* Cleanup warnings in PuddleSystem * Cleanup warnings in HandsSystem * Cleanup warnings in EnsnareableSystem * Cleanup warnings in ElectrocutionHUDVisualizerSystem Also simplify some if statements * Cleanup warnings in PlantHolderVisualizerSystem * Cleanup warnings in AlertLevelDisplaySystem * Cleanup warnings in TetherGunSystem * Fix error in PlantHolderVisualizerSystem * I hate var _
451 lines
17 KiB
C#
451 lines
17 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.DisplacementMap;
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using Content.Client.Examine;
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using Content.Client.Strip;
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using Content.Client.Verbs.UI;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Hands.Systems
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{
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[UsedImplicitly]
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly StrippableSystem _stripSys = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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public event Action<string, HandLocation>? OnPlayerAddHand;
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public event Action<string>? OnPlayerRemoveHand;
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public event Action<string?>? OnPlayerSetActiveHand;
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public event Action<HandsComponent>? OnPlayerHandsAdded;
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public event Action? OnPlayerHandsRemoved;
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public event Action<string, EntityUid>? OnPlayerItemAdded;
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public event Action<string, EntityUid>? OnPlayerItemRemoved;
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public event Action<string>? OnPlayerHandBlocked;
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public event Action<string>? OnPlayerHandUnblocked;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, LocalPlayerAttachedEvent>(HandlePlayerAttached);
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SubscribeLocalEvent<HandsComponent, LocalPlayerDetachedEvent>(HandlePlayerDetached);
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SubscribeLocalEvent<HandsComponent, ComponentStartup>(OnHandsStartup);
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SubscribeLocalEvent<HandsComponent, ComponentShutdown>(OnHandsShutdown);
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SubscribeLocalEvent<HandsComponent, ComponentHandleState>(HandleComponentState);
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SubscribeLocalEvent<HandsComponent, VisualsChangedEvent>(OnVisualsChanged);
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OnHandSetActive += OnHandActivated;
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}
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#region StateHandling
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private void HandleComponentState(EntityUid uid, HandsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not HandsComponentState state)
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return;
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var handsModified = component.Hands.Count != state.Hands.Count;
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// we need to check that, even if we have the same amount, that the individual hands didn't change.
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if (!handsModified)
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{
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foreach (var hand in component.Hands.Values)
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{
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if (state.Hands.Contains(hand))
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continue;
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handsModified = true;
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break;
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}
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}
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var manager = EnsureComp<ContainerManagerComponent>(uid);
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if (handsModified)
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{
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List<Hand> addedHands = new();
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foreach (var hand in state.Hands)
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{
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if (component.Hands.ContainsKey(hand.Name))
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continue;
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var container = _containerSystem.EnsureContainer<ContainerSlot>(uid, hand.Name, manager);
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var newHand = new Hand(hand.Name, hand.Location, container);
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component.Hands.Add(hand.Name, newHand);
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addedHands.Add(newHand);
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}
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foreach (var name in component.Hands.Keys)
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{
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if (!state.HandNames.Contains(name))
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{
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RemoveHand(uid, name, component);
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}
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}
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component.SortedHands.Clear();
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component.SortedHands.AddRange(state.HandNames);
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var sorted = addedHands.OrderBy(hand => component.SortedHands.IndexOf(hand.Name));
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foreach (var hand in sorted)
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{
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AddHand(uid, hand, component);
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}
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}
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_stripSys.UpdateUi(uid);
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if (component.ActiveHand == null && state.ActiveHand == null)
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return; //edge case
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if (component.ActiveHand != null && state.ActiveHand != component.ActiveHand.Name)
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{
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SetActiveHand(uid, component.Hands[state.ActiveHand!], component);
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}
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}
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#endregion
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public void ReloadHandButtons()
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{
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if (!TryGetPlayerHands(out var hands))
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{
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return;
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}
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OnPlayerHandsAdded?.Invoke(hands);
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}
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public override void DoDrop(EntityUid uid, Hand hand, bool doDropInteraction = true, HandsComponent? hands = null, bool log = true)
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{
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base.DoDrop(uid, hand, doDropInteraction, hands, log);
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if (TryComp(hand.HeldEntity, out SpriteComponent? sprite))
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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}
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public EntityUid? GetActiveHandEntity()
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{
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return TryGetPlayerHands(out var hands) ? hands.ActiveHandEntity : null;
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}
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/// <summary>
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/// Get the hands component of the local player
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/// </summary>
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public bool TryGetPlayerHands([NotNullWhen(true)] out HandsComponent? hands)
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{
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var player = _playerManager.LocalEntity;
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hands = null;
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return player != null && TryComp(player.Value, out hands);
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}
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/// <summary>
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/// Called when a user clicked on their hands GUI
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/// </summary>
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public void UIHandClick(HandsComponent hands, string handName)
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{
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if (!hands.Hands.TryGetValue(handName, out var pressedHand))
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return;
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if (hands.ActiveHand == null)
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return;
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var pressedEntity = pressedHand.HeldEntity;
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var activeEntity = hands.ActiveHand.HeldEntity;
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if (pressedHand == hands.ActiveHand && activeEntity != null)
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{
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// use item in hand
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// it will always be attack_self() in my heart.
