Files
tbd-station-14/Content.Server/Inventory/Components/InventoryComponent.cs
mirrorcult c0ecdb09af Slipping tweaks + remove EffectBlocker (#4955)
* Slipping tweaks + remove EffectBlocker

* mfw failed merge conflict resolution

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-10-25 17:43:49 +11:00

613 lines
21 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Commands;
using Content.Server.Clothing.Components;
using Content.Server.Hands.Components;
using Content.Server.Interaction;
using Content.Server.Items;
using Content.Server.Storage.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Acts;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Console;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.ViewVariables;
using static Content.Shared.Inventory.EquipmentSlotDefines;
using static Content.Shared.Inventory.SharedInventoryComponent.ClientInventoryMessage;
namespace Content.Server.Inventory.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedInventoryComponent))]
public class InventoryComponent : SharedInventoryComponent, IExAct
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[ViewVariables] private readonly Dictionary<Slots, ContainerSlot> _slotContainers = new();
private KeyValuePair<Slots, (EntityUid entity, bool fits)>? _hoverEntity;
public IEnumerable<Slots> Slots => _slotContainers.Keys;
public event Action? OnItemChanged;
protected override void Initialize()
{
base.Initialize();
foreach (var slotName in InventoryInstance.SlotMasks)
{
if (slotName != EquipmentSlotDefines.Slots.NONE)
{
AddSlot(slotName);
}
}
}
public override float WalkSpeedModifier
{
get
{
var mod = 1f;
foreach (var slot in _slotContainers.Values)
{
if (slot.ContainedEntity != null)
{
foreach (var modifier in slot.ContainedEntity.GetAllComponents<IMoveSpeedModifier>())
{
mod *= modifier.WalkSpeedModifier;
}
}
}
return mod;
}
}
public override float SprintSpeedModifier
{
get
{
var mod = 1f;
foreach (var slot in _slotContainers.Values)
{
if (slot.ContainedEntity != null)
{
foreach (var modifier in slot.ContainedEntity.GetAllComponents<IMoveSpeedModifier>())
{
mod *= modifier.SprintSpeedModifier;
}
}
}
return mod;
}
}
protected override void OnRemove()
{
var slots = _slotContainers.Keys.ToList();
foreach (var slot in slots)
{
if (TryGetSlotItem(slot, out ItemComponent? item))
{
item.Owner.Delete();
}
RemoveSlot(slot);
}
base.OnRemove();
}
public IEnumerable<IEntity> GetAllHeldItems()
{
foreach (var (_, container) in _slotContainers)
{
foreach (var entity in container.ContainedEntities)
{
yield return entity;
}
}
}
/// <summary>
/// Helper to get container name for specified slot on this component
/// </summary>
/// <param name="slot"></param>
/// <returns></returns>
private string GetSlotString(Slots slot)
{
return Name + "_" + Enum.GetName(typeof(Slots), slot);
}
/// <summary>
/// Gets the clothing equipped to the specified slot.
/// </summary>
/// <param name="slot">The slot to get the item for.</param>
/// <returns>Null if the slot is empty, otherwise the item.</returns>
public ItemComponent? GetSlotItem(Slots slot)
{
return GetSlotItem<ItemComponent>(slot);
}
public IEnumerable<T?> LookupItems<T>() where T : Component
{
return _slotContainers.Values
.SelectMany(x => x.ContainedEntities.Select(e => e.GetComponentOrNull<T>()))
.Where(x => x != null);
}
public T? GetSlotItem<T>(Slots slot) where T : ItemComponent
{
if (!_slotContainers.ContainsKey(slot))
{
return null;
}
var containedEntity = _slotContainers[slot].ContainedEntity;
if (containedEntity?.Deleted == true)
{
_slotContainers.Remove(slot);
containedEntity = null;
Dirty();
}
return containedEntity?.GetComponent<T>();
}
public bool TryGetSlotItem<T>(Slots slot, [NotNullWhen(true)] out T? itemComponent) where T : ItemComponent
{
itemComponent = GetSlotItem<T>(slot);
return itemComponent != null;
}
/// <summary>
/// Equips slothing to the specified slot.
