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