Files
tbd-station-14/Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
Vera Aguilera Puerto 2ff16a580b Bunch more error fixes.
2021-12-04 12:59:44 +01:00

506 lines
20 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Acts;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Player;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
namespace Content.Shared.Containers.ItemSlots
{
/// <summary>
/// A class that handles interactions related to inserting/ejecting items into/from an item slot.
/// </summary>
public class ItemSlotsSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ItemSlotsComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ItemSlotsComponent, ComponentInit>(Oninitialize);
SubscribeLocalEvent<ItemSlotsComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<ItemSlotsComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<ItemSlotsComponent, GetAlternativeVerbsEvent>(AddEjectVerbs);
SubscribeLocalEvent<ItemSlotsComponent, GetInteractionVerbsEvent>(AddInteractionVerbsVerbs);
SubscribeLocalEvent<ItemSlotsComponent, BreakageEventArgs>(OnBreak);
SubscribeLocalEvent<ItemSlotsComponent, DestructionEventArgs>(OnBreak);
SubscribeLocalEvent<ItemSlotsComponent, ComponentGetState>(GetItemSlotsState);
SubscribeLocalEvent<ItemSlotsComponent, ComponentHandleState>(HandleItemSlotsState);
}
#region ComponentManagement
/// <summary>
/// Spawn in starting items for any item slots that should have one.
/// </summary>
private void OnMapInit(EntityUid uid, ItemSlotsComponent itemSlots, MapInitEvent args)
{
foreach (var slot in itemSlots.Slots.Values)
{
if (slot.HasItem || string.IsNullOrEmpty(slot.StartingItem))
continue;
var item = EntityManager.SpawnEntity(slot.StartingItem, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(itemSlots.Owner).Coordinates);
slot.ContainerSlot.Insert(item);
}
}
/// <summary>
/// Ensure item slots have containers.
/// </summary>
private void Oninitialize(EntityUid uid, ItemSlotsComponent itemSlots, ComponentInit args)
{
foreach (var (id, slot) in itemSlots.Slots)
{
slot.ContainerSlot = ContainerHelpers.EnsureContainer<ContainerSlot>(itemSlots.Owner, id);
}
}
/// <summary>
/// Given a new item slot, store it in the <see cref="ItemSlotsComponent"/> and ensure the slot has an item
/// container.
/// </summary>
public void AddItemSlot(EntityUid uid, string id, ItemSlot slot)
{
var itemSlots = EntityManager.EnsureComponent<ItemSlotsComponent>(uid);
slot.ContainerSlot = ContainerHelpers.EnsureContainer<ContainerSlot>(itemSlots.Owner, id);
if (itemSlots.Slots.ContainsKey(id))
Logger.Error($"Duplicate item slot key. Entity: {IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(itemSlots.Owner).EntityName} ({uid}), key: {id}");
itemSlots.Slots[id] = slot;
}
/// <summary>
/// Remove an item slot. This should generally be called whenever a component that added a slot is being
/// removed.
/// </summary>
public void RemoveItemSlot(EntityUid uid, ItemSlot slot, ItemSlotsComponent? itemSlots = null)
{
slot.ContainerSlot.Shutdown();
// Don't log missing resolves. when an entity has all of its components removed, the ItemSlotsComponent may
// have been removed before some other component that added an item slot (and is now trying to remove it).
if (!Resolve(uid, ref itemSlots, logMissing: false))
return;
itemSlots.Slots.Remove(slot.ID);
if (itemSlots.Slots.Count == 0)
EntityManager.RemoveComponent(uid, itemSlots);
}
#endregion
#region Interactions
/// <summary>
/// Attempt to take an item from a slot, if any are set to EjectOnInteract.
