* 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>
433 lines
13 KiB
C#
433 lines
13 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Utility;
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namespace Content.Shared.Hands.EntitySystems;
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public abstract partial class SharedHandsSystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] protected readonly SharedContainerSystem ContainerSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtualSystem = default!;
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public event Action<Entity<HandsComponent>, string, HandLocation>? OnPlayerAddHand;
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public event Action<Entity<HandsComponent>, string>? OnPlayerRemoveHand;
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protected event Action<Entity<HandsComponent>?>? OnHandSetActive;
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public override void Initialize()
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{
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base.Initialize();
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InitializeInteractions();
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InitializeDrop();
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InitializePickup();
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InitializeRelay();
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SubscribeLocalEvent<HandsComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<HandsComponent, MapInitEvent>(OnMapInit);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<SharedHandsSystem>();
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}
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private void OnInit(Entity<HandsComponent> ent, ref ComponentInit args)
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{
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var container = EnsureComp<ContainerManagerComponent>(ent);
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foreach (var id in ent.Comp.Hands.Keys)
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{
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ContainerSystem.EnsureContainer<ContainerSlot>(ent, id, container);
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}
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}
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private void OnMapInit(Entity<HandsComponent> ent, ref MapInitEvent args)
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{
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if (ent.Comp.ActiveHandId == null)
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SetActiveHand(ent.AsNullable(), ent.Comp.SortedHands.FirstOrDefault());
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}
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/// <summary>
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/// Adds a hand with the given container id and supplied location to the specified entity.
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/// </summary>
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public void AddHand(Entity<HandsComponent?> ent, string handName, HandLocation handLocation)
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{
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AddHand(ent, handName, new Hand(handLocation));
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}
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/// <summary>
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/// Adds a hand with the given container id and supplied hand definition to the given entity.
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/// </summary>
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public void AddHand(Entity<HandsComponent?> ent, string handName, Hand hand)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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if (ent.Comp.Hands.ContainsKey(handName))
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return;
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var container = ContainerSystem.EnsureContainer<ContainerSlot>(ent, handName);
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container.OccludesLight = false;
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ent.Comp.Hands.Add(handName, hand);
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ent.Comp.SortedHands.Add(handName);
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Dirty(ent);
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OnPlayerAddHand?.Invoke((ent, ent.Comp), handName, hand.Location);
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if (ent.Comp.ActiveHandId == null)
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SetActiveHand(ent, handName);
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RaiseLocalEvent(ent, new HandCountChangedEvent(ent));
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}
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/// <summary>
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/// Removes the specified hand from the specified entity
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/// </summary>
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public virtual void RemoveHand(Entity<HandsComponent?> ent, string handName)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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OnPlayerRemoveHand?.Invoke((ent, ent.Comp), handName);
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TryDrop(ent, handName, null, false);
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if (!ent.Comp.Hands.Remove(handName))
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return;
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if (ContainerSystem.TryGetContainer(ent, handName, out var container))
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ContainerSystem.ShutdownContainer(container);
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ent.Comp.SortedHands.Remove(handName);
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if (ent.Comp.ActiveHandId == handName)
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TrySetActiveHand(ent, ent.Comp.SortedHands.FirstOrDefault());
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RaiseLocalEvent(ent, new HandCountChangedEvent(ent));
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Dirty(ent);
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}
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/// <summary>
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/// Gets rid of all the entity's hands.
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/// </summary>
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public void RemoveHands(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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var handIds = new List<string>(ent.Comp.Hands.Keys);
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foreach (var handId in handIds)
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{
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RemoveHand(ent, handId);
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}
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}
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private void HandleSetHand(RequestSetHandEvent msg, EntitySessionEventArgs eventArgs)
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{
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if (eventArgs.SenderSession.AttachedEntity == null)
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return;
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TrySetActiveHand(eventArgs.SenderSession.AttachedEntity.Value, msg.HandName);
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}
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/// <summary>
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/// Get any empty hand. Prioritizes the currently active hand.
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/// </summary>
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public bool TryGetEmptyHand(Entity<HandsComponent?> ent, [NotNullWhen(true)] out string? emptyHand)
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{
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emptyHand = null;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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foreach (var hand in EnumerateHands(ent))
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{
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if (HandIsEmpty(ent, hand))
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{
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emptyHand = hand;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempts to retrieve the item held in the entity's active hand.
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/// </summary>
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public bool TryGetActiveItem(Entity<HandsComponent?> entity, [NotNullWhen(true)] out EntityUid? item)
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{
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item = null;
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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if (!TryGetHeldItem(entity, entity.Comp.ActiveHandId, out var held))
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return false;
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item = held;
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return true;
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}
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/// <summary>
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/// Gets active hand item if relevant otherwise gets the entity itself.
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/// </summary>
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public EntityUid GetActiveItemOrSelf(Entity<HandsComponent?> entity)
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{
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if (!TryGetActiveItem(entity, out var item))
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{
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return entity.Owner;
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}
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return item.Value;
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}
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/// <summary>
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/// Gets the current active hand's Id for the specified entity
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public string? GetActiveHand(Entity<HandsComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return null;
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return entity.Comp.ActiveHandId;
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}
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/// <summary>
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/// Gets the current active hand's held entity for the specified entity
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public EntityUid? GetActiveItem(Entity<HandsComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return null;
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return GetHeldItem(entity, entity.Comp.ActiveHandId);
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}
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public bool ActiveHandIsEmpty(Entity<HandsComponent?> entity)
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{
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return GetActiveItem(entity) == null;
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}
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/// <summary>
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/// Enumerate over hands, starting with the currently active hand.
