* 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>
195 lines
9.1 KiB
C#
195 lines
9.1 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Items;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.Hands.Components
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{
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public interface IHandsComponent : ISharedHandsComponent
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{
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/// <summary>
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/// Invoked when the hand contents changes or when a hand is added/removed.
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/// </summary>
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event Action? OnItemChanged;
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/// <summary>
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/// The hands in this component.
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/// </summary>
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IEnumerable<string> HandNames { get; }
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/// <summary>
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/// The hand name of the currently active hand.
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/// </summary>
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string? ActiveHand { get; set; }
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/// <summary>
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/// Enumerates over every held item.
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/// </summary>
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IEnumerable<ItemComponent> GetAllHeldItems();
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/// <summary>
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/// Gets the item held by a hand.
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/// </summary>
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/// <param name="handName">The name of the hand to get.</param>
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/// <returns>The item in the held, null if no item is held</returns>
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ItemComponent? GetItem(string handName);
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/// <summary>
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/// Attempts to get an item in a hand.
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/// </summary>
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/// <param name="handName">The name of the hand to get.</param>
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/// <param name="item">The item in the held, null if no item is held</param>
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/// <returns>Whether it was holding an item</returns>
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bool TryGetItem(string handName, [NotNullWhen(true)] out ItemComponent? item);
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/// <summary>
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/// Gets item held by the current active hand
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/// </summary>
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ItemComponent? GetActiveHand { get; }
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/// <summary>
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/// Puts an item into any empty hand, preferring the active hand.
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/// </summary>
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/// <param name="item">The item to put in a hand.</param>
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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>True if the item was inserted, false otherwise.</returns>
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bool PutInHand(ItemComponent item, bool mobCheck = true);
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/// <summary>
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/// Checks to see if an item can be put in any hand.
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/// </summary>
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/// <param name="item">The item to check for.</param>
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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>True if the item can be inserted, false otherwise.</returns>
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bool CanPutInHand(ItemComponent item, bool mobCheck = true);
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/// <summary>
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/// Drops the item contained in the slot to the same position as our entity.
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/// </summary>
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/// <param name="slot">The slot of which to drop to drop the item.</param>
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/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param
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/// <returns>True on success, false if something blocked the drop.</returns>
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bool Drop(string slot, bool mobChecks = true, bool intentional = true);
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/// <summary>
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/// Drops an item held by one of our hand slots to the same position as our owning entity.
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/// </summary>
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/// <param name="entity">The item to drop.</param>
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/// <param name="mobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <returns>True on success, false if something blocked the drop.</returns>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="entity"/> is null.
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/// </exception>
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="entity"/> is not actually held in any hand.
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/// </exception>
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bool Drop(IEntity entity, bool mobChecks = true, bool intentional = true);
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/// <summary>
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/// Drops the item in a slot.
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/// </summary>
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/// <param name="slot">The slot to drop the item from.</param>
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/// <param name="coords"></param>
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/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <returns>True if an item was dropped, false otherwise.</returns>
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bool TryDropHand(string slot, EntityCoordinates coords, bool doMobChecks = true, bool intentional = true);
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/// <summary>
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/// Drop the specified entity in our hands to a certain position.
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/// </summary>
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/// <remarks>
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/// There are no checks whether or not the user is within interaction range of the drop location
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/// or whether the drop location is occupied.
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/// </remarks>
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/// <param name="entity">The entity to drop, must be held in one of the hands.</param>
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/// <param name="coords">The coordinates to drop the entity at.</param>
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/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <returns>
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/// True if the drop succeeded,
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/// false if it failed (due to failing to eject from our hand slot, etc...)
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/// </returns>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="entity"/> is null.
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/// </exception>
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="entity"/> is not actually held in any hand.
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/// </exception>
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bool TryDropEntity(IEntity entity, EntityCoordinates coords, bool doMobChecks = true, bool intentional = true);
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/// <summary>
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/// Drop the item contained in a slot into another container.
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/// </summary>
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/// <param name="slot">The slot of which to drop the entity.</param>
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/// <param name="targetContainer">The container to drop into.</param>
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/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop(IEntity)"/> for the mob or not.</param>
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/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
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/// <exception cref="InvalidOperationException">
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/// Thrown if dry-run checks reported OK to remove and insert,
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/// but practical remove or insert returned false anyways.
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/// This is an edge-case that is currently unhandled.
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/// </exception>
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bool TryPutHandIntoContainer(string slot, BaseContainer targetContainer, bool doMobChecks = true);
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/// <summary>
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/// Drops an item in one of the hands into a container.
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/// </summary>
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/// <param name="entity">The item to drop.</param>
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/// <param name="targetContainer">The container to drop into.</param>
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/// <param name="doMobChecks">Whether to check the <see cref="ActionBlockerSystem.CanDrop()"/> for the mob or not.</param>
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/// <returns>True on success, false if something was blocked (insertion or removal).</returns>
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/// <exception cref="InvalidOperationException">
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/// Thrown if dry-run checks reported OK to remove and insert,
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/// but practical remove or insert returned false anyways.
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/// This is an edge-case that is currently unhandled.
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/// </exception>
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/// <exception cref="ArgumentNullException">
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/// Thrown if <see cref="entity"/> is null.
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/// </exception>
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/// <exception cref="ArgumentException">
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/// Thrown if <see cref="entity"/> is not actually held in any hand.
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/// </exception>
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bool Drop(IEntity entity, BaseContainer targetContainer, bool doMobChecks = true);
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/// <summary>
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/// Checks whether the item in the specified hand can be dropped.
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/// </summary>
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/// <param name="name">The hand to check for.</param>
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/// <param name="mobCheck">Whether to perform an ActionBlocker check to the entity.</param>
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/// <returns>
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/// True if the item can be dropped, false if the hand is empty or the item in the hand cannot be dropped.
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/// </returns>
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bool CanDrop(string name, bool mobCheck = true);
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/// <summary>
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/// Adds a new hand to this hands component.
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/// </summary>
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/// <param name="name">The name of the hand to add.</param>
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/// <exception cref="InvalidOperationException">
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/// Thrown if a hand with specified name already exists.
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/// </exception>
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void AddHand(string name, HandLocation handLocation);
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/// <summary>
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/// Removes a hand from this hands component.
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/// </summary>
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/// <remarks>
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/// If the hand contains an item, the item is dropped.
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/// </remarks>
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/// <param name="name">The name of the hand to remove.</param>
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void RemoveHand(string name);
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/// <summary>
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/// Checks whether a hand with the specified name exists.
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/// </summary>
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/// <param name="name">The hand name to check.</param>
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/// <returns>True if the hand exists, false otherwise.</returns>
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bool HasHand(string name);
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}
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}
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