Files
tbd-station-14/Content.Server/Hands/Components/HandsComponent.cs
20kdc 2a8486a384 Pullability partial ECS refactor, monkey-gibbing error fix (#4695)
* Migrate lots of pulling logic out of the components and clean it up

* It's buggy, but move more code out of the pullable component

* Pulling system now throws less errors than it did before the refactor

* Finally finish the big parts of refactoring pullability

* Pulling: Handle disconnect properly if the pull joint has been removed by physics shutdown

* Port 2b68449328 to this branch

* Changes as per PR reviews

* Port e801ffac45 (SharedJointSystem) and fix issues encountered during testing

SharedJointSystem.

Also, MinLength and Stiffness appear to have suddenly gained enough meaning that pulling is broken unless they're set.
2021-10-04 17:10:54 +02:00

319 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Act;
using Content.Server.Interaction;
using Content.Server.Items;
using Content.Server.Popups;
using Content.Server.Pulling;
using Content.Shared.Audio;
using Content.Shared.Body.Part;
using Content.Shared.Hands.Components;
using Content.Shared.Popups;
using Content.Shared.Pulling.Components;
using Content.Shared.Sound;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Hands.Components
{
[RegisterComponent]
[ComponentReference(typeof(IHandsComponent))]
[ComponentReference(typeof(ISharedHandsComponent))]
[ComponentReference(typeof(SharedHandsComponent))]
public class HandsComponent : SharedHandsComponent, IHandsComponent, IBodyPartAdded, IBodyPartRemoved, IDisarmedAct
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[DataField("disarmedSound")] SoundSpecifier _disarmedSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
int IDisarmedAct.Priority => int.MaxValue; // We want this to be the last disarm act to run.
protected override void OnHeldEntityRemovedFromHand(IEntity heldEntity, HandState handState)
{
if (heldEntity.TryGetComponent(out ItemComponent? item))
{
item.RemovedFromSlot();
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedHandInteraction(Owner, heldEntity, handState);
}
if (heldEntity.TryGetComponent(out SpriteComponent? sprite))
{
sprite.RenderOrder = heldEntity.EntityManager.CurrentTick.Value;
}
}
protected override void DoEquippedHandInteraction(IEntity entity, HandState handState)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().EquippedHandInteraction(Owner, entity, handState);
}
protected override void DoDroppedInteraction(IEntity heldEntity, bool intentionalDrop)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().DroppedInteraction(Owner, heldEntity, intentionalDrop);
}
protected override void DoHandSelectedInteraction(IEntity entity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().HandSelectedInteraction(Owner, entity);
}
protected override void DoHandDeselectedInteraction(IEntity entity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().HandDeselectedInteraction(Owner, entity);
}
protected override async void DoInteraction(IEntity activeHeldEntity, IEntity heldEntity)
{
await _entitySystemManager.GetEntitySystem<InteractionSystem>()
.InteractUsing(Owner, activeHeldEntity, heldEntity, EntityCoordinates.Invalid);
}
protected override void DoActivate(IEntity heldEntity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>()
.TryInteractionActivate(Owner, heldEntity);
}
protected override void DoUse(IEntity heldEntity, bool altInteract = false)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>()
.TryUseInteraction(Owner, heldEntity, altInteract);
}
protected override void HandlePickupAnimation(IEntity entity)
{
var initialPosition = EntityCoordinates.FromMap(Owner.Transform.Parent?.Owner ?? Owner, entity.Transform.MapPosition);
var finalPosition = Owner.Transform.Coordinates.Position;
if (finalPosition.EqualsApprox(initialPosition.Position))
return;
Owner.EntityManager.EntityNetManager!.SendSystemNetworkMessage(
new PickupAnimationMessage(entity.Uid, finalPosition, initialPosition));
}
#region Pull/Disarm
void IBodyPartAdded.BodyPartAdded(BodyPartAddedEventArgs args)
{
if (args.Part.PartType != BodyPartType.Hand)
return;
// If this annoys you, which it should.
// Ping Smugleaf.
var location = args.Part.Symmetry switch
{
BodyPartSymmetry.None => HandLocation.Middle,
BodyPartSymmetry.Left => HandLocation.Left,
BodyPartSymmetry.Right => HandLocation.Right,
_ => throw new ArgumentOutOfRangeException()
};
AddHand(args.Slot, location);
}
void IBodyPartRemoved.BodyPartRemoved(BodyPartRemovedEventArgs args)
{
if (args.Part.PartType != BodyPartType.Hand)
return;
RemoveHand(args.Slot);
