* HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
195 lines
5.4 KiB
C#
195 lines
5.4 KiB
C#
#nullable enable
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using System;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Inventory;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Item
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{
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/// <summary>
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/// Players can pick up, drop, and put items in bags, and they can be seen in player's hands.
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/// </summary>
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public abstract class SharedItemComponent : Component, IEquipped, IUnequipped, IInteractHand
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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/// <summary>
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/// How much big this item is.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int Size
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{
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get => _size;
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set
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{
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_size = value;
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Dirty();
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}
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}
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[DataField("size")]
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private int _size;
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/// <summary>
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/// Part of the state of the sprite shown on the player when this item is in their hands.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? EquippedPrefix
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{
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get => _equippedPrefix;
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set
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{
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_equippedPrefix = value;
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OnEquippedPrefixChange();
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Dirty();
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}
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}
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[DataField("HeldPrefix")]
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private string? _equippedPrefix;
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/// <summary>
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/// Color of the sprite shown on the player when this item is in their hands.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Color Color
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{
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get => _color;
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protected set
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{
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_color = value;
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Dirty();
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}
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}
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[DataField("color")]
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private Color _color = Color.White;
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/// <summary>
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/// Rsi of the sprite shown on the player when this item is in their hands.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public string? RsiPath
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{
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get => _rsiPath;
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set
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{
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_rsiPath = value;
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Dirty();
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}
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}
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[DataField("sprite")]
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private string? _rsiPath;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new ItemComponentState(Size, EquippedPrefix, Color, RsiPath);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not ItemComponentState state)
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return;
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Size = state.Size;
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EquippedPrefix = state.EquippedPrefix;
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Color = state.Color;
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RsiPath = state.RsiPath;
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}
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/// <summary>
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/// If a player can pick up this item.
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/// </summary>
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public bool CanPickup(IEntity user)
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanPickup(user))
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return false;
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if (user.Transform.MapID != Owner.Transform.MapID)
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return false;
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if (!Owner.TryGetComponent(out IPhysBody? physics) || physics.BodyType == BodyType.Static)
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return false;
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return user.InRangeUnobstructed(Owner, ignoreInsideBlocker: true, popup: true);
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}
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void IEquipped.Equipped(EquippedEventArgs eventArgs)
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{
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EquippedToSlot();
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}
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void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
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{
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RemovedFromSlot();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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var user = eventArgs.User;
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if (!CanPickup(user))
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return false;
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if (!user.TryGetComponent(out SharedHandsComponent? hands))
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return false;
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var activeHand = hands.ActiveHand;
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if (activeHand == null)
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return false;
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hands.TryPickupEntityToActiveHand(Owner);
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return true;
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}
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protected virtual void OnEquippedPrefixChange() { }
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public virtual void RemovedFromSlot() { }
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public virtual void EquippedToSlot() { }
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}
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[Serializable, NetSerializable]
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public class ItemComponentState : ComponentState
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{
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public int Size { get; }
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public string? EquippedPrefix { get; }
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public Color Color { get; }
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public string? RsiPath { get; }
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public ItemComponentState(int size, string? equippedPrefix, Color color, string? rsiPath) : base(ContentNetIDs.ITEM)
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{
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Size = size;
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EquippedPrefix = equippedPrefix;
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Color = color;
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RsiPath = rsiPath;
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}
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}
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/// <summary>
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/// Reference sizes for common containers and items.
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/// </summary>
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public enum ReferenceSizes
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{
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Wallet = 4,
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Pocket = 12,
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Box = 24,
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Belt = 30,
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Toolbox = 60,
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Backpack = 100,
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NoStoring = 9999
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}
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}
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