Files
tbd-station-14/Content.Server/Hands/Components/HandsComponent.cs
collinlunn f2816e8081 Moves Hands to shared, some prediction (#3829)
* 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>
2021-06-21 19:21:20 +10:00

384 lines
13 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Act;
using Content.Server.Interaction;
using Content.Server.Items;
using Content.Server.Notification;
using Content.Server.Pulling;
using Content.Shared.Audio;
using Content.Shared.Body.Part;
using Content.Shared.Hands.Components;
using Content.Shared.Notification.Managers;
using Content.Shared.Physics.Pull;
using Content.Shared.Pulling.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
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;
namespace Content.Server.Hands.Components
{
[RegisterComponent]
[ComponentReference(typeof(IHandsComponent))]
[ComponentReference(typeof(ISharedHandsComponent))]
[ComponentReference(typeof(SharedHandsComponent))]
public class HandsComponent : SharedHandsComponent, IHandsComponent, IBodyPartAdded, IBodyPartRemoved, IDisarmedAct
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
int IDisarmedAct.Priority => int.MaxValue; // We want this to be the last disarm act to run.
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PullAttemptMessage msg:
AttemptPull(msg);
break;
case PullStartedMessage:
StartPulling();
break;
case PullStoppedMessage:
StopPulling();
break;
}
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
{
base.HandleNetworkMessage(message, channel, session);
switch (message)
{
case ClientChangedHandMsg msg:
ActiveHand = msg.HandName;
break;
case ClientAttackByInHandMsg msg:
InteractHandWithActiveHand(msg.HandName);
break;
case UseInHandMsg:
UseActiveHeldEntity();
break;
case ActivateInHandMsg msg:
ActivateHeldEntity(msg.HandName);
break;
case MoveItemFromHandMsg msg:
TryMoveHeldEntityToActiveHand(msg.HandName);
break;
}
}
protected override void OnHeldEntityRemovedFromHand(IEntity heldEntity, HandState handState)
{
if (heldEntity.TryGetComponent(out ItemComponent? item))
{
item.RemovedFromSlot();
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedHandInteraction(Owner, heldEntity, handState);
}
if (heldEntity.TryGetComponent(out SpriteComponent? sprite))
{
sprite.RenderOrder = heldEntity.EntityManager.CurrentTick.Value;
}
}
protected override void DoEquippedHandInteraction(IEntity entity, HandState handState)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().EquippedHandInteraction(Owner, entity, handState);
}
protected override void DoDroppedInteraction(IEntity heldEntity, bool intentionalDrop)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().DroppedInteraction(Owner, heldEntity, intentionalDrop);
}
protected override void DoHandSelectedInteraction(IEntity entity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().HandSelectedInteraction(Owner, entity);
}
protected override void DoHandDeselectedInteraction(IEntity entity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().HandDeselectedInteraction(Owner, entity);
}
protected override async void DoInteraction(IEntity activeHeldEntity, IEntity heldEntity)
{
await _entitySystemManager.GetEntitySystem<InteractionSystem>()
.InteractUsing(Owner, activeHeldEntity, heldEntity, EntityCoordinates.Invalid);
}
protected override void DoActivate(IEntity heldEntity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>()
.TryInteractionActivate(Owner, heldEntity);
}
protected override void DoUse(IEntity heldEntity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>()
.TryUseInteraction(Owner, heldEntity);
}
protected override void HandlePickupAnimation(IEntity entity)
{
var pickupDirection = Owner.Transform.WorldPosition;
var outermostEntity = entity;
while (outermostEntity.TryGetContainer(out var container)) //TODO: Use WorldPosition instead of this loop
outermostEntity = container.Owner;
var initialPosition = outermostEntity.Transform.Coordinates;
if (pickupDirection == initialPosition.ToMapPos(Owner.EntityManager))
return;
SendNetworkMessage(new PickupAnimationMessage(entity.Uid, pickupDirection, initialPosition));
}
#region Pull/Disarm
void IBodyPartAdded.BodyPartAdded(BodyPartAddedEventArgs args)
{
if (args.Part.PartType != BodyPartType.Hand)
return;
var handLocation = ReadOnlyHands.Count == 0 ? HandLocation.Right : HandLocation.Left; //TODO: make hand body part have a handlocation?
AddHand(args.Slot, handLocation);
}
void IBodyPartRemoved.BodyPartRemoved(BodyPartRemovedEventArgs args)
{
if (args.Part.PartType != BodyPartType.Hand)
return;
RemoveHand(args.Slot);
}
bool IDisarmedAct.Disarmed(DisarmedActEventArgs eventArgs)
{
if (BreakPulls())
return false;
var source = eventArgs.Source;
var target = eventArgs.Target;
if (source != null)
{
SoundSystem.Play(Filter.Pvs(source), "/Audio/Effects/thudswoosh.ogg", source,
AudioHelpers.WithVariation(0.025f));
if (target != null)
{
if (ActiveHand != null && Drop(ActiveHand, false))
{
source.PopupMessageOtherClients(Loc.GetString("hands-component-disarm-success-others-message", ("disarmer", source.Name), ("disarmed", target.Name)));
source.PopupMessageCursor(Loc.GetString("hands-component-disarm-success-message", ("disarmed", target.Name)));
}
else
{
source.PopupMessageOtherClients(Loc.GetString("hands-component-shove-success-others-message", ("shover", source.Name), ("shoved", target.Name)));
source.PopupMessageCursor(Loc.GetString("hands-component-shove-success-message", ("shoved", target.Name)));
}
}
}
return true;
}
private bool BreakPulls()
{
// What is this API??
