* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
223 lines
7.9 KiB
C#
223 lines
7.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using Content.Server.Act;
|
|
using Content.Server.Interaction;
|
|
using Content.Server.Popups;
|
|
using Content.Server.Pulling;
|
|
using Content.Shared.Audio;
|
|
using Content.Shared.Body.Part;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Item;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Pulling.Components;
|
|
using Content.Shared.Sound;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
|
|
namespace Content.Server.Hands.Components
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(SharedHandsComponent))]
|
|
#pragma warning disable 618
|
|
public class HandsComponent : SharedHandsComponent, IBodyPartAdded, IBodyPartRemoved, IDisarmedAct
|
|
#pragma warning restore 618
|
|
{
|
|
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
|
|
[Dependency] private readonly IEntityManager _entities = default!;
|
|
|
|
[DataField("disarmedSound")] SoundSpecifier _disarmedSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
|
|
|
|
int IDisarmedAct.Priority => int.MaxValue; // We want this to be the last disarm act to run.
|
|
|
|
protected override void OnHeldEntityRemovedFromHand(EntityUid heldEntity, HandState handState)
|
|
{
|
|
if (_entities.TryGetComponent(heldEntity, out SharedItemComponent? item))
|
|
{
|
|
item.RemovedFromSlot();
|
|
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedHandInteraction(Owner, heldEntity, handState);
|
|
}
|
|
if (_entities.TryGetComponent(heldEntity, out SpriteComponent? sprite))
|
|
{
|
|
sprite.RenderOrder = _entities.CurrentTick.Value;
|
|
}
|
|
}
|
|
|
|
protected override void HandlePickupAnimation(EntityUid entity)
|
|
{
|
|
var initialPosition = EntityCoordinates.FromMap(_entities.GetComponent<TransformComponent>(Owner).Parent?.Owner ?? Owner, _entities.GetComponent<TransformComponent>(entity).MapPosition);
|
|
|
|
var finalPosition = _entities.GetComponent<TransformComponent>(Owner).LocalPosition;
|
|
|
|
if (finalPosition.EqualsApprox(initialPosition.Position))
|
|
return;
|
|
|
|
_entities.EntityNetManager!.SendSystemNetworkMessage(
|
|
new PickupAnimationMessage(entity, finalPosition, initialPosition));
|
|
}
|
|
|
|
#region Pull/Disarm
|
|
|
|
void IBodyPartAdded.BodyPartAdded(BodyPartAddedEventArgs args)
|
|
{
|
|
if (args.Part.PartType != BodyPartType.Hand)
|
|
return;
|
|
|
|
// If this annoys you, which it should.
|
|
// Ping Smugleaf.
|
|
var location = args.Part.Symmetry switch
|
|
{
|
|
BodyPartSymmetry.None => HandLocation.Middle,
|
|
BodyPartSymmetry.Left => HandLocation.Left,
|
|
BodyPartSymmetry.Right => HandLocation.Right,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
};
|
|
|
|
AddHand(args.Slot, location);
|
|
}
|
|
|
|
void IBodyPartRemoved.BodyPartRemoved(BodyPartRemovedEventArgs args)
|
|
{
|
|
if (args.Part.PartType != BodyPartType.Hand)
|
|
return;
|
|
|
|
RemoveHand(args.Slot);
|
|
}
|
|
|
|
bool IDisarmedAct.Disarmed(DisarmedActEvent @event)
|
|
{
|
|
if (BreakPulls())
|
|
return false;
|
|
|
|
var source = @event.Source;
|
|
var target = @event.Target;
|
|
|
|
SoundSystem.Play(Filter.Pvs(source), _disarmedSound.GetSound(), source, AudioHelpers.WithVariation(0.025f));
|
|
|
|
if (ActiveHand != null && Drop(ActiveHand, false))
|
|
{
|
|
source.PopupMessageOtherClients(Loc.GetString("hands-component-disarm-success-others-message", ("disarmer", Name: _entities.GetComponent<MetaDataComponent>(source).EntityName), ("disarmed", Name: _entities.GetComponent<MetaDataComponent>(target).EntityName)));
|
|
source.PopupMessageCursor(Loc.GetString("hands-component-disarm-success-message", ("disarmed", Name: _entities.GetComponent<MetaDataComponent>(target).EntityName)));
|
|
}
|
|
else
|
|
{
|
|
source.PopupMessageOtherClients(Loc.GetString("hands-component-shove-success-others-message", ("shover", Name: _entities.GetComponent<MetaDataComponent>(source).EntityName), ("shoved", Name: _entities.GetComponent<MetaDataComponent>(target).EntityName)));
|
|
source.PopupMessageCursor(Loc.GetString("hands-component-shove-success-message", ("shoved", Name: _entities.GetComponent<MetaDataComponent>(target).EntityName)));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool BreakPulls()
|
|
{
|
|
// What is this API??
