* ECS dragdrop No more excuses. * AAAAAAAAAAAAAA * kry * events * aaaaaaaaaa * HUH * Fix stripping * aaaaaa * spoike * asease * fix table vaulting * ded * rebiew * aaaaaaaaaaaaa * drag * aeaeae * weh
491 lines
20 KiB
C#
491 lines
20 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Clothing.Components;
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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.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Strip.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Shared.Inventory;
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public abstract partial class InventorySystem
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{
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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private void InitializeEquip()
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{
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//these events ensure that the client also gets its proper events raised when getting its containerstate updated
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SubscribeLocalEvent<InventoryComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
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SubscribeLocalEvent<InventoryComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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SubscribeAllEvent<UseSlotNetworkMessage>(OnUseSlot);
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}
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protected void QuickEquip(EntityUid uid, ClothingComponent component, UseInHandEvent args)
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{
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if (!TryComp(args.User, out InventoryComponent? inv)
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|| !TryComp(args.User, out SharedHandsComponent? hands)
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|| !_prototypeManager.TryIndex<InventoryTemplatePrototype>(inv.TemplateId, out var prototype))
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return;
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foreach (var slotDef in prototype.Slots)
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{
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if (!CanEquip(args.User, uid, slotDef.Name, out _, slotDef, inv))
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continue;
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if (TryGetSlotEntity(args.User, slotDef.Name, out var slotEntity, inv))
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{
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// Item in slot has to be quick equipable as well
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if (TryComp(slotEntity, out ClothingComponent? item) && !item.QuickEquip)
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continue;
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if (!TryUnequip(args.User, slotDef.Name, true, inventory: inv))
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continue;
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if (!TryEquip(args.User, uid, slotDef.Name, true, inventory: inv))
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continue;
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_handsSystem.PickupOrDrop(args.User, slotEntity.Value);
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}
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else
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{
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if (!TryEquip(args.User, uid, slotDef.Name, true, inventory: inv))
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continue;
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}
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args.Handled = true;
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break;
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}
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}
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private void OnEntRemoved(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args)
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{
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if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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var unequippedEvent = new DidUnequipEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(uid, unequippedEvent, true);
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var gotUnequippedEvent = new GotUnequippedEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(args.Entity, gotUnequippedEvent, true);
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}
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private void OnEntInserted(EntityUid uid, InventoryComponent component, EntInsertedIntoContainerMessage args)
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{
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if(!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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var equippedEvent = new DidEquipEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(uid, equippedEvent, true);
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var gotEquippedEvent = new GotEquippedEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(args.Entity, gotEquippedEvent, true);
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}
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/// <summary>
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/// Will attempt to equip or unequip an item to/from the clicked slot. If the user clicked on an occupied slot
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/// with some entity, will instead attempt to interact with this entity.
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/// </summary>
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private void OnUseSlot(UseSlotNetworkMessage ev, EntitySessionEventArgs eventArgs)
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{
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if (eventArgs.SenderSession.AttachedEntity is not { Valid: true } actor)
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return;
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if (!TryComp(actor, out InventoryComponent? inventory) || !TryComp<SharedHandsComponent>(actor, out var hands))
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return;
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var held = hands.ActiveHandEntity;
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TryGetSlotEntity(actor, ev.Slot, out var itemUid, inventory);
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// attempt to perform some interaction
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if (held != null && itemUid != null)
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{
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_interactionSystem.InteractUsing(actor, held.Value, itemUid.Value,
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Transform(itemUid.Value).Coordinates);
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return;
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}
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// unequip the item.
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if (itemUid != null)
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{
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if (!TryUnequip(actor, ev.Slot, out var item, predicted: true, inventory: inventory))
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return;
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_handsSystem.PickupOrDrop(actor, item.Value);
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return;
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}
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// finally, just try to equip the held item.
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if (held == null)
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return;
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// before we drop the item, check that it can be equipped in the first place.