}
bool IDisarmedAct.Disarmed(DisarmedActEventArgs eventArgs)
{
if (BreakPulls())
return false;
var source = eventArgs.Source;
var target = eventArgs.Target;
if (source != null)
{
SoundSystem.Play(Filter.Pvs(source), _disarmedSound.GetSound(), source, AudioHelpers.WithVariation(0.025f));
if (target != null)
{
if (ActiveHand != null && Drop(ActiveHand, false))
{
source.PopupMessageOtherClients(Loc.GetString("hands-component-disarm-success-others-message", ("disarmer", source.Name), ("disarmed", target.Name)));
source.PopupMessageCursor(Loc.GetString("hands-component-disarm-success-message", ("disarmed", target.Name)));
}
else
{
source.PopupMessageOtherClients(Loc.GetString("hands-component-shove-success-others-message", ("shover", source.Name), ("shoved", target.Name)));
source.PopupMessageCursor(Loc.GetString("hands-component-shove-success-message", ("shoved", target.Name)));
}
}
}
return true;
}
private bool BreakPulls()
{
// What is this API??
if (!Owner.TryGetComponent(out SharedPullerComponent? puller)
|| puller.Pulling == null || !puller.Pulling.TryGetComponent(out PullableComponent? pullable))
return false;
return _entitySystemManager.GetEntitySystem<PullingSystem>().TryStopPull(pullable);
}
#endregion
#region Old public methods
public IEnumerable<string> HandNames => Hands.Select(h => h.Name);
public int Count => Hands.Count;
/// <summary>
/// Returns a list of all hand names, with the active hand being first.
/// </summary>
public IEnumerable<string> ActivePriorityEnumerable()
{
if (ActiveHand != null)
yield return ActiveHand;
foreach (var hand in Hands)
{
if (hand.Name == ActiveHand)
continue;
yield return hand.Name;
}
}
/// <summary>
/// Attempts to use the active held item.
/// </summary>
public void ActivateItem()
{
UseActiveHeldEntity();
}
/// <summary>
/// Tries to drop the contents of a hand directly under the player.
/// </summary>
public bool Drop(string handName, bool checkActionBlocker = true, bool intentionalDrop = true)
{
return TryDropHandToFloor(handName, checkActionBlocker, intentionalDrop);
}
/// <summary>
/// Tries to drop an entity in a hand directly under the player.
/// </summary>
public bool Drop(IEntity entity, bool checkActionBlocker = true, bool intentionalDrop = true)
{
return TryDropEntityToFloor(entity, checkActionBlocker, intentionalDrop);
}
/// <summary>
/// Tries to unequip contents of a hand directly into a container.
/// </summary>
public bool Drop(IEntity entity, BaseContainer targetContainer, bool checkActionBlocker = true)
{
return TryPutEntityIntoContainer(entity, targetContainer, checkActionBlocker);
}
/// <summary>
/// Tries to get the ItemComponent on the entity held by a hand.
/// </summary>
public ItemComponent? GetItem(string handName)
{
if (!TryGetHeldEntity(handName, out var heldEntity))
return null;
heldEntity.TryGetComponent(out ItemComponent? item);
return item;
}
/// <summary>
/// Tries to get the ItemComponent on the entity held by a hand.
/// </summary>
public bool TryGetItem(string handName, [NotNullWhen(true)] out ItemComponent? item)
{
item = null;
if (!TryGetHeldEntity(handName, out var heldEntity))
return false;
return heldEntity.TryGetComponent(out item);
}
/// <summary>
/// Tries to get the ItemComponent off the entity in the active hand.
/// </summary>
public ItemComponent? GetActiveHand
{
get
{
if (!TryGetActiveHeldEntity(out var heldEntity))
return null;
heldEntity.TryGetComponent(out ItemComponent? item);
return item;
}
}
public IEnumerable<ItemComponent> GetAllHeldItems()
{
foreach (var entity in GetAllHeldEntities())
{
if (entity.TryGetComponent(out ItemComponent? item))
yield return item;
}
}
/// <summary>
/// Checks if any hand can pick up an item.
/// </summary>
public bool CanPutInHand(ItemComponent item, bool mobCheck = true)
{
var entity = item.Owner;
if (mobCheck && !PlayerCanPickup())
return false;
foreach (var hand in Hands)
{
if (CanInsertEntityIntoHand(hand, entity))
return true;
}
return false;
}
/// <summary>
/// Attempts to put an item into the active hand, or any other hand if it cannot.
/// </summary>
public bool PutInHand(ItemComponent item, bool checkActionBlocker = true)
{
return TryPutInActiveHandOrAny(item.Owner, checkActionBlocker);
}
/// <summary>
/// Puts an item any hand, prefering the active hand, or puts it on the floor under the player.
/// </summary>
public void PutInHandOrDrop(ItemComponent item, bool checkActionBlocker = true)
{
var entity = item.Owner;
if (!TryPutInActiveHandOrAny(entity, checkActionBlocker))
entity.Transform.Coordinates = Owner.Transform.Coordinates;
}
#endregion
}
}