/// </summary>
/// <remarks>
/// This will fail if there is already an item in the specified slot.
/// </remarks>
/// <param name="slot">The slot to put the item in.</param>
/// <param name="item">The item to insert into the slot.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
/// <param name="reason">The translated reason why the item cannot be equipped, if this function returns false. Can be null.</param>
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
public bool Equip(Slots slot, ItemComponent item, bool mobCheck, [NotNullWhen(false)] out string? reason)
{
if (item == null)
{
throw new ArgumentNullException(nameof(item),
"Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
}
if (!CanEquip(slot, item, mobCheck, out reason))
{
return false;
}
var inventorySlot = _slotContainers[slot];
if (!inventorySlot.Insert(item.Owner))
{
reason = Loc.GetString("inventory-component-on-equip-cannot");
return false;
}
// TODO: Make clothing component not inherit ItemComponent, for fuck's sake.
// TODO: Make clothing component not required for playing a sound on equip... Move it to its own component.
if (mobCheck && item is ClothingComponent { EquipSound: {} equipSound })
{
SoundSystem.Play(Filter.Pvs(Owner), equipSound.GetSound(), Owner, AudioParams.Default.WithVolume(-2f));
}
_entitySystemManager.GetEntitySystem<InteractionSystem>().EquippedInteraction(Owner, item.Owner, slot);
OnItemChanged?.Invoke();
Dirty();
UpdateMovementSpeed();
return true;
}
public bool Equip(Slots slot, ItemComponent item, bool mobCheck = true) =>
Equip(slot, item, mobCheck, out var _);
public bool Equip(Slots slot, IEntity entity, bool mobCheck = true) =>
Equip(slot, entity.GetComponent<ItemComponent>(), mobCheck);
/// <summary>
/// Checks whether an item can be put in the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <param name="item">The item to check for.</param>
/// <param name="reason">The translated reason why the item cannot be equiped, if this function returns false. Can be null.</param>
/// <returns>True if the item can be inserted into the specified slot.</returns>
public bool CanEquip(Slots slot, ItemComponent item, bool mobCheck, [NotNullWhen(false)] out string? reason)
{
var pass = false;
reason = null;
if (mobCheck && !EntitySystem.Get<ActionBlockerSystem>().CanEquip(Owner))
{
reason = Loc.GetString("inventory-component-can-equip-cannot");
return false;
}
if (item is ClothingComponent clothing)
{
if (clothing.SlotFlags != SlotFlags.PREVENTEQUIP && (clothing.SlotFlags & SlotMasks[slot]) != 0)
{
pass = true;
}
else
{
reason = Loc.GetString("inventory-component-can-equip-does-not-fit");
}
}
if (Owner.TryGetComponent(out IInventoryController? controller))
{
pass = controller.CanEquip(slot, item.Owner, pass, out var controllerReason);
reason = controllerReason ?? reason;
}
if (!pass && reason == null)
{
reason = Loc.GetString("inventory-component-can-equip-cannot");
}
var canEquip = pass && _slotContainers[slot].CanInsert(item.Owner);
if (!canEquip)
{
reason = Loc.GetString("inventory-component-can-equip-cannot");
}
return canEquip;
}
public bool CanEquip(Slots slot, ItemComponent item, bool mobCheck = true) =>
CanEquip(slot, item, mobCheck, out var _);
public bool CanEquip(Slots slot, IEntity entity, bool mobCheck = true) =>
CanEquip(slot, entity.GetComponent<ItemComponent>(), mobCheck);
/// <summary>
/// Drops the item in a slot.