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if (!CanEquip(actor, held.Value, ev.Slot, out var reason))
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{
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if (_gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString(reason));
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return;
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}
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if (!_handsSystem.CanDropHeld(actor, hands.ActiveHand!, checkActionBlocker: false))
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return;
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var gotUnequipped = new GotUnequippedHandEvent(actor, held.Value, hands.ActiveHand!);
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var didUnequip = new DidUnequipHandEvent(actor, held.Value, hands.ActiveHand!);
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RaiseLocalEvent(held.Value, gotUnequipped, false);
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RaiseLocalEvent(actor, didUnequip, true);
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RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor), false);
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TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true);
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}
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public bool TryEquip(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null) =>
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TryEquip(uid, uid, itemUid, slot, silent, force, predicted, inventory, clothing);
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public bool TryEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null)
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{
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if (!Resolve(target, ref inventory, false))
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{
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if(!silent && _gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-equip-cannot"));
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return false;
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}
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// Not required to have, since pockets can take any item.
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// CanEquip will still check, so we don't have to worry about it.
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Resolve(itemUid, ref clothing, false);
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if (!TryGetSlotContainer(target, slot, out var slotContainer, out var slotDefinition, inventory))
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{
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if(!silent && _gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-equip-cannot"));
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return false;
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}
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if (!force && !CanEquip(actor, target, itemUid, slot, out var reason, slotDefinition, inventory, clothing))
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{
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if(!silent && _gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString(reason));
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return false;
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}
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if (!slotContainer.Insert(itemUid))
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{
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if(!silent && _gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"));
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return false;
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}
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if(!silent && clothing != null && clothing.EquipSound != null && _gameTiming.IsFirstTimePredicted)
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{
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Filter filter;
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if (_netMan.IsClient)
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filter = Filter.Local();
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else
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{
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filter = Filter.Pvs(target);
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// don't play double audio for predicted interactions
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if (predicted)
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filter.RemoveWhereAttachedEntity(entity => entity == actor);
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}
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SoundSystem.Play(clothing.EquipSound.GetSound(), filter, target, clothing.EquipSound.Params.WithVolume(-2f));
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}
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inventory.Dirty();
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_movementSpeed.RefreshMovementSpeedModifiers(target);
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return true;
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}
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public bool CanAccess(EntityUid actor, EntityUid target, EntityUid itemUid)
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{
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// if the item is something like a hardsuit helmet, it may be contained within the hardsuit.
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// in that case, we check accesibility for the owner-entity instead.
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if (TryComp(itemUid, out AttachedClothingComponent? attachedComp))
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itemUid = attachedComp.AttachedUid;
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// Can the actor reach the target?
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if (actor != target && !(_interactionSystem.InRangeUnobstructed(actor, target) && _containerSystem.IsInSameOrParentContainer(actor, target)))
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return false;
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// Can the actor reach the item?
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if (_interactionSystem.InRangeUnobstructed(actor, itemUid) && _containerSystem.IsInSameOrParentContainer(actor, itemUid))
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return true;
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// Is the item in an open storage UI, i.e., is the user quick-equipping from an open backpack?
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if (_interactionSystem.CanAccessViaStorage(actor, itemUid))
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return true;
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// Is the actor currently stripping the target? Here we could check if the actor has the stripping UI open, but
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// that requires server/client specific code.
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// Uhhh TODO, fix this. This doesn't even fucking check if the target item is IN the targets inventory.
