* 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>
463 lines
15 KiB
C#
463 lines
15 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Threading;
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using Content.Server.Cuffs.Components;
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using Content.Server.DoAfter;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.UserInterface;
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using Content.Shared.ActionBlocker;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Notification.Managers;
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using Content.Shared.Strip.Components;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.Inventory.EquipmentSlotDefines;
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namespace Content.Server.Strip
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStrippableComponent))]
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public sealed class StrippableComponent : SharedStrippableComponent
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{
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public const float StripDelay = 2f;
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[ViewVariables]
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private BoundUserInterface? UserInterface => Owner.GetUIOrNull(StrippingUiKey.Key);
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protected override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += HandleUserInterfaceMessage;
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}
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Owner.EnsureComponentWarn<InventoryComponent>();
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Owner.EnsureComponentWarn<HandsComponent>();
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Owner.EnsureComponentWarn<CuffableComponent>();
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if (Owner.TryGetComponent(out CuffableComponent? cuffed))
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{
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cuffed.OnCuffedStateChanged += UpdateSubscribed;
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}
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if (Owner.TryGetComponent(out InventoryComponent? inventory))
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{
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inventory.OnItemChanged += UpdateSubscribed;
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}
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if (Owner.TryGetComponent(out HandsComponent? hands))
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{
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hands.OnItemChanged += UpdateSubscribed;
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}
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// Initial update.
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UpdateSubscribed();
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}
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private void UpdateSubscribed()
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{
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if (UserInterface == null)
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{
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return;
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}
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var inventory = GetInventorySlots();
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var hands = GetHandSlots();
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var cuffs = GetHandcuffs();
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UserInterface.SetState(new StrippingBoundUserInterfaceState(inventory, hands, cuffs));
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}
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public override bool Drop(DragDropEvent args)
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{
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if (!args.User.TryGetComponent(out ActorComponent? actor)) return false;
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OpenUserInterface(actor.PlayerSession);
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return true;
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}
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private Dictionary<EntityUid, string> GetHandcuffs()
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{
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var dictionary = new Dictionary<EntityUid, string>();
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if (!Owner.TryGetComponent(out CuffableComponent? cuffed))
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{
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return dictionary;
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}
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foreach (IEntity entity in cuffed.StoredEntities)
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{
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dictionary.Add(entity.Uid, entity.Name);
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}
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return dictionary;
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}
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private Dictionary<Slots, string> GetInventorySlots()
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{
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var dictionary = new Dictionary<Slots, string>();
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if (!Owner.TryGetComponent(out InventoryComponent? inventory))
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{
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return dictionary;
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}
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foreach (var slot in inventory.Slots)
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{
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dictionary[slot] = inventory.GetSlotItem(slot)?.Owner.Name ?? "None";
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}
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return dictionary;
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}
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private Dictionary<string, string> GetHandSlots()
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{
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var dictionary = new Dictionary<string, string>();
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if (!Owner.TryGetComponent(out HandsComponent? hands))
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{
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return dictionary;
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}
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foreach (var hand in hands.HandNames)
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{
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dictionary[hand] = hands.GetItem(hand)?.Owner.Name ?? "None";
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}
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return dictionary;
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}
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private void OpenUserInterface(IPlayerSession session)
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{
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UserInterface?.Open(session);
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}
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/// <summary>
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/// Places item in user's active hand to an inventory slot.
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/// </summary>
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private async void PlaceActiveHandItemInInventory(IEntity user, Slots slot)
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{
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var inventory = Owner.GetComponent<InventoryComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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var item = userHands.GetActiveHand;
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bool Check()
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
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return false;
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if (item == null)
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-not-holding-anything"));
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return false;
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}
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if (!userHands.CanDrop(userHands.ActiveHand!))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-drop"));
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return false;
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}
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if (!inventory.HasSlot(slot))
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return false;
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if (inventory.TryGetSlotItem(slot, out ItemComponent _))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-occupied",("owner", Owner)));
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return false;
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}
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if (!inventory.CanEquip(slot, item, false))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-equip-message",("owner", Owner)));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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userHands.Drop(item!.Owner, false);
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inventory.Equip(slot, item!.Owner, false);
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UpdateSubscribed();
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}
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/// <summary>
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/// Places item in user's active hand in one of the entity's hands.
