Files
tbd-station-14/Content.Shared/Hands/EntitySystems/SharedHandsSystem.cs
metalgearsloth afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00

329 lines
9.9 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Storage.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Input.Binding;
namespace Content.Shared.Hands.EntitySystems;
public abstract partial class SharedHandsSystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] protected readonly SharedContainerSystem ContainerSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedStorageSystem _storage = default!;
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
[Dependency] private readonly SharedVirtualItemSystem _virtualSystem = default!;
protected event Action<Entity<HandsComponent>?>? OnHandSetActive;
public override void Initialize()
{
base.Initialize();
InitializeInteractions();
InitializeDrop();
InitializePickup();
InitializeRelay();
}
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<SharedHandsSystem>();
}
public virtual void AddHand(EntityUid uid, string handName, HandLocation handLocation, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp, false))
return;
if (handsComp.Hands.ContainsKey(handName))
return;
var container = ContainerSystem.EnsureContainer<ContainerSlot>(uid, handName);
container.OccludesLight = false;
var newHand = new Hand(handName, handLocation, container);
handsComp.Hands.Add(handName, newHand);
handsComp.SortedHands.Add(handName);
if (handsComp.ActiveHand == null)
SetActiveHand(uid, newHand, handsComp);
RaiseLocalEvent(uid, new HandCountChangedEvent(uid));
Dirty(uid, handsComp);
}
public virtual void RemoveHand(EntityUid uid, string handName, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp, false))
return;
if (!handsComp.Hands.Remove(handName, out var hand))
return;
handsComp.SortedHands.Remove(hand.Name);
TryDrop(uid, hand, null, false, true, handsComp);
if (hand.Container != null)
ContainerSystem.ShutdownContainer(hand.Container);
if (handsComp.ActiveHand == hand)
TrySetActiveHand(uid, handsComp.SortedHands.FirstOrDefault(), handsComp);
RaiseLocalEvent(uid, new HandCountChangedEvent(uid));
Dirty(uid, handsComp);
}
/// <summary>
/// Gets rid of all the entity's hands.
/// </summary>
/// <param name="uid"></param>
/// <param name="handsComp"></param>
public void RemoveHands(EntityUid uid, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp))
return;
RemoveHands(uid, EnumerateHands(uid), handsComp);
}
private void RemoveHands(EntityUid uid, IEnumerable<Hand> hands, HandsComponent handsComp)
{
if (!hands.Any())
return;
var hand = hands.First();
RemoveHand(uid, hand.Name, handsComp);
// Repeats it for any additional hands.
RemoveHands(uid, hands, handsComp);
}
private void HandleSetHand(RequestSetHandEvent msg, EntitySessionEventArgs eventArgs)
{
if (eventArgs.SenderSession.AttachedEntity == null)
return;
TrySetActiveHand(eventArgs.SenderSession.AttachedEntity.Value, msg.HandName);
}
/// <summary>
/// Get any empty hand. Prioritizes the currently active hand.
/// </summary>
public bool TryGetEmptyHand(EntityUid uid, [NotNullWhen(true)] out Hand? emptyHand, HandsComponent? handComp = null)
{
emptyHand = null;
if (!Resolve(uid, ref handComp, false))
return false;
foreach (var hand in EnumerateHands(uid, handComp))
{
if (hand.IsEmpty)
{
emptyHand = hand;
return true;
}
}
return false;
}
public bool TryGetActiveHand(Entity<HandsComponent?> entity, [NotNullWhen(true)] out Hand? hand)
{
if (!Resolve(entity, ref entity.Comp, false))
{
hand = null;
return false;
}
hand = entity.Comp.ActiveHand;
return hand != null;
}
public bool TryGetActiveItem(Entity<HandsComponent?> entity, [NotNullWhen(true)] out EntityUid? item)
{
if (!TryGetActiveHand(entity, out var hand))
{
item = null;
return false;
}
item = hand.HeldEntity;
return item != null;
}
/// <summary>
/// Gets active hand item if relevant otherwise gets the entity itself.