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return actor != target &&
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HasComp<StrippableComponent>(target) &&
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HasComp<StrippingComponent>(actor) &&
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HasComp<SharedHandsComponent>(actor);
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}
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public bool CanEquip(EntityUid uid, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason,
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SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null,
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ClothingComponent? clothing = null, ItemComponent? item = null) =>
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CanEquip(uid, uid, itemUid, slot, out reason, slotDefinition, inventory, clothing, item);
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public bool CanEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason, SlotDefinition? slotDefinition = null,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null, ItemComponent? item = null)
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{
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reason = "inventory-component-can-equip-cannot";
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if (!Resolve(target, ref inventory, false))
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return false;
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Resolve(itemUid, ref clothing, ref item, false);
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if (slotDefinition == null && !TryGetSlot(target, slot, out slotDefinition, inventory: inventory))
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return false;
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if (slotDefinition.DependsOn != null && !TryGetSlotEntity(target, slotDefinition.DependsOn, out _, inventory))
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return false;
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var fittingInPocket = slotDefinition.SlotFlags.HasFlag(SlotFlags.POCKET) && item is { Size: <= (int) ReferenceSizes.Pocket };
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if (clothing == null && !fittingInPocket
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|| clothing != null && !clothing.Slots.HasFlag(slotDefinition.SlotFlags) && !fittingInPocket)
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{
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reason = "inventory-component-can-equip-does-not-fit";
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return false;
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}
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if (!CanAccess(actor, target, itemUid))
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{
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reason = "interaction-system-user-interaction-cannot-reach";
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return false;
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}
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if (slotDefinition.Whitelist != null && !slotDefinition.Whitelist.IsValid(itemUid))
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{
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reason = "inventory-component-can-equip-does-not-fit";
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return false;
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}
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if (slotDefinition.Blacklist != null && slotDefinition.Blacklist.IsValid(itemUid))
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{
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reason = "inventory-component-can-equip-does-not-fit";
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return false;
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}
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var attemptEvent = new IsEquippingAttemptEvent(actor, target, itemUid, slotDefinition);
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RaiseLocalEvent(target, attemptEvent, true);
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if (attemptEvent.Cancelled)
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{
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reason = attemptEvent.Reason ?? reason;
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return false;
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}
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if (actor != target)
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{
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//reuse the event. this is gucci, right?
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attemptEvent.Reason = null;
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RaiseLocalEvent(actor, attemptEvent, true);
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if (attemptEvent.Cancelled)
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{
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reason = attemptEvent.Reason ?? reason;
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return false;
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}
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}
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var itemAttemptEvent = new BeingEquippedAttemptEvent(actor, target, itemUid, slotDefinition);
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RaiseLocalEvent(itemUid, itemAttemptEvent, true);
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if (itemAttemptEvent.Cancelled)
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{
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reason = itemAttemptEvent.Reason ?? reason;
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return false;
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}
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return true;
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}
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public bool TryUnequip(EntityUid uid, string slot, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, silent, force, predicted, inventory, clothing);
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public bool TryUnequip(EntityUid actor, EntityUid target, string slot, bool silent = false,
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bool force = false, bool predicted = false, InventoryComponent? inventory = null, ClothingComponent? clothing = null) =>
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TryUnequip(actor, target, slot, out _, silent, force, predicted, inventory, clothing);
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public bool TryUnequip(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null) => TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, clothing);
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public bool TryUnequip(EntityUid actor, EntityUid target, string slot, [NotNullWhen(true)] out EntityUid? removedItem, bool silent = false,
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bool force = false, bool predicted = false, InventoryComponent? inventory = null, ClothingComponent? clothing = null)
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{
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removedItem = null;
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if (!Resolve(target, ref inventory, false))
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{
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if(!silent && _gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"));
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return false;
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}
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if (!TryGetSlotContainer(target, slot, out var slotContainer, out var slotDefinition, inventory))
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{
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if(!silent && _gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"));
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return false;
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}
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removedItem = slotContainer.ContainedEntity;
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if (!removedItem.HasValue) return false;
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if (!force && !CanUnequip(actor, target, slot, out var reason, slotContainer, slotDefinition, inventory))
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{
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if(!silent && _gameTiming.IsFirstTimePredicted)
