* 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>
183 lines
6.5 KiB
C#
183 lines
6.5 KiB
C#
using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Hands.Components;
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using Content.Server.Interaction;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Stack;
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using Content.Server.Storage.Components;
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using Content.Server.Throwing;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Input;
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using Content.Shared.Notification.Managers;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Hands
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{
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[UsedImplicitly]
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internal sealed class HandsSystem : SharedHandsSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, ExaminedEvent>(HandleExamined);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.ActivateItemInHand, InputCmdHandler.FromDelegate(HandleActivateItem))
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.Bind(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem))
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.Bind(ContentKeyFunctions.SmartEquipBackpack, InputCmdHandler.FromDelegate(HandleSmartEquipBackpack))
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.Bind(ContentKeyFunctions.SmartEquipBelt, InputCmdHandler.FromDelegate(HandleSmartEquipBelt))
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.Register<HandsSystem>();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<HandsSystem>();
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}
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//TODO: Actually shows all items/clothing/etc.
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private void HandleExamined(EntityUid uid, HandsComponent component, ExaminedEvent args)
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{
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foreach (var inhand in component.GetAllHeldItems())
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{
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args.Message.AddText($"\n{Loc.GetString("comp-hands-examine", ("user", component.Owner), ("item", inhand.Owner))}");
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}
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}
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protected override void HandleContainerModified(EntityUid uid, SharedHandsComponent component, ContainerModifiedMessage args)
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{
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component.Dirty();
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}
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private bool TryGetHandsComp(ICommonSession? session, [NotNullWhen(true)] out SharedHandsComponent? hands)
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{
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hands = default;
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if (session is not IPlayerSession playerSession)
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return false;
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var playerEnt = playerSession?.AttachedEntity;
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if (playerEnt == null || !playerEnt.IsValid())
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return false;
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playerEnt.TryGetComponent(out hands);
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return hands != null;
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}
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private void HandleActivateItem(ICommonSession? session)
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{
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if (!TryGetHandsComp(session, out var hands))
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return;
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hands.UseActiveHeldEntity();
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}
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private bool HandleThrowItem(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
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{
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if (session is not IPlayerSession playerSession)
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return false;
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var playerEnt = playerSession.AttachedEntity;
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if (playerEnt == null || !playerEnt.IsValid() || !playerEnt.TryGetComponent(out SharedHandsComponent? hands))
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return false;
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if (!hands.TryGetActiveHeldEntity(out var throwEnt))
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return false;
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if (!Get<InteractionSystem>().TryThrowInteraction(hands.Owner, throwEnt))
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return false;
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if (throwEnt.TryGetComponent(out StackComponent? stack) && stack.Count > 1 && stack.ThrowIndividually)
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{
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var splitStack = Get<StackSystem>().Split(throwEnt.Uid, stack, 1, playerEnt.Transform.Coordinates);
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if (splitStack == null)
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return false;
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throwEnt = splitStack;
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}
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else if (!hands.TryDropEntityToFloor(throwEnt))
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return false;
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var direction = coords.ToMapPos(EntityManager) - playerEnt.Transform.WorldPosition;
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if (direction == Vector2.Zero)
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return true;
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var throwVec = direction.Normalized * MathF.Min(direction.Length, hands.ThrowRange) * hands.ThrowForceMultiplier;
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throwEnt.TryThrow(throwVec, playerEnt);
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return true;
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}
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private void HandleSmartEquipBackpack(ICommonSession? session)
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{
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HandleSmartEquip(session, Slots.BACKPACK);
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}
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private void HandleSmartEquipBelt(ICommonSession? session)
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{
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HandleSmartEquip(session, Slots.BELT);
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}
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private void HandleSmartEquip(ICommonSession? session, Slots equipmentSlot)
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{
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if (session is not IPlayerSession playerSession)
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return;
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var plyEnt = playerSession.AttachedEntity;
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if (plyEnt == null || !plyEnt.IsValid())
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return;
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if (!plyEnt.TryGetComponent(out SharedHandsComponent? hands) ||
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!plyEnt.TryGetComponent(out InventoryComponent? inventory))
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return;
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if (!inventory.TryGetSlotItem(equipmentSlot, out ItemComponent? equipmentItem) ||
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!equipmentItem.Owner.TryGetComponent(out ServerStorageComponent? storageComponent))
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{
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plyEnt.PopupMessage(Loc.GetString("hands-system-missing-equipment-slot", ("equipment", SlotNames[equipmentSlot].ToLower())));
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return;
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}
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if (hands.ActiveHandIsHoldingEntity())
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{
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storageComponent.PlayerInsertHeldEntity(plyEnt);
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}
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else if (storageComponent.StoredEntities != null)
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{
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if (storageComponent.StoredEntities.Count == 0)
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{
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plyEnt.PopupMessage(Loc.GetString("hands-system-empty-equipment-slot", ("equipment", SlotNames[equipmentSlot].ToLower())));
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}
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else
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{
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var lastStoredEntity = Enumerable.Last(storageComponent.StoredEntities);
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if (storageComponent.Remove(lastStoredEntity))
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{
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if (!hands.TryPickupEntityToActiveHand(lastStoredEntity))
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lastStoredEntity.Transform.Coordinates = plyEnt.Transform.Coordinates;
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}
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}
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}
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}
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}
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}
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