/// </summary>
/// <param name="slot">The slot to drop the item from.</param>
/// <returns>True if an item was dropped, false otherwise.</returns>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
public bool Unequip(Slots slot, bool mobCheck = true)
{
if (!CanUnequip(slot, mobCheck))
{
return false;
}
var inventorySlot = _slotContainers[slot];
var entity = inventorySlot.ContainedEntity;
if (entity == null)
{
return false;
}
if (!inventorySlot.Remove(entity))
{
return false;
}
// TODO: The item should be dropped to the container our owner is in, if any.
entity.Transform.AttachParentToContainerOrGrid();
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedInteraction(Owner, entity, slot);
OnItemChanged?.Invoke();
Dirty();
UpdateMovementSpeed();
return true;
}
private void UpdateMovementSpeed()
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? mod))
{
mod.RefreshMovementSpeedModifiers();
}
}
public void ForceUnequip(Slots slot)
{
var inventorySlot = _slotContainers[slot];
var entity = inventorySlot.ContainedEntity;
if (entity == null)
{
return;
}
var item = entity.GetComponent<ItemComponent>();
inventorySlot.ForceRemove(entity);
var itemTransform = entity.Transform;
itemTransform.AttachParentToContainerOrGrid();
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedInteraction(Owner, item.Owner, slot);
OnItemChanged?.Invoke();
Dirty();
}
/// <summary>
/// Checks whether an item can be dropped from the specified slot.
/// </summary>
/// <param name="slot">The slot to check for.</param>
/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
/// <returns>
/// True if there is an item in the slot and it can be dropped, false otherwise.
/// </returns>
public bool CanUnequip(Slots slot, bool mobCheck = true)
{
if (mobCheck && !EntitySystem.Get<ActionBlockerSystem>().CanUnequip(Owner))
return false;
var inventorySlot = _slotContainers[slot];
return inventorySlot.ContainedEntity != null && inventorySlot.CanRemove(inventorySlot.ContainedEntity);
}
/// <summary>
/// Adds a new slot to this inventory component.
/// </summary>
/// <param name="slot">The name of the slot to add.</param>
/// <exception cref="InvalidOperationException">
/// Thrown if the slot with specified name already exists.
/// </exception>
public ContainerSlot AddSlot(Slots slot)
{
if (HasSlot(slot))
{
throw new InvalidOperationException($"Slot '{slot}' already exists.");
}
Dirty();
var container = ContainerHelpers.CreateContainer<ContainerSlot>(Owner, GetSlotString(slot));
container.OccludesLight = false;
_slotContainers[slot] = container;
OnItemChanged?.Invoke();
return _slotContainers[slot];
}
/// <summary>
/// Removes a slot from this inventory component.
/// </summary>
/// <remarks>
/// If the slot contains an item, the item is dropped.
/// </remarks>
/// <param name="slot">The name of the slot to remove.</param>
public void RemoveSlot(Slots slot)
{
if (!HasSlot(slot))
{
throw new InvalidOperationException($"Slot '{slot}' does not exist.");
}
ForceUnequip(slot);
var container = _slotContainers[slot];
container.Shutdown();
_slotContainers.Remove(slot);
OnItemChanged?.Invoke();
Dirty();
}
/// <summary>
/// Checks whether a slot with the specified name exists.
/// </summary>
/// <param name="slot">The slot name to check.</param>
/// <returns>True if the slot exists, false otherwise.</returns>
public bool HasSlot(Slots slot)
{
return _slotContainers.ContainsKey(slot);
}
/// <summary>
/// The underlying Container System just notified us that an entity was removed from it.
/// We need to make sure we process that removed entity as being unequipped from the slot.
/// </summary>
public void ForceUnequip(IContainer container, IEntity entity)
{
// make sure this is one of our containers.