/// </summary>
private void OnInteractHand(EntityUid uid, ItemSlotsComponent itemSlots, InteractHandEvent args)
{
if (args.Handled)
return;
foreach (var slot in itemSlots.Slots.Values)
{
if (slot.Locked || !slot.EjectOnInteract || slot.Item == null)
continue;
args.Handled = true;
TryEjectToHands(uid, slot, args.User);
break;
}
}
/// <summary>
/// Tries to insert a held item in any fitting item slot. If a valid slot already contains an item, it will
/// swap it out and place the old one in the user's hand.
/// </summary>
/// <remarks>
/// This only handles the event if the user has an applicable entity that can be inserted. This allows for
/// other interactions to still happen (e.g., open UI, or toggle-open), despite the user holding an item.
/// Maybe this is undesirable.
/// </remarks>
private void OnInteractUsing(EntityUid uid, ItemSlotsComponent itemSlots, InteractUsingEvent args)
{
if (args.Handled)
return;
if (!EntityManager.TryGetComponent(args.User, out SharedHandsComponent? hands))
return;
foreach (var slot in itemSlots.Slots.Values)
{
if (!CanInsert(uid, args.Used, slot, swap: slot.Swap, popup: args.User))
continue;
// Drop the held item onto the floor. Return if the user cannot drop.
if (!hands.Drop(args.Used))
return;
if (slot.Item != null)
hands.TryPutInAnyHand(slot.Item.Value);
Insert(uid, slot, args.Used);
args.Handled = true;
return;
}
}
#endregion
#region Insert
/// <summary>
/// Insert an item into a slot. This does not perform checks, so make sure to also use <see
/// cref="CanInsert"/> or just use <see cref="TryInsert"/> instead.
/// </summary>
private void Insert(EntityUid uid, ItemSlot slot, EntityUid item)
{
slot.ContainerSlot.Insert(item);
// ContainerSlot automatically raises a directed EntInsertedIntoContainerMessage
if (slot.InsertSound != null)
SoundSystem.Play(Filter.Pvs(uid), slot.InsertSound.GetSound(), uid);
}
/// <summary>
/// Check whether a given item can be inserted into a slot. Unless otherwise specified, this will return
/// false if the slot is already filled.
/// </summary>
/// <remarks>
/// If a popup entity is given, and if the item slot is set to generate a popup message when it fails to
/// pass the whitelist, then this will generate a popup.
/// </remarks>
public bool CanInsert(EntityUid uid, EntityUid usedUid, ItemSlot slot, bool swap = false, EntityUid? popup = null)
{
if (slot.Locked)
return false;
if (!swap && slot.HasItem)
return false;
if (slot.Whitelist != null && !slot.Whitelist.IsValid(usedUid))
{
if (popup.HasValue && !string.IsNullOrWhiteSpace(slot.WhitelistFailPopup))
_popupSystem.PopupEntity(Loc.GetString(slot.WhitelistFailPopup), uid, Filter.Entities(popup.Value));
return false;
}
// We should also check ContainerSlot.CanInsert, but that prevents swapping interactions. Given that
// ContainerSlot.CanInsert gets called when the item is actually inserted anyways, we can just get away with
// fudging CanInsert and not performing those checks.
return true;
}
/// <summary>
/// Tries to insert item into a specific slot.
/// </summary>
/// <returns>False if failed to insert item</returns>
public bool TryInsert(EntityUid uid, string id, EntityUid item, ItemSlotsComponent? itemSlots = null)
{
if (!Resolve(uid, ref itemSlots))
return false;
if (!itemSlots.Slots.TryGetValue(id, out var slot))
return false;
return TryInsert(uid, slot, item);
}
/// <summary>
/// Tries to insert item into a specific slot.
/// </summary>
/// <returns>False if failed to insert item</returns>
public bool TryInsert(EntityUid uid, ItemSlot slot, EntityUid item)
{
if (!CanInsert(uid, item, slot))
return false;
Insert(uid, slot, item);
return true;
}
/// <summary>
/// Tries to insert item into a specific slot from an entity's hand.
