* Make wielding automatically drop the item on your other hand * Fix docs * Remove redundant parameter * Fix not deleting virtuals on fail * Make count freeable hands method * Add popup when dropping item
314 lines
9.5 KiB
C#
314 lines
9.5 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Inventory.VirtualItem;
|
|
using Content.Shared.Storage.EntitySystems;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Input.Binding;
|
|
|
|
namespace Content.Shared.Hands.EntitySystems;
|
|
|
|
public abstract partial class SharedHandsSystem
|
|
{
|
|
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
|
|
[Dependency] protected readonly SharedContainerSystem ContainerSystem = default!;
|
|
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
|
|
[Dependency] private readonly SharedStorageSystem _storage = default!;
|
|
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
|
|
[Dependency] private readonly SharedVirtualItemSystem _virtualSystem = default!;
|
|
|
|
protected event Action<Entity<HandsComponent>?>? OnHandSetActive;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
InitializeInteractions();
|
|
InitializeDrop();
|
|
InitializePickup();
|
|
InitializeRelay();
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
base.Shutdown();
|
|
CommandBinds.Unregister<SharedHandsSystem>();
|
|
}
|
|
|
|
public virtual void AddHand(EntityUid uid, string handName, HandLocation handLocation, HandsComponent? handsComp = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return;
|
|
|
|
if (handsComp.Hands.ContainsKey(handName))
|
|
return;
|
|
|
|
var container = ContainerSystem.EnsureContainer<ContainerSlot>(uid, handName);
|
|
container.OccludesLight = false;
|
|
|
|
var newHand = new Hand(handName, handLocation, container);
|
|
handsComp.Hands.Add(handName, newHand);
|
|
handsComp.SortedHands.Add(handName);
|
|
|
|
if (handsComp.ActiveHand == null)
|
|
SetActiveHand(uid, newHand, handsComp);
|
|
|
|
RaiseLocalEvent(uid, new HandCountChangedEvent(uid));
|
|
Dirty(uid, handsComp);
|
|
}
|
|
|
|
public virtual void RemoveHand(EntityUid uid, string handName, HandsComponent? handsComp = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return;
|
|
|
|
if (!handsComp.Hands.Remove(handName, out var hand))
|
|
return;
|
|
|
|
handsComp.SortedHands.Remove(hand.Name);
|
|
TryDrop(uid, hand, null, false, true, handsComp);
|
|
if (hand.Container != null)
|
|
ContainerSystem.ShutdownContainer(hand.Container);
|
|
|
|
if (handsComp.ActiveHand == hand)
|
|
TrySetActiveHand(uid, handsComp.SortedHands.FirstOrDefault(), handsComp);
|
|
|
|
RaiseLocalEvent(uid, new HandCountChangedEvent(uid));
|
|
Dirty(uid, handsComp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets rid of all the entity's hands.
|
|
/// </summary>
|
|
/// <param name="uid"></param>
|
|
/// <param name="handsComp"></param>
|
|
public void RemoveHands(EntityUid uid, HandsComponent? handsComp = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp))
|
|
return;
|
|
|
|
RemoveHands(uid, EnumerateHands(uid), handsComp);
|
|
}
|
|
|
|
private void RemoveHands(EntityUid uid, IEnumerable<Hand> hands, HandsComponent handsComp)
|
|
{
|
|
if (!hands.Any())
|
|
return;
|
|
|
|
var hand = hands.First();
|
|
RemoveHand(uid, hand.Name, handsComp);
|
|
|
|
// Repeats it for any additional hands.
|
|
RemoveHands(uid, hands, handsComp);
|
|
}
|
|
|
|
private void HandleSetHand(RequestSetHandEvent msg, EntitySessionEventArgs eventArgs)
|
|
{
|
|
if (eventArgs.SenderSession.AttachedEntity == null)
|
|
return;
|
|
|
|
TrySetActiveHand(eventArgs.SenderSession.AttachedEntity.Value, msg.HandName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get any empty hand. Prioritizes the currently active hand.
|
|
/// </summary>
|
|
public bool TryGetEmptyHand(EntityUid uid, [NotNullWhen(true)] out Hand? emptyHand, HandsComponent? handComp = null)
|
|
{
|
|
emptyHand = null;
|
|
if (!Resolve(uid, ref handComp, false))
|
|
return false;
|
|
|
|
foreach (var hand in EnumerateHands(uid, handComp))
|
|
{
|
|
if (hand.IsEmpty)
|
|
{
|
|
emptyHand = hand;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetActiveHand(Entity<HandsComponent?> entity, [NotNullWhen(true)] out Hand? hand)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp, false))
|
|
{
|
|
hand = null;
|
|
return false;
|
|
}
|
|
|
|
hand = entity.Comp.ActiveHand;
|
|
return hand != null;
|
|
}
|
|
|
|
public bool TryGetActiveItem(Entity<HandsComponent?> entity, [NotNullWhen(true)] out EntityUid? item)
|
|
{
|
|
if (!TryGetActiveHand(entity, out var hand))
|
|
{
|
|
item = null;
|
|
return false;
|
|
}
|
|
|
|
item = hand.HeldEntity;
|
|
return item != null;
|
|
}
|
|
|
|
public Hand? GetActiveHand(Entity<HandsComponent?> entity)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp))
|
|
return null;
|
|
|
|
return entity.Comp.ActiveHand;
|
|
}
|
|
|
|
public EntityUid? GetActiveItem(Entity<HandsComponent?> entity)
|
|
{
|
|
return GetActiveHand(entity)?.HeldEntity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enumerate over hands, starting with the currently active hand.