if (!Owner.TryGetComponent(out SharedPullerComponent? puller)
|| puller.Pulling == null || !puller.Pulling.TryGetComponent(out PullableComponent? pullable))
return false;
return pullable.TryStopPull();
}
private void AttemptPull(PullAttemptMessage msg)
{
if (!ReadOnlyHands.Any(hand => hand.Enabled))
{
msg.Cancelled = true;
}
}
private void StartPulling()
{
var firstFreeHand = Hands.FirstOrDefault(hand => hand.Enabled);
if (firstFreeHand == null)
return;
DisableHand(firstFreeHand);
}
private void StopPulling()
{
var firstOccupiedHand = Hands.FirstOrDefault(hand => !hand.Enabled);
if (firstOccupiedHand == null)
return;
EnableHand(firstOccupiedHand);
}
#endregion
#region Old public methods
public IEnumerable<string> HandNames => ReadOnlyHands.Select(h => h.Name);
public int Count => ReadOnlyHands.Count;
/// <summary>
/// Returns a list of all hand names, with the active hand being first.
/// </summary>
public IEnumerable<string> ActivePriorityEnumerable()
{
if (ActiveHand != null)
yield return ActiveHand;
foreach (var hand in ReadOnlyHands)
{
if (hand.Name == ActiveHand || !hand.Enabled)
continue;
yield return hand.Name;
}
}
/// <summary>
/// Attempts to use the active held item.
/// </summary>
public void ActivateItem()
{
UseActiveHeldEntity();
}
/// <summary>
/// Tries to drop the contents of a hand directly under the player.
/// </summary>
public bool Drop(string handName, bool checkActionBlocker = true, bool intentionalDrop = true)
{
return TryDropHandToFloor(handName, checkActionBlocker, intentionalDrop);
}
/// <summary>
/// Tries to drop an entity in a hand directly under the player.
/// </summary>
public bool Drop(IEntity entity, bool checkActionBlocker = true, bool intentionalDrop = true)
{
return TryDropEntityToFloor(entity, checkActionBlocker, intentionalDrop);
}
/// <summary>
/// Tries to unequip contents of a hand directly into a container.
/// </summary>
public bool Drop(IEntity entity, BaseContainer targetContainer, bool checkActionBlocker = true)
{
return TryPutEntityIntoContainer(entity, targetContainer, checkActionBlocker);
}
/// <summary>
/// Tries to get the ItemComponent on the entity held by a hand.
/// </summary>
public ItemComponent? GetItem(string handName)
{
if (!TryGetHeldEntity(handName, out var heldEntity))
return null;
heldEntity.TryGetComponent(out ItemComponent? item);
return item;
}
/// <summary>
/// Tries to get the ItemComponent on the entity held by a hand.
/// </summary>
public bool TryGetItem(string handName, [NotNullWhen(true)] out ItemComponent? item)
{
item = null;
if (!TryGetHeldEntity(handName, out var heldEntity))
return false;
return heldEntity.TryGetComponent(out item);
}
/// <summary>
/// Tries to get the ItemComponent off the entity in the active hand.
/// </summary>
public ItemComponent? GetActiveHand
{
get
{
if (!TryGetActiveHeldEntity(out var heldEntity))
return null;
heldEntity.TryGetComponent(out ItemComponent? item);
return item;
}
}
public IEnumerable<ItemComponent> GetAllHeldItems()
{
foreach (var entity in GetAllHeldEntities())
{
if (entity.TryGetComponent(out ItemComponent? item))
yield return item;
}
}
/// <summary>
/// Checks if any hand can pick up an item.
/// </summary>
public bool CanPutInHand(ItemComponent item, bool mobCheck = true)
{
var entity = item.Owner;
if (mobCheck && !PlayerCanPickup())
return false;
foreach (var hand in Hands)
{
if (CanInsertEntityIntoHand(hand, entity))
return true;
}
return false;
}
/// <summary>
/// Attempts to put an item into the active hand, or any other hand if it cannot.
/// </summary>
public bool PutInHand(ItemComponent item, bool checkActionBlocker = true)
{
return TryPutInActiveHandOrAny(item.Owner, checkActionBlocker);
}
/// <summary>
/// Puts an item any hand, prefering the active hand, or puts it on the floor under the player.
/// </summary>
public void PutInHandOrDrop(ItemComponent item, bool checkActionBlocker = true)
{
var entity = item.Owner;
if (!TryPutInActiveHandOrAny(entity, checkActionBlocker))
entity.Transform.Coordinates = Owner.Transform.Coordinates;
}
#endregion
}
}