* HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
198 lines
6.1 KiB
C#
198 lines
6.1 KiB
C#
using System.Collections.Generic;
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using Content.Client.Animations;
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using Content.Client.HUD;
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using Content.Shared.Hands.Components;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Hands
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{
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[RegisterComponent]
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[ComponentReference(typeof(ISharedHandsComponent))]
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[ComponentReference(typeof(SharedHandsComponent))]
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public class HandsComponent : SharedHandsComponent
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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[ViewVariables]
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public HandsGui? Gui { get; private set; }
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protected override void OnRemove()
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{
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ClearGui();
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base.OnRemove();
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not HandsComponentState state)
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return;
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Hands.Clear();
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foreach (var handState in state.Hands)
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{
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var newHand = new Hand(handState.Name, handState.Enabled, handState.Location);
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Hands.Add(newHand);
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}
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ActiveHand = state.ActiveHand;
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UpdateHandContainers();
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UpdateHandVisualizer();
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UpdateHandsGuiState();
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}
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public void SettupGui()
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{
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if (Gui == null)
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{
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Gui = new HandsGui();
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_gameHud.HandsContainer.AddChild(Gui);
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Gui.HandClick += args => OnHandClick(args.HandClicked);
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Gui.HandActivate += args => OnActivateInHand(args.HandUsed);
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UpdateHandsGuiState();
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}
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}
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public void ClearGui()
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{
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Gui?.Dispose();
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Gui = null;
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel netChannel, ICommonSession? session = null)
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{
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base.HandleNetworkMessage(message, netChannel, session);
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switch (message)
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{
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case PickupAnimationMessage msg:
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RunPickupAnimation(msg);
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break;
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}
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}
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public override void HandsModified()
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{
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base.HandsModified();
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UpdateHandContainers();
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UpdateHandVisualizer();
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UpdateHandsGuiState();
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}
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private void OnHandClick(string handClicked)
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{
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if (!TryGetHand(handClicked, out var pressedHand))
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return;
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if (!TryGetActiveHand(out var activeHand))
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return;
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var pressedEntity = pressedHand.HeldEntity;
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var activeEntity = activeHand.HeldEntity;
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if (pressedHand == activeHand && activeEntity != null)
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{
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SendNetworkMessage(new UseInHandMsg()); //use item in hand
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return;
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}
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if (pressedHand != activeHand && pressedEntity == null)
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{
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SendNetworkMessage(new ClientChangedHandMsg(pressedHand.Name)); //swap hand
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return;
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}
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if (pressedHand != activeHand && pressedEntity != null && activeEntity != null)
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{
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SendNetworkMessage(new ClientAttackByInHandMsg(pressedHand.Name)); //use active item on held item
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return;
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}
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if (pressedHand != activeHand && pressedEntity != null && activeEntity == null)
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{
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SendNetworkMessage(new MoveItemFromHandMsg(pressedHand.Name)); //move item in hand to active hand
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return;
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}
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}
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private void OnActivateInHand(string handActivated)
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{
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SendNetworkMessage(new ActivateInHandMsg(handActivated));
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}
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public void UpdateHandContainers()
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{
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if (!Owner.TryGetComponent<ContainerManagerComponent>(out var containerMan))
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return;
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foreach (var hand in Hands)
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{
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if (hand.Container == null)
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{
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containerMan.TryGetContainer(hand.Name, out var container);
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hand.Container = container;
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}
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}
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}
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public void UpdateHandVisualizer()
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{
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if (Owner.TryGetComponent(out SharedAppearanceComponent? appearance))
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appearance.SetData(HandsVisuals.VisualState, GetHandsVisualState());
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}
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public void UpdateHandsGuiState()
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{
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Gui?.SetState(GetHandsGuiState());
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}
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private HandsGuiState GetHandsGuiState()
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{
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var handStates = new List<GuiHand>();
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foreach (var hand in ReadOnlyHands)
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{
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var handState = new GuiHand(hand.Name, hand.Location, hand.HeldEntity, hand.Enabled);
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handStates.Add(handState);
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}
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return new HandsGuiState(handStates, ActiveHand);
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}
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private HandsVisualState GetHandsVisualState()
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{
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var hands = new List<HandVisualState>();
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foreach (var hand in ReadOnlyHands)
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{
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if (hand.HeldEntity == null)
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continue;
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if (!hand.HeldEntity.TryGetComponent(out SharedItemComponent? item) || item.RsiPath == null)
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continue;
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var handState = new HandVisualState(item.RsiPath, item.EquippedPrefix, hand.Location, item.Color);
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hands.Add(handState);
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}
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return new(hands);
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}
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private void RunPickupAnimation(PickupAnimationMessage msg)
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{
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if (!Owner.EntityManager.TryGetEntity(msg.EntityUid, out var entity))
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return;
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if (!IoCManager.Resolve<IGameTiming>().IsFirstTimePredicted)
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return;
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ReusableAnimations.AnimateEntityPickup(entity, msg.InitialPosition, msg.PickupDirection);
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}
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}
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}
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