/// </summary>
public EntityUid GetActiveItemOrSelf(Entity<HandsComponent?> entity)
{
if (!TryGetActiveItem(entity, out var item))
{
return entity.Owner;
}
return item.Value;
}
public Hand? GetActiveHand(Entity<HandsComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return null;
return entity.Comp.ActiveHand;
}
public EntityUid? GetActiveItem(Entity<HandsComponent?> entity)
{
return GetActiveHand(entity)?.HeldEntity;
}
/// <summary>
/// Enumerate over hands, starting with the currently active hand.
/// </summary>
public IEnumerable<Hand> EnumerateHands(EntityUid uid, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp, false))
yield break;
if (handsComp.ActiveHand != null)
yield return handsComp.ActiveHand;
foreach (var name in handsComp.SortedHands)
{
if (name != handsComp.ActiveHand?.Name)
yield return handsComp.Hands[name];
}
}
/// <summary>
/// Enumerate over held items, starting with the item in the currently active hand (if there is one).
/// </summary>
public IEnumerable<EntityUid> EnumerateHeld(EntityUid uid, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp, false))
yield break;
if (handsComp.ActiveHandEntity != null)
yield return handsComp.ActiveHandEntity.Value;
foreach (var name in handsComp.SortedHands)
{
if (name == handsComp.ActiveHand?.Name)
continue;
if (handsComp.Hands[name].HeldEntity is { } held)
yield return held;
}
}
/// <summary>
/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
/// </summary>
/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
/// not trigger interactions.</returns>
public virtual bool TrySetActiveHand(EntityUid uid, string? name, HandsComponent? handComp = null)
{
if (!Resolve(uid, ref handComp))
return false;
if (name == handComp.ActiveHand?.Name)
return false;
Hand? hand = null;
if (name != null && !handComp.Hands.TryGetValue(name, out hand))
return false;
return SetActiveHand(uid, hand, handComp);
}
/// <summary>
/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
/// </summary>
/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
/// not trigger interactions.</returns>
public bool SetActiveHand(EntityUid uid, Hand? hand, HandsComponent? handComp = null)
{
if (!Resolve(uid, ref handComp))
return false;
if (hand == handComp.ActiveHand)
return false;
if (handComp.ActiveHand?.HeldEntity is { } held)
RaiseLocalEvent(held, new HandDeselectedEvent(uid));
if (hand == null)
{
handComp.ActiveHand = null;
return true;
}
handComp.ActiveHand = hand;
OnHandSetActive?.Invoke((uid, handComp));
if (hand.HeldEntity != null)
RaiseLocalEvent(hand.HeldEntity.Value, new HandSelectedEvent(uid));
Dirty(uid, handComp);
return true;
}
public bool IsHolding(Entity<HandsComponent?> entity, [NotNullWhen(true)] EntityUid? item)
{
return IsHolding(entity, item, out _, entity);
}
public bool IsHolding(EntityUid uid, [NotNullWhen(true)] EntityUid? entity, [NotNullWhen(true)] out Hand? inHand, HandsComponent? handsComp = null)
{
inHand = null;
if (entity == null)
return false;
if (!Resolve(uid, ref handsComp, false))
return false;
foreach (var hand in handsComp.Hands.Values)
{
if (hand.HeldEntity == entity)
{
inHand = hand;
return true;
}
}
return false;
}
public bool TryGetHand(EntityUid handsUid, string handId, [NotNullWhen(true)] out Hand? hand,
HandsComponent? hands = null)
{
hand = null;
if (!Resolve(handsUid, ref hands))
return false;
return hands.Hands.TryGetValue(handId, out hand);
}
public int CountFreeableHands(Entity<HandsComponent> hands)
{
var freeable = 0;
foreach (var hand in hands.Comp.Hands.Values)
{
if (hand.IsEmpty || CanDropHeld(hands, hand))
freeable++;
}
return freeable;
}
}