381 lines
14 KiB
C#
381 lines
14 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Client.DisplacementMap;
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using Content.Client.Examine;
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using Content.Client.Strip;
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using Content.Client.Verbs.UI;
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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.Inventory.VirtualItem;
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using Content.Shared.Item;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Client.Hands.Systems
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{
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[UsedImplicitly]
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public sealed class HandsSystem : SharedHandsSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _ui = default!;
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[Dependency] private readonly StrippableSystem _stripSys = default!;
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[Dependency] private readonly SpriteSystem _sprite = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly DisplacementMapSystem _displacement = default!;
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public event Action<string?>? OnPlayerSetActiveHand;
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public event Action<Entity<HandsComponent>>? OnPlayerHandsAdded;
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public event Action? OnPlayerHandsRemoved;
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public event Action<string, EntityUid>? OnPlayerItemAdded;
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public event Action<string, EntityUid>? OnPlayerItemRemoved;
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public event Action<string>? OnPlayerHandBlocked;
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public event Action<string>? OnPlayerHandUnblocked;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, LocalPlayerAttachedEvent>(HandlePlayerAttached);
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SubscribeLocalEvent<HandsComponent, LocalPlayerDetachedEvent>(HandlePlayerDetached);
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SubscribeLocalEvent<HandsComponent, ComponentStartup>(OnHandsStartup);
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SubscribeLocalEvent<HandsComponent, ComponentShutdown>(OnHandsShutdown);
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SubscribeLocalEvent<HandsComponent, ComponentHandleState>(HandleComponentState);
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SubscribeLocalEvent<HandsComponent, VisualsChangedEvent>(OnVisualsChanged);
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OnHandSetActive += OnHandActivated;
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}
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#region StateHandling
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private void HandleComponentState(Entity<HandsComponent> ent, ref ComponentHandleState args)
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{
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if (args.Current is not HandsComponentState state)
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return;
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var newHands = state.Hands.Keys.Except(ent.Comp.Hands.Keys); // hands that were added between states
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var oldHands = ent.Comp.Hands.Keys.Except(state.Hands.Keys); // hands that were removed between states
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foreach (var handId in oldHands)
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{
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RemoveHand(ent.AsNullable(), handId);
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}
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foreach (var handId in state.SortedHands.Intersect(newHands))
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{
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AddHand(ent.AsNullable(), handId, state.Hands[handId]);
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}
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ent.Comp.SortedHands = new (state.SortedHands);
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SetActiveHand(ent.AsNullable(), state.ActiveHandId);
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_stripSys.UpdateUi(ent);
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}
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#endregion
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public void ReloadHandButtons()
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{
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if (!TryGetPlayerHands(out var hands))
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{
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return;
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}
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OnPlayerHandsAdded?.Invoke(hands.Value);
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}
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public override void DoDrop(Entity<HandsComponent?> ent,
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string handId,
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bool doDropInteraction = true,
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bool log = true)
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{
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base.DoDrop(ent, handId, doDropInteraction, log);
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if (TryGetHeldItem(ent, handId, out var held) && TryComp(held, out SpriteComponent? sprite))
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sprite.RenderOrder = EntityManager.CurrentTick.Value;
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}
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public EntityUid? GetActiveHandEntity()
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{
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return TryGetPlayerHands(out var hands) ? GetActiveItem(hands.Value.AsNullable()) : null;
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}
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/// <summary>
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/// Get the hands component of the local player
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/// </summary>
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public bool TryGetPlayerHands([NotNullWhen(true)] out Entity<HandsComponent>? hands)
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{
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var player = _playerManager.LocalEntity;
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hands = null;
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if (player == null || !TryComp<HandsComponent>(player.Value, out var handsComp))
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return false;
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hands = (player.Value, handsComp);
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return true;
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}
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/// <summary>
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/// Called when a user clicked on their hands GUI
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/// </summary>
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public void UIHandClick(Entity<HandsComponent> ent, string handName)
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{
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var hands = ent.Comp;
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if (hands.ActiveHandId == null)
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return;
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var pressedEntity = GetHeldItem(ent.AsNullable(), handName);
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var activeEntity = GetActiveItem(ent.AsNullable());
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if (handName == hands.ActiveHandId && activeEntity != null)
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{
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// use item in hand
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// it will always be attack_self() in my heart.
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RaisePredictiveEvent(new RequestUseInHandEvent());
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return;
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}
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if (handName != hands.ActiveHandId && pressedEntity == null)
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{
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// change active hand
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RaisePredictiveEvent(new RequestSetHandEvent(handName));
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return;
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}
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if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity != null)
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{
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// use active item on held item
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RaisePredictiveEvent(new RequestHandInteractUsingEvent(handName));
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return;
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}
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if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity == null)
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{
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// move the item to the active hand
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RaisePredictiveEvent(new RequestMoveHandItemEvent(handName));
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}
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}
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/// <summary>
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/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
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/// by storage (backpacks, etc).
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/// </summary>
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public void UIHandActivate(string handName)
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{
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RaisePredictiveEvent(new RequestActivateInHandEvent(handName));
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}
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public void UIInventoryExamine(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
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{
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return;
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}
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_examine.DoExamine(heldEntity.Value);
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}
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/// <summary>
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/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
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/// by storage (backpacks, etc).