|
|
if (!_entities.TryGetComponent(Owner, out SharedPullerComponent? puller)
|
|
|| puller.Pulling is not {Valid: true} pulling || !_entities.TryGetComponent(puller.Pulling.Value, out SharedPullableComponent? pullable))
|
|
return false;
|
|
|
|
return _entitySystemManager.GetEntitySystem<PullingSystem>().TryStopPull(pullable);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Old public methods
|
|
|
|
public IEnumerable<string> HandNames => Hands.Select(h => h.Name);
|
|
|
|
public int Count => Hands.Count;
|
|
|
|
/// <summary>
|
|
/// Returns a list of all hand names, with the active hand being first.
|
|
/// </summary>
|
|
public IEnumerable<string> ActivePriorityEnumerable()
|
|
{
|
|
if (ActiveHand != null)
|
|
yield return ActiveHand;
|
|
|
|
foreach (var hand in Hands)
|
|
{
|
|
if (hand.Name == ActiveHand)
|
|
continue;
|
|
|
|
yield return hand.Name;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the ItemComponent on the entity held by a hand.
|
|
/// </summary>
|
|
public SharedItemComponent? GetItem(string handName)
|
|
{
|
|
if (!TryGetHeldEntity(handName, out var heldEntity))
|
|
return null;
|
|
|
|
_entities.TryGetComponent(heldEntity, out SharedItemComponent? item);
|
|
return item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the ItemComponent on the entity held by a hand.
|
|
/// </summary>
|
|
public bool TryGetItem(string handName, [NotNullWhen(true)] out SharedItemComponent? item)
|
|
{
|
|
item = null;
|
|
|
|
if (!TryGetHeldEntity(handName, out var heldEntity))
|
|
return false;
|
|
|
|
return _entities.TryGetComponent(heldEntity, out item);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the ItemComponent off the entity in the active hand.
|
|
/// </summary>
|
|
public SharedItemComponent? GetActiveHand
|
|
{
|
|
get
|
|
{
|
|
if (!TryGetActiveHeldEntity(out var heldEntity))
|
|
return null;
|
|
|
|
_entities.TryGetComponent(heldEntity, out SharedItemComponent? item);
|
|
return item;
|
|
}
|
|
}
|
|
|
|
public IEnumerable<SharedItemComponent> GetAllHeldItems()
|
|
{
|
|
foreach (var entity in GetAllHeldEntities())
|
|
{
|
|
if (_entities.TryGetComponent(entity, out SharedItemComponent? item))
|
|
yield return item;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if any hand can pick up an item.
|
|
/// </summary>
|
|
public bool CanPutInHand(SharedItemComponent item, bool mobCheck = true)
|
|
{
|
|
var entity = item.Owner;
|
|
|
|
if (mobCheck && !PlayerCanPickup())
|
|
return false;
|
|
|
|
foreach (var hand in Hands)
|
|
{
|
|
if (CanInsertEntityIntoHand(hand, entity))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
#endregion
|
|
}
|
|
}
|
|
|