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/// </summary>
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private async void PlaceActiveHandItemInHands(IEntity user, string hand)
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{
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var hands = Owner.GetComponent<HandsComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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var item = userHands.GetActiveHand;
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bool Check()
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
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return false;
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if (item == null)
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-not-holding-anything"));
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return false;
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}
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if (!userHands.CanDrop(userHands.ActiveHand!))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-drop"));
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return false;
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}
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if (!hands.HasHand(hand))
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{
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return false;
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}
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if (hands.TryGetItem(hand, out var _))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-occupied-message", ("owner", Owner)));
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return false;
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}
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if (!hands.CanPickupEntity(hand, item.Owner, checkActionBlocker: false))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-put-message",("owner", Owner)));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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userHands.Drop(hand);
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hands.TryPickupEntity(hand, item!.Owner, checkActionBlocker: false);
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UpdateSubscribed();
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}
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/// <summary>
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/// Takes an item from the inventory and places it in the user's active hand.
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/// </summary>
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private async void TakeItemFromInventory(IEntity user, Slots slot)
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{
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var inventory = Owner.GetComponent<InventoryComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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bool Check()
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
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return false;
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if (!inventory.HasSlot(slot))
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return false;
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if (!inventory.TryGetSlotItem(slot, out ItemComponent? itemToTake))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-free-message",("owner", Owner)));
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return false;
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}
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if (!inventory.CanUnequip(slot, false))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-unequip-message",("owner", Owner)));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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var item = inventory.GetSlotItem(slot);
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inventory.Unequip(slot, false);
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if (item != null)
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{
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userHands.PutInHandOrDrop(item);
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}
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UpdateSubscribed();
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}
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/// <summary>
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/// Takes an item from a hand and places it in the user's active hand.
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/// </summary>
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private async void TakeItemFromHands(IEntity user, string hand)
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{
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var hands = Owner.GetComponent<HandsComponent>();
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var userHands = user.GetComponent<HandsComponent>();
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bool Check()
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{
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
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return false;
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if (!hands.HasHand(hand))
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return false;
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if (!hands.TryGetItem(hand, out var heldItem))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-item-slot-free-message",("owner", Owner)));
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return false;
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}
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if (!hands.CanDrop(hand, false))
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{
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user.PopupMessageCursor(Loc.GetString("strippable-component-cannot-drop-message",("owner", Owner)));
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return false;
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}
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return true;
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}
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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var doAfterArgs = new DoAfterEventArgs(user, StripDelay, CancellationToken.None, Owner)
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{
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ExtraCheck = Check,
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BreakOnStun = true,
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BreakOnDamage = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished) return;
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var item = hands.GetItem(hand);
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hands.Drop(hand, false);
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userHands.PutInHandOrDrop(item!);
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UpdateSubscribed();
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}
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private void HandleUserInterfaceMessage(ServerBoundUserInterfaceMessage obj)
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{
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var user = obj.Session.AttachedEntity;
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if (user == null || !(user.TryGetComponent(out HandsComponent? userHands))) return;
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var placingItem = userHands.GetActiveHand != null;
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switch (obj.Message)
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{
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case StrippingInventoryButtonPressed inventoryMessage:
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if (Owner.TryGetComponent<InventoryComponent>(out var inventory))
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{
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if (inventory.TryGetSlotItem(inventoryMessage.Slot, out ItemComponent _))
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placingItem = false;
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if (placingItem)
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PlaceActiveHandItemInInventory(user, inventoryMessage.Slot);
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else
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TakeItemFromInventory(user, inventoryMessage.Slot);
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}
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break;
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case StrippingHandButtonPressed handMessage:
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if (Owner.TryGetComponent<HandsComponent>(out var hands))
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{
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if (hands.TryGetItem(handMessage.Hand, out _))
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placingItem = false;
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if (placingItem)
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PlaceActiveHandItemInHands(user, handMessage.Hand);
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else
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TakeItemFromHands(user, handMessage.Hand);
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}
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break;
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case StrippingHandcuffButtonPressed handcuffMessage:
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if (Owner.TryGetComponent<CuffableComponent>(out var cuffed))
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{
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foreach (var entity in cuffed.StoredEntities)
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{
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if (entity.Uid == handcuffMessage.Handcuff)
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{
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cuffed.TryUncuff(user, entity);
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return;
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}
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}
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}
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break;
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}
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}
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[Verb]
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private sealed class StripVerb : Verb<StrippableComponent>
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{
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protected override void GetData(IEntity user, StrippableComponent component, VerbData data)
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{
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if (!component.CanBeStripped(user))
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{
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data.Visibility = VerbVisibility.Invisible;
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return;
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}
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data.Visibility = VerbVisibility.Visible;
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data.Text = Loc.GetString("strip-verb-get-data-text");
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}
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protected override void Activate(IEntity user, StrippableComponent component)
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{
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if (!user.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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component.OpenUserInterface(actor.PlayerSession);
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}
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}
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}
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}
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