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/// </summary>
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public void UIHandOpenContextMenu(string handName)
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{
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if (!TryGetPlayerHands(out var hands) ||
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!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
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{
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return;
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}
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_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(heldEntity.Value);
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}
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public void UIHandAltActivateItem(string handName)
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{
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RaisePredictiveEvent(new RequestHandAltInteractEvent(handName));
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}
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#region visuals
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protected override void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
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{
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base.HandleEntityInserted(uid, hands, args);
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if (!hands.Hands.ContainsKey(args.Container.ID))
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return;
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UpdateHandVisuals(uid, args.Entity, args.Container.ID);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemAdded?.Invoke(args.Container.ID, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandBlocked?.Invoke(args.Container.ID);
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}
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protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
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{
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base.HandleEntityRemoved(uid, hands, args);
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if (!hands.Hands.ContainsKey(args.Container.ID))
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return;
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UpdateHandVisuals(uid, args.Entity, args.Container.ID);
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_stripSys.UpdateUi(uid);
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if (uid != _playerManager.LocalEntity)
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return;
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OnPlayerItemRemoved?.Invoke(args.Container.ID, args.Entity);
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if (HasComp<VirtualItemComponent>(args.Entity))
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OnPlayerHandUnblocked?.Invoke(args.Container.ID);
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}
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/// <summary>
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/// Update the players sprite with new in-hand visuals.
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/// </summary>
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private void UpdateHandVisuals(Entity<HandsComponent?, SpriteComponent?> ent, EntityUid held, string handId)
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{
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if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
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return;
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var handComp = ent.Comp1;
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var sprite = ent.Comp2;
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if (!TryGetHand((ent, handComp), handId, out var hand))
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return;
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// visual update might involve changes to the entity's effective sprite -> need to update hands GUI.
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if (ent == _playerManager.LocalEntity)
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OnPlayerItemAdded?.Invoke(handId, held);
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if (!handComp.ShowInHands)
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return;
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// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
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// may eventually bloat the player with lots of layers.
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if (handComp.RevealedLayers.TryGetValue(hand.Value.Location, out var revealedLayers))
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{
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foreach (var key in revealedLayers)
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{
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_sprite.RemoveLayer((ent, sprite), key);
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}
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revealedLayers.Clear();
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}
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else
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{
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revealedLayers = new();
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handComp.RevealedLayers[hand.Value.Location] = revealedLayers;
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}
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if (HandIsEmpty((ent, handComp), handId))
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{
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// the held item was removed.
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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return;
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}
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var ev = new GetInhandVisualsEvent(ent, hand.Value.Location);
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RaiseLocalEvent(held, ev);
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if (ev.Layers.Count == 0)
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{
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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return;
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}
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// add the new layers
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foreach (var (key, layerData) in ev.Layers)
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{
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if (!revealedLayers.Add(key))
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{
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Log.Warning($"Duplicate key for in-hand visuals: {key}. Are multiple components attempting to modify the same layer? Entity: {ToPrettyString(held)}");
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continue;
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}
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var index = _sprite.LayerMapReserve((ent, sprite), key);
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// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
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if (layerData.RsiPath == null
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&& layerData.TexturePath == null
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&& sprite[index].Rsi == null)
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{
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if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
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_sprite.LayerSetRsi((ent, sprite), index, new ResPath(itemComponent.RsiPath));
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else if (TryComp(held, out SpriteComponent? clothingSprite))
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_sprite.LayerSetRsi((ent, sprite), index, clothingSprite.BaseRSI);
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}
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_sprite.LayerSetData((ent, sprite), index, layerData);
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// Add displacement maps
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var displacement = hand.Value.Location switch
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{
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HandLocation.Left => handComp.LeftHandDisplacement,
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HandLocation.Right => handComp.RightHandDisplacement,
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_ => handComp.HandDisplacement
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};
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if (displacement is not null && _displacement.TryAddDisplacement(displacement, (ent, sprite), index, key, out var displacementKey))
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revealedLayers.Add(displacementKey);
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}
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RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
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}
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private void OnVisualsChanged(EntityUid uid, HandsComponent component, VisualsChangedEvent args)
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{
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// update hands visuals if this item is in a hand (rather then inventory or other container).
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if (!component.Hands.ContainsKey(args.ContainerId))
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return;
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UpdateHandVisuals((uid, component), GetEntity(args.Item), args.ContainerId);
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}
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#endregion
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#region Gui
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private void HandlePlayerAttached(EntityUid uid, HandsComponent component, LocalPlayerAttachedEvent args)
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{
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OnPlayerHandsAdded?.Invoke((uid, component));
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}
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private void HandlePlayerDetached(EntityUid uid, HandsComponent component, LocalPlayerDetachedEvent args)
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{
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OnPlayerHandsRemoved?.Invoke();
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}
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private void OnHandsStartup(EntityUid uid, HandsComponent component, ComponentStartup args)
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{
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if (_playerManager.LocalEntity == uid)
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OnPlayerHandsAdded?.Invoke((uid, component));
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}
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private void OnHandsShutdown(EntityUid uid, HandsComponent component, ComponentShutdown args)
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{
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if (_playerManager.LocalEntity == uid)
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OnPlayerHandsRemoved?.Invoke();
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}
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#endregion
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private void OnHandActivated(Entity<HandsComponent>? ent)
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{
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if (ent is not { } hand)
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return;
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if (_playerManager.LocalEntity != hand.Owner)
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return;
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OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHandId);
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}
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}
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}
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