Files
tbd-station-14/Content.Server/Interaction/InteractionSystem.cs
2022-02-16 19:40:03 -07:00

401 lines
16 KiB
C#

using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Administration.Logs;
using Content.Server.CombatMode;
using Content.Server.Hands.Components;
using Content.Server.Pulling;
using Content.Server.Storage.Components;
using Content.Server.Timing;
using Content.Shared.ActionBlocker;
using Content.Shared.Database;
using Content.Shared.DragDrop;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Item;
using Content.Shared.Pulling.Components;
using Content.Shared.Timing;
using Content.Shared.Weapons.Melee;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Players;
namespace Content.Server.Interaction
{
/// <summary>
/// Governs interactions during clicking on entities
/// </summary>
[UsedImplicitly]
public sealed class InteractionSystem : SharedInteractionSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly PullingSystem _pullSystem = default!;
[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<DragDropRequestEvent>(HandleDragDropRequestEvent);
CommandBinds.Builder
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUseInteraction))
.Bind(ContentKeyFunctions.WideAttack,
new PointerInputCmdHandler(HandleWideAttack))
.Bind(ContentKeyFunctions.ActivateItemInWorld,
new PointerInputCmdHandler(HandleActivateItemInWorld))
.Bind(ContentKeyFunctions.TryPullObject,
new PointerInputCmdHandler(HandleTryPullObject))
.Register<InteractionSystem>();
}
public override void Shutdown()
{
CommandBinds.Unregister<InteractionSystem>();
base.Shutdown();
}
public override bool CanAccessViaStorage(EntityUid user, EntityUid target)
{
if (Deleted(target))
return false;
if (!target.TryGetContainer(out var container))
return false;
if (!TryComp(container.Owner, out ServerStorageComponent? storage))
return false;
if (storage.Storage?.ID != container.ID)
return false;
if (!TryComp(user, out ActorComponent? actor))
return false;
// we don't check if the user can access the storage entity itself. This should be handed by the UI system.
return storage.SubscribedSessions.Contains(actor.PlayerSession);
}
protected override void BeginDelay(UseDelayComponent? component = null)
{
_useDelay.BeginDelay(component);
}
#region Drag drop
private void HandleDragDropRequestEvent(DragDropRequestEvent msg, EntitySessionEventArgs args)
{
if (!ValidateClientInput(args.SenderSession, msg.DropLocation, msg.Target, out var userEntity))
{
Logger.InfoS("system.interaction", $"DragDropRequestEvent input validation failed");
return;
}
if (Deleted(msg.Dropped) || Deleted(msg.Target))
return;
if (!_actionBlockerSystem.CanInteract(userEntity.Value, msg.Target))
return;
var interactionArgs = new DragDropEvent(userEntity.Value, msg.DropLocation, msg.Dropped, msg.Target);
// must be in range of both the target and the object they are drag / dropping
// Client also does this check but ya know we gotta validate it.
if (!InRangeUnobstructed(interactionArgs.User, interactionArgs.Dragged, popup: true)
|| !InRangeUnobstructed(interactionArgs.User, interactionArgs.Target, popup: true))
return;
// trigger dragdrops on the dropped entity
RaiseLocalEvent(msg.Dropped, interactionArgs);
if (interactionArgs.Handled)
return;
foreach (var dragDrop in AllComps<IDraggable>(msg.Dropped))
{
if (dragDrop.CanDrop(interactionArgs) &&
dragDrop.Drop(interactionArgs))
{
return;
}
}
// trigger dragdropons on the targeted entity
RaiseLocalEvent(msg.Target, interactionArgs, false);
if (interactionArgs.Handled)
return;
foreach (var dragDropOn in AllComps<IDragDropOn>(msg.Target))
{
if (dragDropOn.CanDragDropOn(interactionArgs) &&
dragDropOn.DragDropOn(interactionArgs))
{
return;
}
}
}
#endregion
#region ActivateItemInWorld
private bool HandleActivateItemInWorld(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (!ValidateClientInput(session, coords, uid, out var user))
{
Logger.InfoS("system.interaction", $"ActivateItemInWorld input validation failed");
return false;
}
if (Deleted(uid))
return false;
InteractionActivate(user.Value, uid);
return true;
}
#endregion
private bool HandleWideAttack(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!ValidateClientInput(session, coords, uid, out var userEntity))
{
Logger.InfoS("system.interaction", $"WideAttack input validation failed");
return true;
}
if (TryComp(userEntity, out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
DoAttack(userEntity.Value, coords, true);
return true;
}
/// <summary>
/// Entity will try and use their active hand at the target location.
/// Don't use for players
/// </summary>
/// <param name="entity"></param>
/// <param name="coords"></param>
/// <param name="uid"></param>
internal void AiUseInteraction(EntityUid entity, EntityCoordinates coords, EntityUid uid)
{
if (HasComp<ActorComponent>(entity))
throw new InvalidOperationException();
UserInteraction(entity, coords, uid);
}
public bool HandleUseInteraction(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
// client sanitization
if (!ValidateClientInput(session, coords, uid, out var userEntity))
{
Logger.InfoS("system.interaction", $"Use input validation failed");
return true;
}
UserInteraction(userEntity.Value, coords, !Deleted(uid) ? uid : null);
return true;
}
private bool HandleTryPullObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (!ValidateClientInput(session, coords, uid, out var userEntity))
{
Logger.InfoS("system.interaction", $"TryPullObject input validation failed");
return true;
}
if (userEntity.Value == uid)
return false;
if (Deleted(uid))
return false;
if (!InRangeUnobstructed(userEntity.Value, uid, popup: true))
return false;
if (!TryComp(uid, out SharedPullableComponent? pull))
return false;
return _pullSystem.TogglePull(userEntity.Value, pull);
}
/// <summary>
/// Uses an empty hand on an entity
/// Finds components with the InteractHand interface and calls their function
/// NOTE: Does not have any range or can-interact checks. These should all have been done before this function is called.
