* checkpoint * pt 2 * pt... i forgot * pt 4 * patch * More test fixes * optimization!!! * the REAL hand system * fix RetractableItemActionSystem.cs oversight * the review * test * remove test usage of body prototype * Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * hellcode * hellcode 2 * Minor cleanup * test * Chasing the last of the bugs * changes --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
181 lines
5.1 KiB
C#
181 lines
5.1 KiB
C#
using Content.Shared.DisplacementMap;
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using Content.Shared.Hands.EntitySystems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Hands.Components;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentPause]
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[Access(typeof(SharedHandsSystem))]
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public sealed partial class HandsComponent : Component
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{
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/// <summary>
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/// The currently active hand.
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/// </summary>
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[DataField]
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public string? ActiveHandId;
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/// <summary>
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/// Dictionary relating a unique hand ID corresponding to a container slot on the attached entity to a class containing information about the Hand itself.
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/// </summary>
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[DataField]
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public Dictionary<string, Hand> Hands = new();
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/// <summary>
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/// The number of hands
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/// </summary>
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[ViewVariables]
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public int Count => Hands.Count;
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/// <summary>
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/// List of hand-names. These are keys for <see cref="Hands"/>. The order of this list determines the order in which hands are iterated over.
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/// </summary>
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[DataField]
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public List<string> SortedHands = new();
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/// <summary>
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/// If true, the items in the hands won't be affected by explosions.
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/// </summary>
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[DataField]
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public bool DisableExplosionRecursion;
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/// <summary>
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/// Modifies the speed at which items are thrown.
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/// </summary>
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[DataField]
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public float BaseThrowspeed = 11f;
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/// <summary>
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/// Distance after which longer throw targets stop increasing throw impulse.
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/// </summary>
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[DataField]
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public float ThrowRange = 8f;
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/// <summary>
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/// Whether or not to add in-hand sprites for held items. Some entities (e.g., drones) don't want these.
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/// Used by the client.
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/// </summary>
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[DataField]
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public bool ShowInHands = true;
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/// <summary>
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/// Data about the current sprite layers that the hand is contributing to the owner entity. Used for sprite in-hands.
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/// Used by the client.
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/// </summary>
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public readonly Dictionary<HandLocation, HashSet<string>> RevealedLayers = new();
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/// <summary>
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/// The time at which throws will be allowed again.
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/// </summary>
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[DataField, AutoPausedField]
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public TimeSpan NextThrowTime;
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/// <summary>
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/// The minimum time inbetween throws.
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/// </summary>
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[DataField]
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public TimeSpan ThrowCooldown = TimeSpan.FromSeconds(0.5f);
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/// <summary>
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/// Fallback displacement map applied to all sprites in the hand, unless otherwise specified
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/// </summary>
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[DataField]
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public DisplacementData? HandDisplacement;
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/// <summary>
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/// If defined, applies to all sprites in the left hand, ignoring <see cref="HandDisplacement"/>
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/// </summary>
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[DataField]
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public DisplacementData? LeftHandDisplacement;
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/// <summary>
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/// If defined, applies to all sprites in the right hand, ignoring <see cref="HandDisplacement"/>
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/// </summary>
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[DataField]
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public DisplacementData? RightHandDisplacement;
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/// <summary>
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/// If false, hands cannot be stripped, and they do not show up in the stripping menu.
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/// </summary>
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[DataField]
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public bool CanBeStripped = true;
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}
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[DataDefinition]
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[Serializable, NetSerializable]
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public partial record struct Hand
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{
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[DataField]
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public HandLocation Location = HandLocation.Right;
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public Hand()
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{
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}
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public Hand(HandLocation location)
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{
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Location = location;
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}
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}
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[Serializable, NetSerializable]
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public sealed class HandsComponentState : ComponentState
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{
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public readonly Dictionary<string, Hand> Hands;
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public readonly List<string> SortedHands;
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public readonly string? ActiveHandId;
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public HandsComponentState(HandsComponent handComp)
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{
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// cloning lists because of test networking.
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Hands = new(handComp.Hands);
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SortedHands = new(handComp.SortedHands);
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ActiveHandId = handComp.ActiveHandId;
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}
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}
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/// <summary>
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/// What side of the body this hand is on.
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/// </summary>
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/// <seealso cref="HandUILocation"/>
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/// <seealso cref="HandLocationExt"/>
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public enum HandLocation : byte
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{
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Left,
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Middle,
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Right
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}
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/// <summary>
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/// What side of the UI a hand is on.
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/// </summary>
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/// <seealso cref="HandLocationExt"/>
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/// <seealso cref="HandLocation"/>
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public enum HandUILocation : byte
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{
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Left,
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Right
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}
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/// <summary>
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/// Helper functions for working with <see cref="HandLocation"/>.
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/// </summary>
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public static class HandLocationExt
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{
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/// <summary>
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/// Convert a <see cref="HandLocation"/> into the appropriate <see cref="HandUILocation"/>.
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/// This maps "middle" hands to <see cref="HandUILocation.Right"/>.
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/// </summary>
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public static HandUILocation GetUILocation(this HandLocation location)
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{
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return location switch
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{
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HandLocation.Left => HandUILocation.Left,
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HandLocation.Middle => HandUILocation.Right,
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HandLocation.Right => HandUILocation.Right,
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_ => throw new ArgumentOutOfRangeException(nameof(location), location, null)
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};
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}
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}
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