using System; using Content.Server.GameObjects.Components; using Content.Server.GameObjects.Components.Stack; using Content.Server.Interfaces.GameObjects; using Content.Shared.Input; using Content.Shared.Physics; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Server.GameObjects.EntitySystemMessages; using Robust.Server.GameObjects.EntitySystems; using Robust.Server.Interfaces.Player; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Input; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Timing; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Physics; using Robust.Shared.Players; namespace Content.Server.GameObjects.EntitySystems { [UsedImplicitly] internal sealed class HandsSystem : EntitySystem { #pragma warning disable 649 [Dependency] private readonly IMapManager _mapManager; [Dependency] private readonly IEntitySystemManager _entitySystemManager; #pragma warning restore 649 private const float ThrowForce = 1.5f; // Throwing force of mobs in Newtons /// public override void Initialize() { base.Initialize(); var input = EntitySystemManager.GetEntitySystem(); input.BindMap.BindFunction(ContentKeyFunctions.SwapHands, InputCmdHandler.FromDelegate(HandleSwapHands)); input.BindMap.BindFunction(ContentKeyFunctions.Drop, new PointerInputCmdHandler(HandleDrop)); input.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInHand, InputCmdHandler.FromDelegate(HandleActivateItem)); input.BindMap.BindFunction(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem)); } /// public override void Shutdown() { if (EntitySystemManager.TryGetEntitySystem(out InputSystem input)) { input.BindMap.UnbindFunction(ContentKeyFunctions.SwapHands); input.BindMap.UnbindFunction(ContentKeyFunctions.Drop); input.BindMap.UnbindFunction(ContentKeyFunctions.ActivateItemInHand); input.BindMap.UnbindFunction(ContentKeyFunctions.ThrowItemInHand); } base.Shutdown(); } /// public override void SubscribeEvents() { SubscribeEvent(HandleContainerModified); SubscribeEvent(HandleContainerModified); } private static void HandleContainerModified(object sender, ContainerModifiedMessage args) { if (args.Container.Owner.TryGetComponent(out IHandsComponent handsComponent)) { handsComponent.HandleSlotModifiedMaybe(args); } } private static bool TryGetAttachedComponent(IPlayerSession session, out T component) where T : Component { component = default; var ent = session.AttachedEntity; if (ent == null || !ent.IsValid()) return false; if (!ent.TryGetComponent(out T comp)) return false; component = comp; return true; } private static void HandleSwapHands(ICommonSession session) { if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent handsComp)) return; var interactionSystem = IoCManager.Resolve().GetEntitySystem(); var oldItem = handsComp.GetActiveHand; handsComp.SwapHands(); var newItem = handsComp.GetActiveHand; if(oldItem != null) interactionSystem.HandDeselectedInteraction(handsComp.Owner, oldItem.Owner); if(newItem != null) interactionSystem.HandSelectedInteraction(handsComp.Owner, newItem.Owner); } private bool HandleDrop(ICommonSession session, GridCoordinates coords, EntityUid uid) { var ent = ((IPlayerSession) session).AttachedEntity; if (ent == null || !ent.IsValid()) return false; if (!ent.TryGetComponent(out HandsComponent handsComp)) return false; if (handsComp.GetActiveHand == null) return false; if (!_entitySystemManager.GetEntitySystem().TryDroppedInteraction(ent, handsComp.GetActiveHand.Owner)) return false; if(handsComp.GetActiveHand != null && !_entitySystemManager.GetEntitySystem().TryDroppedInteraction(ent, handsComp.GetActiveHand.Owner)) return false; if (coords.InRange(_mapManager, ent.Transform.GridPosition, InteractionSystem.InteractionRange)) { handsComp.Drop(handsComp.ActiveIndex, coords); } else { handsComp.Drop(handsComp.ActiveIndex); } return true; } private static void HandleActivateItem(ICommonSession session) { if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent handsComp)) return; handsComp.ActivateItem(); } private bool HandleThrowItem(ICommonSession session, GridCoordinates coords, EntityUid uid) { var plyEnt = ((IPlayerSession)session).AttachedEntity; if (plyEnt == null || !plyEnt.IsValid()) return false; if (!plyEnt.TryGetComponent(out HandsComponent handsComp)) return false; if (!handsComp.CanDrop(handsComp.ActiveIndex)) return false; var throwEnt = handsComp.GetHand(handsComp.ActiveIndex).Owner; if (!handsComp.ThrowItem()) return false; // pop off an item, or throw the single item in hand. if (!throwEnt.TryGetComponent(out StackComponent stackComp) || stackComp.Count < 2) { handsComp.Drop(handsComp.ActiveIndex); } else { stackComp.Use(1); throwEnt = throwEnt.EntityManager.SpawnEntityAt(throwEnt.Prototype.ID, plyEnt.Transform.GridPosition); // can only throw one item at a time, regardless of what the prototype stack size is. if (throwEnt.TryGetComponent(out var newStackComp)) newStackComp.Count = 1; } if (!throwEnt.TryGetComponent(out CollidableComponent colComp)) return true; colComp.CollisionEnabled = true; // I can now collide with player, so that i can do damage. if (!throwEnt.TryGetComponent(out ThrownItemComponent projComp)) { projComp = throwEnt.AddComponent(); if(colComp.PhysicsShapes.Count == 0) colComp.PhysicsShapes.Add(new PhysShapeAabb()); colComp.PhysicsShapes[0].CollisionMask |= (int)CollisionGroup.MobImpassable; colComp.IsScrapingFloor = false; } projComp.User = plyEnt; projComp.IgnoreEntity(plyEnt); var transform = plyEnt.Transform; var dirVec = (coords.ToWorld(_mapManager).Position - transform.WorldPosition).Normalized; if (!throwEnt.TryGetComponent(out PhysicsComponent physComp)) physComp = throwEnt.AddComponent(); // TODO: Move this into PhysicsSystem, we need an ApplyForce function. var a = ThrowForce / (float) Math.Max(0.001, physComp.Mass); // a = f / m var timing = IoCManager.Resolve(); var spd = a / (1f / timing.TickRate); // acceleration is applied in 1 tick instead of 1 second, scale appropriately physComp.LinearVelocity = dirVec * spd; var wHomoDir = Vector3.UnitX; transform.InvWorldMatrix.Transform(ref wHomoDir, out var lHomoDir); lHomoDir.Normalize(); transform.LocalRotation = new Angle(lHomoDir.Xy); return true; } } }