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EntityManager.RaisePredictiveEvent(new RequestUseInHandEvent());
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return;
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}
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if (pressedHand != hands.ActiveHand && pressedEntity == null)
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{
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// change active hand
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EntityManager.RaisePredictiveEvent(new RequestSetHandEvent(handName));
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return;
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}
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if (pressedHand != hands.ActiveHand && pressedEntity != null && activeEntity != null)
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{
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// use active item on held item
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EntityManager.RaisePredictiveEvent(new RequestHandInteractUsingEvent(pressedHand.Name));
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return;
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}
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if (pressedHand != hands.ActiveHand && pressedEntity != null && activeEntity == null)
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{
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// move the item to the active hand
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EntityManager.RaisePredictiveEvent(new RequestMoveHandItemEvent(pressedHand.Name));
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}
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}
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/// <summary>
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/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
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/// by storage (backpacks, etc).
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/// </summary>
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public void UIHandActivate(string handName)
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{
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EntityManager.RaisePredictiveEvent(new RequestActivateInHandEvent(handName));
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}
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public void UIInventoryExamine(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!hands.Hands.TryGetValue(handName, out var hand) ||
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hand.HeldEntity is not { Valid: true } entity)
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{
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return;
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}
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_examine.DoExamine(entity);
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}
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/// <summary>
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/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
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/// by storage (backpacks, etc).
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/// </summary>
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public void UIHandOpenContextMenu(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!hands.Hands.TryGetValue(handName, out var hand) ||
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hand.HeldEntity is not { Valid: true } entity)
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{
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return;
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}
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(entity);
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}
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public void UIHandAltActivateItem(string handName)
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{
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RaisePredictiveEvent(new RequestHandAltInteractEvent(handName));
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}
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#region visuals
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protected override void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
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{
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base.HandleEntityInserted(uid, hands, args);
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if (!hands.Hands.TryGetValue(args.Container.ID, out var hand))
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return;
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UpdateHandVisuals(uid, args.Entity, hand);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemAdded?.Invoke(hand.Name, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandBlocked?.Invoke(hand.Name);
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}
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protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
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{
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base.HandleEntityRemoved(uid, hands, args);
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if (!hands.Hands.TryGetValue(args.Container.ID, out var hand))
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return;
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UpdateHandVisuals(uid, args.Entity, hand);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemRemoved?.Invoke(hand.Name, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandUnblocked?.Invoke(hand.Name);
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}
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/// <summary>
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/// Update the players sprite with new in-hand visuals.
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/// </summary>
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private void UpdateHandVisuals(EntityUid uid, EntityUid held, Hand hand, HandsComponent? handComp = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref handComp, ref sprite, false))
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return;
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// visual update might involve changes to the entity's effective sprite -> need to update hands GUI.
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if (uid == _playerManager.LocalEntity)
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OnPlayerItemAdded?.Invoke(hand.Name, held);
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if (!handComp.ShowInHands)
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of layers.
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if (handComp.RevealedLayers.TryGetValue(hand.Location, out var revealedLayers))
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{
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foreach (var key in revealedLayers)
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{
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_sprite.RemoveLayer((uid, sprite), key);
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}
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revealedLayers.Clear();
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}
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else
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{
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revealedLayers = new();
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handComp.RevealedLayers[hand.Location] = revealedLayers;
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}
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if (hand.HeldEntity == null)
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{
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// the held item was removed.
