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;
}
}
}