entityUid != null; } }