Files
tbd-station-14/Content.Shared/Wieldable/WieldableSystem.cs
Doomsdrayk 249e4a9c15 Fix guns appearing to cycle bolt when wielded (#28756)
Adds a check during wielding to see if the code is running clientside, and if so skip the part responsible for creating the virtual items.

This is necessary because TrySpawnVirtualItem is blocked from running clientside, so trying to spawn the virtual items for wielding causes the client to always believe the wield has failed. This erroneous failure leads to the display of incorrect feedback until the server's successful wield attempt makes it to the client. The added check prevents wielding from failing in this way and therefore allows the client to behave as expected.
2024-06-12 23:30:39 -07:00

326 lines
12 KiB
C#

using System.Linq;
using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Wieldable.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Shared.Wieldable;
public sealed class WieldableSystem : EntitySystem
{
[Dependency] private readonly SharedVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedItemSystem _itemSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly UseDelaySystem _delay = default!;
[Dependency] private readonly SharedGunSystem _gun = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _netManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem)]);
SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
}
private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
{
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
!wieldable.Wielded)
{
args.Cancelled = true;
args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
}
}
private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
{
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
!wieldable.Wielded)
{
args.Cancel();
var time = _timing.CurTime;
if (time > component.LastPopup + component.PopupCooldown &&
!HasComp<MeleeWeaponComponent>(uid) &&
!HasComp<MeleeRequiresWieldComponent>(uid))
{
component.LastPopup = time;
var message = Loc.GetString("wieldable-component-requires", ("item", uid));
_popupSystem.PopupClient(message, args.Used, args.User);
}
}
}
private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
{
_gun.RefreshModifiers(uid);
}
private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
{
_gun.RefreshModifiers(uid);
}
private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
{
if (!component.Wielded ||
_handsSystem.EnumerateHands(args.User).Count() > 2)
return;
TryUnwield(uid, component, args.User);
}
private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
{
if (TryComp(bonus, out WieldableComponent? wield) &&
wield.Wielded)
{
args.MinAngle += bonus.Comp.MinAngle;
args.MaxAngle += bonus.Comp.MaxAngle;
args.AngleDecay += bonus.Comp.AngleDecay;
args.AngleIncrease += bonus.Comp.AngleIncrease;
}
}
private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
{
if (component.WieldBonusExamineMessage != null)
args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
}
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
if (!_handsSystem.IsHolding(args.User, uid, out _, args.Hands))
return;
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
// verb. Or just don't add it to the list if the action is not executable.
// TODO VERBS ICON
InteractionVerb verb = new()
{
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
Act = component.Wielded
? () => TryUnwield(uid, component, args.User)
: () => TryWield(uid, component, args.User)
};
args.Verbs.Add(verb);
}
private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (!component.Wielded)
args.Handled = TryWield(uid, component, args.User);
else if (component.UnwieldOnUse)
args.Handled = TryUnwield(uid, component, args.User);
}
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
{
// Do they have enough hands free?
if (!EntityManager.TryGetComponent<HandsComponent>(user, out var hands))
{
if (!quiet)
_popupSystem.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
return false;
}
// Is it.. actually in one of their hands?
if (!_handsSystem.IsHolding(user, uid, out _, hands))
{
if (!quiet)
_popupSystem.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
return false;
}
if (_handsSystem.CountFreeableHands((user, hands)) < component.FreeHandsRequired)
{
if (!quiet)
{
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
("number", component.FreeHandsRequired), ("item", uid));
_popupSystem.PopupClient(message, user, user);
}
return false;
}
// Seems legit.
return true;
}
/// <summary>
/// Attempts to wield an item, starting a UseDelay after.
/// </summary>
/// <returns>True if the attempt wasn't blocked.</returns>
public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
{
if (!CanWield(used, component, user))
return false;
var ev = new BeforeWieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return false;
if (TryComp<ItemComponent>(used, out var item))
{
component.OldInhandPrefix = item.HeldPrefix;
_itemSystem.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
}
component.Wielded = true;
if (component.WieldSound != null)
_audioSystem.PlayPredicted(component.WieldSound, used, user);
//This section handles spawning the virtual item(s) to occupy the required additional hand(s).
//Since the client can't currently predict entity spawning, only do this if this is running serverside.
//Remove this check if TrySpawnVirtualItem in SharedVirtualItemSystem is allowed to complete clientside.
if (_netManager.IsServer)
{
var virtuals = new List<EntityUid>();
for (var i = 0; i < component.FreeHandsRequired; i++)
{
if (_virtualItemSystem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, true))
{
virtuals.Add(virtualItem.Value);
continue;
}
foreach (var existingVirtual in virtuals)
{
QueueDel(existingVirtual);
}
return false;
}
}
if (TryComp(used, out UseDelayComponent? useDelay)
&& !_delay.TryResetDelay((used, useDelay), true))
return false;
var selfMessage = Loc.GetString("wieldable-component-successful-wield", ("item", used));
var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", user), ("item", used));
_popupSystem.PopupPredicted(selfMessage, othersMessage, user, user);
var targEv = new ItemWieldedEvent();
RaiseLocalEvent(used, ref targEv);
Dirty(used, component);
return true;
}
/// <summary>
/// Attempts to unwield an item, with no DoAfter.
/// </summary>
/// <returns>True if the attempt wasn't blocked.</returns>
public bool TryUnwield(EntityUid used, WieldableComponent component, EntityUid user)
{
var ev = new BeforeUnwieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return false;
component.Wielded = false;
var targEv = new ItemUnwieldedEvent(user);
RaiseLocalEvent(used, targEv);
return true;
}
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
{
if (args.User == null)
return;
if (TryComp<ItemComponent>(uid, out var item))
{
_itemSystem.SetHeldPrefix(uid, component.OldInhandPrefix, component: item);
}
if (!args.Force) // don't play sound/popup if this was a forced unwield
{
if (component.UnwieldSound != null)
_audioSystem.PlayPredicted(component.UnwieldSound, uid, args.User);
var selfMessage = Loc.GetString("wieldable-component-failed-wield", ("item", uid));
var othersMessage = Loc.GetString("wieldable-component-failed-wield-other", ("user", args.User.Value), ("item", uid));
_popupSystem.PopupPredicted(selfMessage, othersMessage, args.User.Value, args.User.Value);
}
_appearance.SetData(uid, WieldableVisuals.Wielded, false);
Dirty(uid, component);
_virtualItemSystem.DeleteInHandsMatching(args.User.Value, uid);
}
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
{
if (!component.Wielded || uid != args.Unequipped)
return;
RaiseLocalEvent(uid, new ItemUnwieldedEvent(args.User, force: true), true);
}
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == uid && component.Wielded)
TryUnwield(args.BlockingEntity, component, args.User);
}
private void OnGetMeleeDamage(EntityUid uid, IncreaseDamageOnWieldComponent component, ref GetMeleeDamageEvent args)
{
if (!TryComp<WieldableComponent>(uid, out var wield))
return;
if (!wield.Wielded)
return;
args.Damage += component.BonusDamage;
}
}