/// </summary>
/// <returns>False if failed to insert item</returns>
public bool TryInsertFromHand(EntityUid uid, ItemSlot slot, EntityUid user, SharedHandsComponent? hands = null)
{
if (!Resolve(user, ref hands, false))
return false;
if (!hands.TryGetActiveHeldEntity(out var item))
return false;
if (!CanInsert(uid, item.Value, slot))
return false;
// hands.Drop(item) checks CanDrop action blocker
if (!_actionBlockerSystem.CanInteract(user) && hands.Drop(item.Value))
return false;
Insert(uid, slot, item.Value);
return true;
}
#endregion
#region Eject
/// <summary>
/// Eject an item into a slot. This does not perform checks (e.g., is the slot locked?), so you should
/// probably just use <see cref="TryEject"/> instead.
/// </summary>
private void Eject(EntityUid uid, ItemSlot slot, EntityUid item)
{
slot.ContainerSlot.Remove(item);
// ContainerSlot automatically raises a directed EntRemovedFromContainerMessage
if (slot.EjectSound != null)
SoundSystem.Play(Filter.Pvs(uid), slot.EjectSound.GetSound(), uid);
}
/// <summary>
/// Try to eject an item from a slot.
/// </summary>
/// <returns>False if item slot is locked or has no item inserted</returns>
public bool TryEject(EntityUid uid, ItemSlot slot, [NotNullWhen(true)] out EntityUid? item)
{
item = null;
if (slot.Locked || slot.Item == null)
return false;
item = slot.Item;
Eject(uid, slot, item.Value);
return true;
}
/// <summary>
/// Try to eject item from a slot.
/// </summary>
/// <returns>False if the id is not valid, the item slot is locked, or it has no item inserted</returns>
public bool TryEject(EntityUid uid, string id, [NotNullWhen(true)] out EntityUid? item, ItemSlotsComponent? itemSlots = null)
{
item = null;
if (!Resolve(uid, ref itemSlots))
return false;
if (!itemSlots.Slots.TryGetValue(id, out var slot))
return false;
return TryEject(uid, slot, out item);
}
/// <summary>
/// Try to eject item from a slot directly into a user's hands. If they have no hands, the item will still
/// be ejected onto the floor.
/// </summary>
/// <returns>
/// False if the id is not valid, the item slot is locked, or it has no item inserted. True otherwise, even
/// if the user has no hands.
/// </returns>
public bool TryEjectToHands(EntityUid uid, ItemSlot slot, EntityUid? user)
{
if (!TryEject(uid, slot, out var item))
return false;
if (user != null && EntityManager.TryGetComponent(user.Value, out SharedHandsComponent? hands))
hands.TryPutInAnyHand(item.Value);
return true;
}
#endregion
#region Verbs
private void AddEjectVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetAlternativeVerbsEvent args)
{
if (args.Hands == null || !args.CanAccess ||!args.CanInteract ||
!_actionBlockerSystem.CanPickup(args.User))
{
return;
}
foreach (var slot in itemSlots.Slots.Values)
{
if (slot.Locked || !slot.HasItem)
continue;
if (slot.EjectOnInteract)
// For this item slot, ejecting/inserting is a primary interaction. Instead of an eject category
// alt-click verb, there will be a "Take item" primary interaction verb.
continue;
var verbSubject = slot.Name != string.Empty
? Loc.GetString(slot.Name)
: IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(slot.Item!.Value).EntityName ?? string.Empty;
Verb verb = new();
verb.Act = () => TryEjectToHands(uid, slot, args.User);
if (slot.EjectVerbText == null)
{
verb.Text = verbSubject;
verb.Category = VerbCategory.Eject;
}
else
{
verb.Text = Loc.GetString(slot.EjectVerbText);
verb.IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png";
}
args.Verbs.Add(verb);
}
}
private void AddInteractionVerbsVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetInteractionVerbsEvent args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
// If there are any slots that eject on left-click, add a "Take <item>" verb.