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/// </summary>
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public IEnumerable<string> EnumerateHands(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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yield break;
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if (ent.Comp.ActiveHandId != null)
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yield return ent.Comp.ActiveHandId;
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foreach (var name in ent.Comp.SortedHands)
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{
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if (name != ent.Comp.ActiveHandId)
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yield return name;
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}
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}
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/// <summary>
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/// Enumerate over held items, starting with the item in the currently active hand (if there is one).
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/// </summary>
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public IEnumerable<EntityUid> EnumerateHeld(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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yield break;
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if (TryGetActiveItem(ent, out var activeHeld))
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yield return activeHeld.Value;
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foreach (var name in ent.Comp.SortedHands)
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{
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if (name == ent.Comp.ActiveHandId)
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continue;
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if (TryGetHeldItem(ent, name, out var held))
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yield return held.Value;
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}
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}
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/// <summary>
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/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
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/// </summary>
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/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
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/// not trigger interactions.</returns>
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public bool TrySetActiveHand(Entity<HandsComponent?> ent, string? name)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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if (name == ent.Comp.ActiveHandId)
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return false;
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if (name != null && !ent.Comp.Hands.ContainsKey(name))
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return false;
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return SetActiveHand(ent, name);
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}
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/// <summary>
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/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
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/// </summary>
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/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
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/// not trigger interactions.</returns>
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public bool SetActiveHand(Entity<HandsComponent?> ent, string? handId)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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if (handId == ent.Comp.ActiveHandId)
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return false;
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if (TryGetHeldItem(ent, handId, out var oldHeld))
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RaiseLocalEvent(oldHeld.Value, new HandDeselectedEvent(ent));
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if (handId == null)
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{
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ent.Comp.ActiveHandId = null;
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return true;
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}
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ent.Comp.ActiveHandId = handId;
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OnHandSetActive?.Invoke((ent, ent.Comp));
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if (TryGetHeldItem(ent, handId, out var newHeld))
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RaiseLocalEvent(newHeld.Value, new HandSelectedEvent(ent));
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Dirty(ent);
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return true;
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}
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public bool IsHolding(Entity<HandsComponent?> entity, [NotNullWhen(true)] EntityUid? item)
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{
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return IsHolding(entity, item, out _);
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}
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public bool IsHolding(Entity<HandsComponent?> ent, [NotNullWhen(true)] EntityUid? entity, [NotNullWhen(true)] out string? inHand)
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{
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inHand = null;
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if (entity == null)
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return false;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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foreach (var hand in ent.Comp.Hands.Keys)
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{
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if (GetHeldItem(ent, hand) == entity)
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{
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inHand = hand;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempts to retrieve the associated hand struct corresponding to a hand ID on a given entity.
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/// </summary>
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public bool TryGetHand(Entity<HandsComponent?> ent, [NotNullWhen(true)] string? handId, [NotNullWhen(true)] out Hand? hand)
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{
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hand = null;
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if (handId == null)
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return false;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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if (!ent.Comp.Hands.TryGetValue(handId, out var handsHand))
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return false;
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hand = handsHand;
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return true;
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}
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/// <summary>
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/// Gets the item currently held in the entity's specified hand. Returns null if no hands are present or there is no item.
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/// </summary>
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public EntityUid? GetHeldItem(Entity<HandsComponent?> ent, string? handId)
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{
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TryGetHeldItem(ent, handId, out var held);
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return held;
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}
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/// <summary>
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/// Gets the item currently held in the entity's specified hand. Returns false if no hands are present or there is no item.
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/// </summary>
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public bool TryGetHeldItem(Entity<HandsComponent?> ent, string? handId, [NotNullWhen(true)] out EntityUid? held)
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{
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held = null;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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// Sanity check to make sure this is actually a hand.
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if (handId == null || !ent.Comp.Hands.ContainsKey(handId))
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return false;
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if (!ContainerSystem.TryGetContainer(ent, handId, out var container))
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return false;
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held = container.ContainedEntities.FirstOrNull();
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return held != null;
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}
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public bool HandIsEmpty(Entity<HandsComponent?> ent, string handId)
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{
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return GetHeldItem(ent, handId) == null;
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}
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public int GetHandCount(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return 0;
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return ent.Comp.Hands.Count;
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}
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public int CountFreeHands(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return 0;
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var free = 0;
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foreach (var name in ent.Comp.Hands.Keys)
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{
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if (HandIsEmpty(ent, name))
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free++;
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}
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return free;
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}
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public int CountFreeableHands(Entity<HandsComponent> hands)
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{
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var freeable = 0;
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foreach (var name in hands.Comp.Hands.Keys)
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{
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if (HandIsEmpty(hands.AsNullable(), name) || CanDropHeld(hands, name))
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freeable++;
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}
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return freeable;
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}
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}
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