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