|
|
/// </summary>
|
|
public IEnumerable<Hand> EnumerateHands(EntityUid uid, HandsComponent? handsComp = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
yield break;
|
|
|
|
if (handsComp.ActiveHand != null)
|
|
yield return handsComp.ActiveHand;
|
|
|
|
foreach (var name in handsComp.SortedHands)
|
|
{
|
|
if (name != handsComp.ActiveHand?.Name)
|
|
yield return handsComp.Hands[name];
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enumerate over held items, starting with the item in the currently active hand (if there is one).
|
|
/// </summary>
|
|
public IEnumerable<EntityUid> EnumerateHeld(EntityUid uid, HandsComponent? handsComp = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
yield break;
|
|
|
|
if (handsComp.ActiveHandEntity != null)
|
|
yield return handsComp.ActiveHandEntity.Value;
|
|
|
|
foreach (var name in handsComp.SortedHands)
|
|
{
|
|
if (name == handsComp.ActiveHand?.Name)
|
|
continue;
|
|
|
|
if (handsComp.Hands[name].HeldEntity is { } held)
|
|
yield return held;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
|
|
/// </summary>
|
|
/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
|
|
/// not trigger interactions.</returns>
|
|
public virtual bool TrySetActiveHand(EntityUid uid, string? name, HandsComponent? handComp = null)
|
|
{
|
|
if (!Resolve(uid, ref handComp))
|
|
return false;
|
|
|
|
if (name == handComp.ActiveHand?.Name)
|
|
return false;
|
|
|
|
Hand? hand = null;
|
|
if (name != null && !handComp.Hands.TryGetValue(name, out hand))
|
|
return false;
|
|
return SetActiveHand(uid, hand, handComp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
|
|
/// </summary>
|
|
/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
|
|
/// not trigger interactions.</returns>
|
|
public bool SetActiveHand(EntityUid uid, Hand? hand, HandsComponent? handComp = null)
|
|
{
|
|
if (!Resolve(uid, ref handComp))
|
|
return false;
|
|
|
|
if (hand == handComp.ActiveHand)
|
|
return false;
|
|
|
|
if (handComp.ActiveHand?.HeldEntity is { } held)
|
|
RaiseLocalEvent(held, new HandDeselectedEvent(uid));
|
|
|
|
if (hand == null)
|
|
{
|
|
handComp.ActiveHand = null;
|
|
return true;
|
|
}
|
|
|
|
handComp.ActiveHand = hand;
|
|
OnHandSetActive?.Invoke((uid, handComp));
|
|
|
|
if (hand.HeldEntity != null)
|
|
RaiseLocalEvent(hand.HeldEntity.Value, new HandSelectedEvent(uid));
|
|
|
|
Dirty(uid, handComp);
|
|
return true;
|
|
}
|
|
|
|
public bool IsHolding(Entity<HandsComponent?> entity, [NotNullWhen(true)] EntityUid? item)
|
|
{
|
|
return IsHolding(entity, item, out _, entity);
|
|
}
|
|
|
|
public bool IsHolding(EntityUid uid, [NotNullWhen(true)] EntityUid? entity, [NotNullWhen(true)] out Hand? inHand, HandsComponent? handsComp = null)
|
|
{
|
|
inHand = null;
|
|
if (entity == null)
|
|
return false;
|
|
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return false;
|
|
|
|
foreach (var hand in handsComp.Hands.Values)
|
|
{
|
|
if (hand.HeldEntity == entity)
|
|
{
|
|
inHand = hand;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public bool TryGetHand(EntityUid handsUid, string handId, [NotNullWhen(true)] out Hand? hand,
|
|
HandsComponent? hands = null)
|
|
{
|
|
hand = null;
|
|
|
|
if (!Resolve(handsUid, ref hands))
|
|
return false;
|
|
|
|
return hands.Hands.TryGetValue(handId, out hand);
|
|
}
|
|
|
|
public int CountFreeableHands(Entity<HandsComponent> hands)
|
|
{
|
|
var freeable = 0;
|
|
foreach (var hand in hands.Comp.Hands.Values)
|
|
{
|
|
if (hand.IsEmpty || CanDropHeld(hands, hand))
|
|
freeable++;
|
|
}
|
|
|
|
return freeable;
|
|
}
|
|
}
|