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_popup.PopupCursor(Loc.GetString(reason));
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return false;
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}
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//we need to do this to make sure we are 100% removing this entity, since we are now dropping dependant slots
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if (!force && !slotContainer.CanRemove(removedItem.Value))
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return false;
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foreach (var slotDef in GetSlots(target, inventory))
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{
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if (slotDef != slotDefinition && slotDef.DependsOn == slotDefinition.Name)
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{
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//this recursive call might be risky
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TryUnequip(actor, target, slotDef.Name, true, true, predicted, inventory);
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}
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}
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if (force)
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{
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slotContainer.ForceRemove(removedItem.Value);
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}
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else
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{
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if (!slotContainer.Remove(removedItem.Value))
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{
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//should never happen bc of the canremove lets just keep in just in case
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return false;
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}
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}
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Transform(removedItem.Value).Coordinates = Transform(target).Coordinates;
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if (!silent && Resolve(removedItem.Value, ref clothing, false) && clothing.UnequipSound != null && _gameTiming.IsFirstTimePredicted)
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{
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Filter filter;
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if (_netMan.IsClient)
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filter = Filter.Local();
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else
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{
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filter = Filter.Pvs(target);
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// don't play double audio for predicted interactions
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if (predicted)
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filter.RemoveWhereAttachedEntity(entity => entity == actor);
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}
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SoundSystem.Play(clothing.UnequipSound.GetSound(), filter, target, clothing.UnequipSound.Params.WithVolume(-2f));
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}
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inventory.Dirty();
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_movementSpeed.RefreshMovementSpeedModifiers(target);
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return true;
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}
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public bool CanUnequip(EntityUid uid, string slot, [NotNullWhen(false)] out string? reason,
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ContainerSlot? containerSlot = null, SlotDefinition? slotDefinition = null,
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InventoryComponent? inventory = null) =>
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CanUnequip(uid, uid, slot, out reason, containerSlot, slotDefinition, inventory);
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public bool CanUnequip(EntityUid actor, EntityUid target, string slot, [NotNullWhen(false)] out string? reason, ContainerSlot? containerSlot = null, SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null)
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{
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reason = "inventory-component-can-unequip-cannot";
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if (!Resolve(target, ref inventory, false))
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return false;
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if ((containerSlot == null || slotDefinition == null) && !TryGetSlotContainer(target, slot, out containerSlot, out slotDefinition, inventory))
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return false;
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if (containerSlot.ContainedEntity == null)
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return false;
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if (!containerSlot.ContainedEntity.HasValue || !containerSlot.CanRemove(containerSlot.ContainedEntity.Value))
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return false;
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var itemUid = containerSlot.ContainedEntity.Value;
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// make sure the user can actually reach the target
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if (!CanAccess(actor, target, itemUid))
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{
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reason = "interaction-system-user-interaction-cannot-reach";
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return false;
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}
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var attemptEvent = new IsUnequippingAttemptEvent(actor, target, itemUid, slotDefinition);
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RaiseLocalEvent(target, attemptEvent, true);
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if (attemptEvent.Cancelled)
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{
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reason = attemptEvent.Reason ?? reason;
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return false;
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}
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if (actor != target)
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{
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//reuse the event. this is gucci, right?
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attemptEvent.Reason = null;
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RaiseLocalEvent(actor, attemptEvent, true);
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if (attemptEvent.Cancelled)
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{
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reason = attemptEvent.Reason ?? reason;
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return false;
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}
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}
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var itemAttemptEvent = new BeingUnequippedAttemptEvent(actor, target, itemUid, slotDefinition);
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RaiseLocalEvent(itemUid, itemAttemptEvent, true);
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if (itemAttemptEvent.Cancelled)
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{
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reason = attemptEvent.Reason ?? reason;
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return false;
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}
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return true;
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}
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public bool TryGetSlotEntity(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? entityUid, InventoryComponent? inventoryComponent = null, ContainerManagerComponent? containerManagerComponent = null)
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{
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entityUid = null;
|
|
if (!Resolve(uid, ref inventoryComponent, ref containerManagerComponent, false)
|
|
|| !TryGetSlotContainer(uid, slot, out var container, out _, inventoryComponent, containerManagerComponent))
|
|
return false;
|
|
|
|
entityUid = container.ContainedEntity;
|
|
return entityUid != null;
|
|
}
|
|
}
|