// Technically the correct way would be to enumerate the possible slot names
// comparing with this container, but I might as well put the dictionary to good use.
if (container is not ContainerSlot slot || !_slotContainers.ContainsValue(slot))
return;
if (entity.TryGetComponent(out ItemComponent? itemComp))
{
itemComp.RemovedFromSlot();
}
OnItemChanged?.Invoke();
Dirty();
}
/// <summary>
/// Message that tells us to equip or unequip items from the inventory slots
/// </summary>
/// <param name="msg"></param>
private async void HandleInventoryMessage(ClientInventoryMessage msg)
{
switch (msg.Updatetype)
{
case ClientInventoryUpdate.Equip:
{
var hands = Owner.GetComponent<HandsComponent>();
var activeHand = hands.ActiveHand;
var activeItem = hands.GetActiveHand;
if (activeHand != null && activeItem != null && activeItem.Owner.TryGetComponent(out ItemComponent? item))
{
hands.TryDropNoInteraction();
if (!Equip(msg.Inventoryslot, item, true, out var reason))
{
hands.PutInHand(item);
Owner.PopupMessageCursor(reason);
}
}
break;
}
case ClientInventoryUpdate.Use:
{
var interactionSystem = _entitySystemManager.GetEntitySystem<InteractionSystem>();
var hands = Owner.GetComponent<HandsComponent>();
var activeHand = hands.GetActiveHand;
var itemContainedInSlot = GetSlotItem(msg.Inventoryslot);
if (itemContainedInSlot != null)
{
if (activeHand != null)
{
await interactionSystem.InteractUsing(Owner, activeHand.Owner, itemContainedInSlot.Owner,
new EntityCoordinates());
}
else if (Unequip(msg.Inventoryslot))
{
hands.PutInHand(itemContainedInSlot);
}
}
break;
}
case ClientInventoryUpdate.Hover:
{
var hands = Owner.GetComponent<HandsComponent>();
var activeHand = hands.GetActiveHand;
if (activeHand != null && GetSlotItem(msg.Inventoryslot) == null)
{
var canEquip = CanEquip(msg.Inventoryslot, activeHand, true, out var reason);
_hoverEntity =
new KeyValuePair<Slots, (EntityUid entity, bool fits)>(msg.Inventoryslot,
(activeHand.Owner.Uid, canEquip));
Dirty();
}
break;
}
}
}
/// <inheritdoc />
public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel,
ICommonSession? session = null)
{
base.HandleNetworkMessage(message, netChannel, session);
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
switch (message)
{
case ClientInventoryMessage msg:
var playerentity = session.AttachedEntity;
if (playerentity == Owner)
HandleInventoryMessage(msg);
break;
case OpenSlotStorageUIMessage msg:
if (!HasSlot(msg.Slot)) // client input sanitization
return;
var item = GetSlotItem(msg.Slot);
if (item != null && item.Owner.TryGetComponent(out ServerStorageComponent? storage))
storage.OpenStorageUI(Owner);
break;
}
}
public override ComponentState GetComponentState(ICommonSession player)
{
var list = new List<KeyValuePair<Slots, EntityUid>>();
foreach (var (slot, container) in _slotContainers)
{
if (container != null && container.ContainedEntity != null)
{
list.Add(new KeyValuePair<Slots, EntityUid>(slot, container.ContainedEntity.Uid));
}
}
var hover = _hoverEntity;
_hoverEntity = null;
return new InventoryComponentState(list, hover);
}
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
if (eventArgs.Severity < ExplosionSeverity.Heavy)
{
return;
}
foreach (var slot in _slotContainers.Values.ToList())
{
foreach (var entity in slot.ContainedEntities)
{
var exActs = entity.GetAllComponents<IExAct>().ToList();
foreach (var exAct in exActs)
{
exAct.OnExplosion(eventArgs);
}
}
}
}
public override bool IsEquipped(IEntity item)
{
if (item == null) return false;
foreach (var containerSlot in _slotContainers.Values)
{
// we don't want a recursive check here
if (containerSlot.Contains(item))
{
return true;
}
}
return false;
}
}
}