* StorableComponent refactor * ItemComponent refactor * conflict fixes * removes redundant null check * removes redundant item throwing code * fix conflicts * ExplosionLaunchedComponent Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
140 lines
4.7 KiB
C#
140 lines
4.7 KiB
C#
#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Storage;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Physics;
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using Content.Shared.Physics.Pull;
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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.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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/// <summary>
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/// Handles converting inputs into movement.
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/// </summary>
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public sealed class SharedMoverSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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var moveUpCmdHandler = new MoverDirInputCmdHandler(Direction.North);
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var moveLeftCmdHandler = new MoverDirInputCmdHandler(Direction.West);
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var moveRightCmdHandler = new MoverDirInputCmdHandler(Direction.East);
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var moveDownCmdHandler = new MoverDirInputCmdHandler(Direction.South);
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CommandBinds.Builder
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.Bind(EngineKeyFunctions.MoveUp, moveUpCmdHandler)
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.Bind(EngineKeyFunctions.MoveLeft, moveLeftCmdHandler)
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.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
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.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
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.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler())
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.Register<SharedMoverSystem>();
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}
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/// <inheritdoc />
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public override void Shutdown()
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{
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CommandBinds.Unregister<SharedMoverSystem>();
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base.Shutdown();
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}
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private static void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
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{
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if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
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return;
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var owner = session?.AttachedEntity;
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if (owner != null && session != null)
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{
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foreach (var comp in owner.GetAllComponents<IRelayMoveInput>())
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{
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comp.MoveInputPressed(session);
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}
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// For stuff like "Moving out of locker" or the likes
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if (owner.IsInContainer() &&
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(!owner.TryGetComponent(out IMobStateComponent? mobState) ||
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mobState.IsAlive()))
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{
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var relayEntityMoveMessage = new RelayMovementEntityMessage(owner);
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owner.Transform.Parent!.Owner.SendMessage(owner.Transform, relayEntityMoveMessage);
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}
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}
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moverComp.SetVelocityDirection(dir, subTick, state);
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}
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private static void HandleRunChange(ICommonSession? session, ushort subTick, bool walking)
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{
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if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
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{
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return;
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}
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moverComp.SetSprinting(subTick, walking);
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}
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private static bool TryGetAttachedComponent<T>(ICommonSession? session, [NotNullWhen(true)] out T? component)
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where T : class, IComponent
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{
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component = default;
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var ent = session?.AttachedEntity;
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if (ent == null || !ent.IsValid())
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return false;
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if (!ent.TryGetComponent(out T? comp))
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return false;
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component = comp;
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return true;
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}
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private sealed class MoverDirInputCmdHandler : InputCmdHandler
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{
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private readonly Direction _dir;
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public MoverDirInputCmdHandler(Direction dir)
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{
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_dir = dir;
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}
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public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
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{
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if (message is not FullInputCmdMessage full)
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{
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return false;
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}
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HandleDirChange(session, _dir, message.SubTick, full.State == BoundKeyState.Down);
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return false;
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}
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}
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private sealed class WalkInputCmdHandler : InputCmdHandler
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{
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public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
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{
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if (message is not FullInputCmdMessage full)
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{
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return false;
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}
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HandleRunChange(session, full.SubTick, full.State == BoundKeyState.Down);
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return false;
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}
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}
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}
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}
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