Files
tbd-station-14/Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
2022-03-31 18:08:30 +11:00

581 lines
23 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Acts;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Sound;
using Content.Shared.Verbs;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Timing;
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 sealed class ItemSlotsSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = 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, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<AlternativeVerb>>(AddEjectVerbs);
SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<InteractionVerb>>(AddInteractionVerbsVerbs);
SubscribeLocalEvent<ItemSlotsComponent, BreakageEventArgs>(OnBreak);
SubscribeLocalEvent<ItemSlotsComponent, DestructionEventArgs>(OnBreak);
SubscribeLocalEvent<ItemSlotsComponent, ComponentGetState>(GetItemSlotsState);
SubscribeLocalEvent<ItemSlotsComponent, ComponentHandleState>(HandleItemSlotsState);
SubscribeLocalEvent<ItemSlotsComponent, ItemSlotButtonPressedEvent>(HandleButtonPressed);
}
#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, EntityManager.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: {EntityManager.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)
{
if (slot.ContainerSlot == null)
return;
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.ContainerSlot.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>
/// Attempt to eject an item from the first valid item slot.
/// </summary>
private void OnUseInHand(EntityUid uid, ItemSlotsComponent itemSlots, UseInHandEvent args)
{
if (args.Handled)
return;
foreach (var slot in itemSlots.Slots.Values)
{
if (slot.Locked || !slot.EjectOnUse || 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 (!_handsSystem.TryDrop(args.User, args.Used, handsComp: hands))
return;
if (slot.Item != null)
_handsSystem.TryPickupAnyHand(args.User, slot.Item.Value, handsComp: hands);
Insert(uid, slot, args.Used, args.User, excludeUserAudio: true);
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>
/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
/// Useful for predicted interactions</param>
private void Insert(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
{
slot.ContainerSlot?.Insert(item);
// ContainerSlot automatically raises a directed EntInsertedIntoContainerMessage
PlaySound(uid, slot.InsertSound, slot.SoundOptions, excludeUserAudio ? user : null);
}
/// <summary>
/// Plays a sound
/// </summary>
/// <param name="uid">Source of the sound</param>
/// <param name="sound">The sound</param>
/// <param name="excluded">Optional (server-side) argument used to prevent sending the audio to a specific
/// user. When run client-side, exclusion does nothing.</param>
private void PlaySound(EntityUid uid, SoundSpecifier? sound, AudioParams audioParams, EntityUid? excluded)
{
if (sound == null || !_gameTiming.IsFirstTimePredicted)
return;
var filter = Filter.Pvs(uid);
if (excluded != null)
filter = filter.RemoveWhereAttachedEntity(entity => entity == excluded.Value);
SoundSystem.Play(filter, sound.GetSound(), uid, audioParams);
}
/// <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;
}
return slot.ContainerSlot?.CanInsertIfEmpty(usedUid, EntityManager) ?? false;
}
/// <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, EntityUid? user, 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, user);
}
/// <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, EntityUid? user)
{
if (!CanInsert(uid, item, slot))
return false;
Insert(uid, slot, item, user);
return true;
}
/// <summary>
/// Tries to insert item into a specific slot from an entity's hand.
/// Does not check action blockers.
/// </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.ActiveHand?.HeldEntity is not EntityUid held)
return false;
if (!CanInsert(uid, held, slot))
return false;
// hands.Drop(item) checks CanDrop action blocker
if (!_handsSystem.TryDrop(user, hands.ActiveHand))
return false;
Insert(uid, slot, held, user);
return true;
}
#endregion
#region Eject
public bool CanEject(ItemSlot slot)
{
if (slot.Locked || slot.Item == null)
return false;
return slot.ContainerSlot?.CanRemove(slot.Item.Value, EntityManager) ?? false;
}
/// <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>
/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
/// Useful for predicted interactions</param>
private void Eject(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
{
slot.ContainerSlot?.Remove(item);
// ContainerSlot automatically raises a directed EntRemovedFromContainerMessage
PlaySound(uid, slot.EjectSound, slot.SoundOptions, excludeUserAudio ? user : null);
}
/// <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, EntityUid? user, [NotNullWhen(true)] out EntityUid? item, bool excludeUserAudio = false)
{
item = null;
if (!CanEject(slot))
return false;
item = slot.Item;
Eject(uid, slot, item!.Value, user, excludeUserAudio);
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, EntityUid user,
[NotNullWhen(true)] out EntityUid? item, ItemSlotsComponent? itemSlots = null, bool excludeUserAudio = false)
{
item = null;
if (!Resolve(uid, ref itemSlots))
return false;
if (!itemSlots.Slots.TryGetValue(id, out var slot))
return false;
return TryEject(uid, slot, user, out item, excludeUserAudio);
}
/// <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, bool excludeUserAudio = false)
{
if (!TryEject(uid, slot, user, out var item, excludeUserAudio))
return false;
if (user != null)
_handsSystem.PickupOrDrop(user.Value, item.Value);
return true;
}
#endregion
#region Verbs
private void AddEjectVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetVerbsEvent<AlternativeVerb> args)
{
if (args.Hands == null || !args.CanAccess ||!args.CanInteract)
{
return;
}
foreach (var slot in itemSlots.Slots.Values)
{
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;
if (!CanEject(slot))
continue;
if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
continue;
var verbSubject = slot.Name != string.Empty
? Loc.GetString(slot.Name)
: EntityManager.GetComponent<MetaDataComponent>(slot.Item.Value).EntityName ?? string.Empty;
AlternativeVerb verb = new();
verb.IconEntity = slot.Item;
verb.Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true);
if (slot.EjectVerbText == null)
{
verb.Text = verbSubject;
verb.Category = VerbCategory.Eject;
}
else
{
verb.Text = Loc.GetString(slot.EjectVerbText);
}
args.Verbs.Add(verb);
}
}
private void AddInteractionVerbsVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetVerbsEvent<InteractionVerb> 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.
foreach (var slot in itemSlots.Slots.Values)
{
if (!slot.EjectOnInteract || !CanEject(slot))
continue;
if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
continue;
var verbSubject = slot.Name != string.Empty
? Loc.GetString(slot.Name)
: EntityManager.GetComponent<MetaDataComponent>(slot.Item!.Value).EntityName ?? string.Empty;
InteractionVerb takeVerb = new();
takeVerb.IconEntity = slot.Item;
takeVerb.Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true);
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)
: Name(args.Using.Value) ?? string.Empty;
InteractionVerb insertVerb = new();
insertVerb.IconEntity = args.Using;
insertVerb.Act = () => Insert(uid, slot, args.Using.Value, args.User, excludeUserAudio: true);
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
#region BUIs
private void HandleButtonPressed(EntityUid uid, ItemSlotsComponent component, ItemSlotButtonPressedEvent args)
{
if (!component.Slots.TryGetValue(args.SlotId, out var slot))
return;
if (args.TryEject && slot.HasItem)
TryEjectToHands(uid, slot, args.Session.AttachedEntity);
else if (args.TryInsert && !slot.HasItem && args.Session.AttachedEntity is EntityUid user)
TryInsertFromHand(uid, slot, user);
}
#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, null, 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(uid, slot, locked, itemSlots);
}
/// <summary>
/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
/// </summary>
public void SetLock(EntityUid uid, ItemSlot slot, bool locked, ItemSlotsComponent? itemSlots = null)
{
if (!Resolve(uid, ref itemSlots))
return;
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);
}
}
}