/// </summary>
public override void InteractHand(EntityUid user, EntityUid target)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
// all interactions should only happen when in range / unobstructed, so no range check is needed
var message = new InteractHandEvent(user, target);
RaiseLocalEvent(target, message);
_adminLogSystem.Add(LogType.InteractHand, LogImpact.Low, $"{ToPrettyString(user):user} interacted with {ToPrettyString(target):target}");
if (message.Handled)
return;
var interactHandEventArgs = new InteractHandEventArgs(user, target);
var interactHandComps = AllComps<IInteractHand>(target).ToList();
foreach (var interactHandComp in interactHandComps)
{
// If an InteractHand returns a status completion we finish our interaction
#pragma warning disable 618
if (interactHandComp.InteractHand(interactHandEventArgs))
#pragma warning restore 618
return;
}
// Else we run Activate.
InteractionActivate(user, target,
checkCanInteract: false,
checkUseDelay: true,
checkAccess: false);
}
/// <summary>
/// Will have two behaviors, either "uses" the used entity at range on the target entity if it is capable of accepting that action
/// Or it will use the used entity itself on the position clicked, regardless of what was there
/// </summary>
public override void InteractUsingRanged(
EntityUid user,
EntityUid used,
EntityUid? target,
EntityCoordinates clickLocation,
bool inRangeUnobstructed)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
if (RangedInteractDoBefore(user, used, target, clickLocation, inRangeUnobstructed))
return;
if (target != null)
{
var rangedMsg = new RangedInteractEvent(user, used, target.Value, clickLocation);
RaiseLocalEvent(target.Value, rangedMsg);
if (rangedMsg.Handled)
return;
}
InteractDoAfter(user, used, target, clickLocation, inRangeUnobstructed);
}
public override void DoAttack(EntityUid user, EntityCoordinates coordinates, bool wideAttack, EntityUid? target = null)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
if (!ValidateInteractAndFace(user, coordinates))
return;
if (!_actionBlockerSystem.CanAttack(user, target))
return;
if (!wideAttack)
{
// Check if interacted entity is in the same container, the direct child, or direct parent of the user.
if (target != null && !Deleted(target.Value) && !ContainerSystem.IsInSameOrParentContainer(user, target.Value) && !CanAccessViaStorage(user, target.Value))
{
Logger.WarningS("system.interaction",
$"User entity {ToPrettyString(user):user} clicked on object {ToPrettyString(target.Value):target} that isn't the parent, child, or in the same container");
return;
}
// TODO: Replace with body attack range when we get something like arm length or telekinesis or something.
var unobstructed = (target == null)
? InRangeUnobstructed(user, coordinates)
: InRangeUnobstructed(user, target.Value);
if (!unobstructed)
return;
}
// Verify user has a hand, and find what object they are currently holding in their active hand
if (TryComp(user, out HandsComponent? hands))
{
var item = hands.GetActiveHandItem?.Owner;
if (item != null && !Deleted(item.Value))
{
if (wideAttack)
{
var ev = new WideAttackEvent(item.Value, user, coordinates);
RaiseLocalEvent(item.Value, ev, false);
if (ev.Handled)
{
_adminLogSystem.Add(LogType.AttackArmedWide, LogImpact.Medium, $"{ToPrettyString(user):user} wide attacked with {ToPrettyString(item.Value):used} at {coordinates}");
return;
}
}
else
{
var ev = new ClickAttackEvent(item.Value, user, coordinates, target);
RaiseLocalEvent(item.Value, ev, false);
if (ev.Handled)
{
if (target != null)
{
_adminLogSystem.Add(LogType.AttackArmedClick, LogImpact.Medium,
$"{ToPrettyString(user):user} attacked {ToPrettyString(target.Value):target} with {ToPrettyString(item.Value):used} at {coordinates}");
}
else
{
_adminLogSystem.Add(LogType.AttackArmedClick, LogImpact.Medium,
$"{ToPrettyString(user):user} attacked with {ToPrettyString(item.Value):used} at {coordinates}");
}
return;
}
}
}
else if (!wideAttack && target != null && HasComp<SharedItemComponent>(target.Value))
{
// We pick up items if our hand is empty, even if we're in combat mode.
InteractHand(user, target.Value);
return;
}
}
// TODO: Make this saner?
// Attempt to do unarmed combat. We don't check for handled just because at this point it doesn't matter.
if (wideAttack)
{
var ev = new WideAttackEvent(user, user, coordinates);
RaiseLocalEvent(user, ev, false);
if (ev.Handled)
_adminLogSystem.Add(LogType.AttackUnarmedWide, $"{ToPrettyString(user):user} wide attacked at {coordinates}");
}
else
{
var ev = new ClickAttackEvent(user, user, coordinates, target);
RaiseLocalEvent(user, ev, false);
if (ev.Handled)
{
if (target != null)
{
_adminLogSystem.Add(LogType.AttackUnarmedClick, LogImpact.Medium,
$"{ToPrettyString(user):user} attacked {ToPrettyString(target.Value):target} at {coordinates}");
}
else
{
_adminLogSystem.Add(LogType.AttackUnarmedClick, LogImpact.Medium,
$"{ToPrettyString(user):user} attacked at {coordinates}");
}
}
}
}
}
}