367 lines
14 KiB
C#
367 lines
14 KiB
C#
using System.Linq;
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using Content.Shared.Camera;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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namespace Content.Shared.Wieldable;
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public abstract class SharedWieldableSystem : EntitySystem
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{
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedItemSystem _item = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem)]);
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SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
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SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
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SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
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SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
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SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
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SubscribeLocalEvent<GunRequiresWieldComponent, ExaminedEvent>(OnExamineRequires);
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SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
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SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
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SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemWieldedEvent>(OnSpeedModifierWielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemUnwieldedEvent>(OnSpeedModifierUnwielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, HeldRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshSpeedWielded);
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SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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}
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private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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args.Cancelled = true;
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args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
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}
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}
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private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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args.Cancel();
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var time = _timing.CurTime;
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if (time > component.LastPopup + component.PopupCooldown &&
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!HasComp<MeleeWeaponComponent>(uid) &&
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!HasComp<MeleeRequiresWieldComponent>(uid))
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{
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component.LastPopup = time;
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var message = Loc.GetString("wieldable-component-requires", ("item", uid));
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_popup.PopupClient(message, args.Used, args.User);
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}
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}
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}
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private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
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{
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if (_hands.EnumerateHands(args.User).Count() > 2)
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return;
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TryUnwield(uid, component, args.User);
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}
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private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
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{
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if (TryComp(bonus, out WieldableComponent? wield) &&
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wield.Wielded)
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{
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args.MinAngle += bonus.Comp.MinAngle;
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args.MaxAngle += bonus.Comp.MaxAngle;
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args.AngleDecay += bonus.Comp.AngleDecay;
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args.AngleIncrease += bonus.Comp.AngleIncrease;
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}
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}
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private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
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{
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if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
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{
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args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
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}
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}
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private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
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{
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if (entity.Comp.WieldRequiresExamineMessage != null)
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args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
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}
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private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
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{
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if (HasComp<GunRequiresWieldComponent>(uid))
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return;
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if (component.WieldBonusExamineMessage != null)
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args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
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}
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private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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if (!_hands.IsHolding(args.User, uid, out _, args.Hands))
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return;
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// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
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// verb. Or just don't add it to the list if the action is not executable.
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// TODO VERBS ICON
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InteractionVerb verb = new()
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{
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Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
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Act = component.Wielded
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? () => TryUnwield(uid, component, args.User)
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: () => TryWield(uid, component, args.User)
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};
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args.Verbs.Add(verb);
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}
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private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (!component.Wielded)
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args.Handled = TryWield(uid, component, args.User);
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else if (component.UnwieldOnUse)
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args.Handled = TryUnwield(uid, component, args.User);
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if (HasComp<UseDelayComponent>(uid) && !component.UseDelayOnWield)
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args.ApplyDelay = false;
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}
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public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
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{
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// Do they have enough hands free?
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if (!TryComp<HandsComponent>(user, out var hands))
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{
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if (!quiet)
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_popup.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
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return false;
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}
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// Is it.. actually in one of their hands?
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if (!_hands.IsHolding(user, uid, out _, hands))
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{
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if (!quiet)
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_popup.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
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return false;
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}
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if (_hands.CountFreeableHands((user, hands)) < component.FreeHandsRequired)
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{
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if (!quiet)
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{
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var message = Loc.GetString("wieldable-component-not-enough-free-hands",
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("number", component.FreeHandsRequired), ("item", uid));
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_popup.PopupClient(message, user, user);
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}
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return false;
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}
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// Seems legit.
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return true;
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}
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/// <summary>
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/// Attempts to wield an item, starting a UseDelay after.
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/// </summary>
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/// <returns>True if the attempt wasn't blocked.</returns>
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public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
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{
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if (!CanWield(used, component, user))
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return false;
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if (TryComp(used, out UseDelayComponent? useDelay) && component.UseDelayOnWield)
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{
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if (!_delay.TryResetDelay((used, useDelay), true))
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return false;
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}
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var attemptEv = new WieldAttemptEvent(user);
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RaiseLocalEvent(used, ref attemptEv);
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if (attemptEv.Cancelled)
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return false;
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if (TryComp<ItemComponent>(used, out var item))
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{
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component.OldInhandPrefix = item.HeldPrefix;
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_item.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
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}
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SetWielded((used, component), true);
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if (component.WieldSound != null)
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_audio.PlayPredicted(component.WieldSound, used, user);
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//This section handles spawning the virtual item(s) to occupy the required additional hand(s).
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var virtuals = new ValueList<EntityUid>();
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for (var i = 0; i < component.FreeHandsRequired; i++)
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{
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if (_virtualItem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, true))
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{
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virtuals.Add(virtualItem.Value);
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continue;
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}
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foreach (var existingVirtual in virtuals)
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{
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QueueDel(existingVirtual);
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}
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return false;
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}
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var selfMessage = Loc.GetString("wieldable-component-successful-wield", ("item", used));
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var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", Identity.Entity(user, EntityManager)), ("item", used));
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_popup.PopupPredicted(selfMessage, othersMessage, user, user);
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var ev = new ItemWieldedEvent(user);
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RaiseLocalEvent(used, ref ev);
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return true;
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}
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/// <summary>
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/// Attempts to unwield an item, with no use delay.
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/// </summary>
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/// <returns>True if the attempt wasn't blocked.</returns>
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public bool TryUnwield(EntityUid used, WieldableComponent component, EntityUid user, bool force = false)
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{
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if (!component.Wielded)
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return false; // already unwielded
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if (!force)
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{
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var attemptEv = new UnwieldAttemptEvent(user);
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RaiseLocalEvent(used, ref attemptEv);
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if (attemptEv.Cancelled)
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return false;
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}
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SetWielded((used, component), false);
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var ev = new ItemUnwieldedEvent(user, force);
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RaiseLocalEvent(used, ref ev);
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return true;
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}
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/// <summary>
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/// Sets wielded without doing any checks.
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/// </summary>
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private void SetWielded(Entity<WieldableComponent> ent, bool wielded)
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{
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ent.Comp.Wielded = wielded;
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Dirty(ent);
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_appearance.SetData(ent, WieldableVisuals.Wielded, wielded);
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}
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private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
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{
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_item.SetHeldPrefix(uid, component.OldInhandPrefix);
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var user = args.User;
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_virtualItem.DeleteInHandsMatching(user, uid);
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if (!args.Force) // don't play sound/popup if this was a forced unwield
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{
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if (component.UnwieldSound != null)
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_audio.PlayPredicted(component.UnwieldSound, uid, user);
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var selfMessage = Loc.GetString("wieldable-component-failed-wield", ("item", uid));
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var othersMessage = Loc.GetString("wieldable-component-failed-wield-other", ("user", Identity.Entity(args.User, EntityManager)), ("item", uid));
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_popup.PopupPredicted(selfMessage, othersMessage, user, user);
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}
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}
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private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
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{
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if (uid == args.Unequipped)
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TryUnwield(uid, component, args.User, force: true);
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}
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private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
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{
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if (args.BlockingEntity == uid)
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TryUnwield(uid, component, args.User, force: true);
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}
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private void OnGetMeleeDamage(EntityUid uid, IncreaseDamageOnWieldComponent component, ref GetMeleeDamageEvent args)
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{
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if (!TryComp<WieldableComponent>(uid, out var wield))
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return;
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if (!wield.Wielded)
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return;
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args.Damage += component.BonusDamage;
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}
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}
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