100 lines
2.8 KiB
C#
100 lines
2.8 KiB
C#
using Robust.Shared.Containers;
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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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[NetworkedComponent]
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public abstract class SharedHandsComponent : 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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[ViewVariables]
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public Hand? ActiveHand;
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/// <summary>
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/// The item currently held in the active hand.
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/// </summary>
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[ViewVariables]
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public EntityUid? ActiveHandEntity => ActiveHand?.HeldEntity;
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[ViewVariables]
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public Dictionary<string, Hand> Hands = new();
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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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public List<string> SortedHands = new();
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/// <summary>
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/// The amount of throw impulse per distance the player is from the throw target.
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/// </summary>
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[DataField("throwForceMultiplier")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ThrowForceMultiplier { get; set; } = 10f; //should be tuned so that a thrown item lands about under the player's cursor
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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("throwRange")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ThrowRange { get; set; } = 8f;
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}
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[Serializable, NetSerializable]
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public sealed class Hand
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{
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[ViewVariables]
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public string Name { get; }
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[ViewVariables]
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public HandLocation Location { get; }
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/// <summary>
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/// The container used to hold the contents of this hand. Nullable because the client must get the containers via <see cref="ContainerManagerComponent"/>,
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/// which may not be synced with the server when the client hands are created.
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/// </summary>
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[ViewVariables, NonSerialized]
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public ContainerSlot? Container;
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[ViewVariables]
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public EntityUid? HeldEntity => Container?.ContainedEntity;
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public bool IsEmpty => HeldEntity == null;
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public Hand(string name, HandLocation location, ContainerSlot? container = null)
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{
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Name = name;
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Location = location;
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Container = container;
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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 List<Hand> Hands;
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public readonly List<string> HandNames;
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public readonly string? ActiveHand;
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public HandsComponentState(SharedHandsComponent handComp)
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{
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Hands = new(handComp.Hands.Values);
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HandNames = handComp.SortedHands;
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ActiveHand = handComp.ActiveHand?.Name;
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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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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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