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(uid, revealedLayers), true);
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return;
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}
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var ev = new GetInhandVisualsEvent(uid, hand.Location);
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RaiseLocalEvent(held, ev);
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if (ev.Layers.Count == 0)
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{
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(uid, revealedLayers), true);
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return;
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}
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// add the new layers
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foreach (var (key, layerData) in ev.Layers)
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{
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if (!revealedLayers.Add(key))
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{
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Log.Warning($"Duplicate key for in-hand visuals: {key}. Are multiple components attempting to modify the same layer? Entity: {ToPrettyString(held)}");
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continue;
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}
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var index = _sprite.LayerMapReserve((uid, sprite), key);
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// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
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if (layerData.RsiPath == null
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&& layerData.TexturePath == null
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&& sprite[index].Rsi == null)
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{
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if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
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_sprite.LayerSetRsi((uid, sprite), index, new ResPath(itemComponent.RsiPath));
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else if (TryComp(held, out SpriteComponent? clothingSprite))
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_sprite.LayerSetRsi((uid, sprite), index, clothingSprite.BaseRSI);
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}
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_sprite.LayerSetData((uid, sprite), index, layerData);
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// Add displacement maps
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var displacement = hand.Location switch
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{
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HandLocation.Left => handComp.LeftHandDisplacement,
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HandLocation.Right => handComp.RightHandDisplacement,
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_ => handComp.HandDisplacement
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};
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if (displacement is not null && _displacement.TryAddDisplacement(displacement, sprite, index, key, out var displacementKey))
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revealedLayers.Add(displacementKey);
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}
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(uid, revealedLayers), true);
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}
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private void OnVisualsChanged(EntityUid uid, HandsComponent component, VisualsChangedEvent args)
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{
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// update hands visuals if this item is in a hand (rather then inventory or other container).
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if (component.Hands.TryGetValue(args.ContainerId, out var hand))
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{
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UpdateHandVisuals(uid, GetEntity(args.Item), hand, component);
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}
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}
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#endregion
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#region Gui
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private void HandlePlayerAttached(EntityUid uid, HandsComponent component, LocalPlayerAttachedEvent args)
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{
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OnPlayerHandsAdded?.Invoke(component);
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}
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private void HandlePlayerDetached(EntityUid uid, HandsComponent component, LocalPlayerDetachedEvent args)
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{
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OnPlayerHandsRemoved?.Invoke();
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}
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private void OnHandsStartup(EntityUid uid, HandsComponent component, ComponentStartup args)
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{
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if (_playerManager.LocalEntity == uid)
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OnPlayerHandsAdded?.Invoke(component);
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}
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private void OnHandsShutdown(EntityUid uid, HandsComponent component, ComponentShutdown args)
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{
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if (_playerManager.LocalEntity == uid)
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OnPlayerHandsRemoved?.Invoke();
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}
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#endregion
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private void AddHand(EntityUid uid, Hand newHand, HandsComponent? handsComp = null)
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{
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AddHand(uid, newHand.Name, newHand.Location, handsComp);
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}
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public override void AddHand(EntityUid uid, string handName, HandLocation handLocation, HandsComponent? handsComp = null)
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{
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base.AddHand(uid, handName, handLocation, handsComp);
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if (uid == _playerManager.LocalEntity)
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OnPlayerAddHand?.Invoke(handName, handLocation);
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if (handsComp == null)
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return;
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if (handsComp.ActiveHand == null)
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SetActiveHand(uid, handsComp.Hands[handName], handsComp);
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}
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public override void RemoveHand(EntityUid uid, string handName, HandsComponent? handsComp = null)
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{
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if (uid == _playerManager.LocalEntity && handsComp != null &&
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handsComp.Hands.ContainsKey(handName) && uid ==
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_playerManager.LocalEntity)
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{
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OnPlayerRemoveHand?.Invoke(handName);
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}
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base.RemoveHand(uid, handName, handsComp);
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}
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private void OnHandActivated(Entity<HandsComponent>? ent)
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{
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if (ent is not { } hand)
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return;
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if (_playerManager.LocalEntity != hand.Owner)
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return;
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if (hand.Comp.ActiveHand == null)
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{
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OnPlayerSetActiveHand?.Invoke(null);
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return;
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}
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OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHand.Name);
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}
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}
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}
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