if (_actionBlockerSystem.CanPickup(args.User))
{
foreach (var slot in itemSlots.Slots.Values)
{
if (!slot.EjectOnInteract || slot.Locked || !slot.HasItem)
continue;
var verbSubject = slot.Name != string.Empty
? Loc.GetString(slot.Name)
: IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(slot.Item!.Value).EntityName ?? string.Empty;
Verb takeVerb = new();
takeVerb.Act = () => TryEjectToHands(uid, slot, args.User);
takeVerb.IconTexture = "/Textures/Interface/VerbIcons/pickup.svg.192dpi.png";
if (slot.EjectVerbText == null)
takeVerb.Text = Loc.GetString("take-item-verb-text", ("subject", verbSubject));
else
takeVerb.Text = Loc.GetString(slot.EjectVerbText);
args.Verbs.Add(takeVerb);
}
}
// Next, add the insert-item verbs
if (args.Using == null || !_actionBlockerSystem.CanDrop(args.User))
return;
foreach (var slot in itemSlots.Slots.Values)
{
if (!CanInsert(uid, args.Using.Value, slot))
continue;
var verbSubject = slot.Name != string.Empty
? Loc.GetString(slot.Name)
: IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(args.Using.Value).EntityName ?? string.Empty;
Verb insertVerb = new();
insertVerb.Act = () => Insert(uid, slot, args.Using.Value);
if (slot.InsertVerbText != null)
{
insertVerb.Text = Loc.GetString(slot.InsertVerbText);
insertVerb.IconTexture = "/Textures/Interface/VerbIcons/insert.svg.192dpi.png";
}
else if(slot.EjectOnInteract)
{
// Inserting/ejecting is a primary interaction for this entity. Instead of using the insert
// category, we will use a single "Place <item>" verb.
insertVerb.Text = Loc.GetString("place-item-verb-text", ("subject", verbSubject));
insertVerb.IconTexture = "/Textures/Interface/VerbIcons/drop.svg.192dpi.png";
}
else
{
insertVerb.Category = VerbCategory.Insert;
insertVerb.Text = verbSubject;
}
args.Verbs.Add(insertVerb);
}
}
#endregion
/// <summary>
/// Eject items from (some) slots when the entity is destroyed.
/// </summary>
private void OnBreak(EntityUid uid, ItemSlotsComponent component, EntityEventArgs args)
{
foreach (var slot in component.Slots.Values)
{
if (slot.EjectOnBreak && slot.HasItem)
TryEject(uid, slot, out var _);
}
}
/// <summary>
/// Get the contents of some item slot.
/// </summary>
public EntityUid? GetItem(EntityUid uid, string id, ItemSlotsComponent? itemSlots = null)
{
if (!Resolve(uid, ref itemSlots))
return null;
return itemSlots.Slots.GetValueOrDefault(id)?.Item;
}
/// <summary>
/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
/// </summary>
public void SetLock(EntityUid uid, string id, bool locked, ItemSlotsComponent? itemSlots = null)
{
if (!Resolve(uid, ref itemSlots))
return;
if (!itemSlots.Slots.TryGetValue(id, out var slot))
return;
SetLock(itemSlots, slot, locked);
}
/// <summary>
/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
/// </summary>
public void SetLock(ItemSlotsComponent itemSlots, ItemSlot slot, bool locked)
{
slot.Locked = locked;
itemSlots.Dirty();
}
/// <summary>
/// Update the locked state of the managed item slots.
/// </summary>
/// <remarks>
/// Note that the slot's ContainerSlot performs its own networking, so we don't need to send information
/// about the contained entity.
/// </remarks>
private void HandleItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentHandleState args)
{
if (args.Current is not ItemSlotsComponentState state)
return;
foreach (var (id, locked) in state.SlotLocked)
{
component.Slots[id].Locked = locked;
}
}
private void GetItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentGetState args)
{
args.State = new ItemSlotsComponentState(component.Slots);
}
}
}