* 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>
251 lines
9.8 KiB
C#
251 lines
9.8 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Actions.Components
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{
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/// <summary>
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/// This should be used on items which provide actions. Defines which actions the item provides
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/// and allows modifying the states of those actions. Item components should use this rather than
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/// SharedActionsComponent on the player to handle granting / revoking / modifying the states of the
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/// actions provided by this item.
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///
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/// When a player equips this item, all the actions defined in this component will be granted to the
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/// player in their current states. This means the states will persist between players.
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///
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/// Currently only maintained server side and not synced to client, as are all the equip/unequip events.
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/// </summary>
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[RegisterComponent]
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public class ItemActionsComponent : Component, IEquippedHand, IEquipped, IUnequipped, IUnequippedHand
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{
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public override string Name => "ItemActions";
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/// <summary>
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/// Configuration for the item actions initially provided by this item. Actions defined here
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/// will be automatically granted unless their state is modified using the methods
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/// on this component. Additional actions can be granted by this item via GrantOrUpdate
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/// </summary>
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public IEnumerable<ItemActionConfig> ActionConfigs => _actionConfigs;
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public bool IsEquipped => InSlot != EquipmentSlotDefines.Slots.NONE || InHand != null;
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/// <summary>
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/// Slot currently equipped to, NONE if not equipped to an equip slot.
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/// </summary>
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public EquipmentSlotDefines.Slots InSlot { get; private set; }
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/// <summary>
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/// hand it's currently in, null if not in a hand.
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/// </summary>
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public HandState? InHand { get; private set; }
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/// <summary>
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/// Entity currently holding this in hand or equip slot. Null if not held.
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/// </summary>
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public IEntity? Holder { get; private set; }
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// cached actions component of the holder, since we'll need to access it frequently
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private SharedActionsComponent? _holderActionsComponent;
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[DataField("actions")]
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private List<ItemActionConfig> _actionConfigs
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{
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get => internalActionConfigs;
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set
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{
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internalActionConfigs = value;
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foreach (var actionConfig in value)
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{
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GrantOrUpdate(actionConfig.ActionType, actionConfig.Enabled, false, null);
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}
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}
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}
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// State of all actions provided by this item.
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private readonly Dictionary<ItemActionType, ActionState> _actions = new();
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private List<ItemActionConfig> internalActionConfigs = new ();
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protected override void Startup()
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{
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base.Startup();
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GrantOrUpdateAllToHolder();
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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RevokeAllFromHolder();
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}
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private void GrantOrUpdateAllToHolder()
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{
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if (_holderActionsComponent == null) return;
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foreach (var (actionType, state) in _actions)
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{
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_holderActionsComponent.GrantOrUpdateItemAction(actionType, Owner.Uid, state);
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}
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}
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private void RevokeAllFromHolder()
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{
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if (_holderActionsComponent == null) return;
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foreach (var (actionType, state) in _actions)
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{
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_holderActionsComponent.RevokeItemAction(actionType, Owner.Uid);
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}
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}
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/// <summary>
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/// Update the state of the action, granting it if it isn't already granted.
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/// If the action had any existing state, those specific fields will be overwritten by any
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/// corresponding non-null arguments.
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/// </summary>
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/// <param name="actionType">action being granted / updated</param>
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/// <param name="enabled">When null, preserves the current enable status of the action, defaulting
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/// to true if action has no current state.
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/// When non-null, indicates whether the entity is able to perform the action (if disabled,
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/// the player will see they have the action but it will appear greyed out)</param>
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/// <param name="toggleOn">When null, preserves the current toggle status of the action, defaulting
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/// to false if action has no current state.
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/// When non-null, action will be shown toggled to this value</param>
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/// <param name="cooldown"> When null (unless clearCooldown is true), preserves the current cooldown status of the action, defaulting
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/// to no cooldown if action has no current state.
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/// When non-null or clearCooldown is true, action cooldown will be set to this value. Note that this cooldown
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/// is tied to this item.</param>
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/// <param name="clearCooldown"> If true, setting cooldown to null will clear the current cooldown
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/// of this action rather than preserving it.</param>
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public void GrantOrUpdate(ItemActionType actionType, bool? enabled = null,
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bool? toggleOn = null,
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(TimeSpan start, TimeSpan end)? cooldown = null, bool clearCooldown = false)
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{
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var dirty = false;
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// this will be overwritten if we find the value in our dict, otherwise
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// we will use this as our new action state.
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if (!_actions.TryGetValue(actionType, out var actionState))
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{
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dirty = true;
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actionState = new ActionState(enabled ?? true, toggleOn ?? false);
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}
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if (enabled.HasValue && enabled != actionState.Enabled)
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{
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dirty = true;
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actionState.Enabled = true;
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}
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if ((cooldown.HasValue || clearCooldown) && actionState.Cooldown != cooldown)
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{
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dirty = true;
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actionState.Cooldown = cooldown;
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}
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if (toggleOn.HasValue && actionState.ToggledOn != toggleOn.Value)
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{
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dirty = true;
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actionState.ToggledOn = toggleOn.Value;
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}
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if (!dirty) return;
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_actions[actionType] = actionState;
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_holderActionsComponent?.GrantOrUpdateItemAction(actionType, Owner.Uid, actionState);
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}
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/// <summary>
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/// Update the cooldown of a particular action. Actions on cooldown cannot be used.
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/// Setting the cooldown to null clears it.
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/// </summary>
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public void Cooldown(ItemActionType actionType, (TimeSpan start, TimeSpan end)? cooldown = null)
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{
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GrantOrUpdate(actionType, cooldown: cooldown, clearCooldown: true);
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}
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/// <summary>
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/// Enable / disable this action. Disabled actions are still shown to the player, but
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/// shown as not usable.
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/// </summary>
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public void SetEnabled(ItemActionType actionType, bool enabled)
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{
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GrantOrUpdate(actionType, enabled);
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}
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/// <summary>
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/// Toggle the action on / off
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/// </summary>
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public void Toggle(ItemActionType actionType, bool toggleOn)
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{
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GrantOrUpdate(actionType, toggleOn: toggleOn);
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}
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void IEquippedHand.EquippedHand(EquippedHandEventArgs eventArgs)
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{
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// this entity cannot be granted actions if no actions component
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if (!eventArgs.User.TryGetComponent<SharedActionsComponent>(out var actionsComponent))
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return;
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Holder = eventArgs.User;
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_holderActionsComponent = actionsComponent;
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InSlot = EquipmentSlotDefines.Slots.NONE;
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InHand = eventArgs.Hand;
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GrantOrUpdateAllToHolder();
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}
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void IEquipped.Equipped(EquippedEventArgs eventArgs)
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{
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// this entity cannot be granted actions if no actions component
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if (!eventArgs.User.TryGetComponent<SharedActionsComponent>(out var actionsComponent))
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return;
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Holder = eventArgs.User;
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_holderActionsComponent = actionsComponent;
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InSlot = eventArgs.Slot;
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InHand = null;
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GrantOrUpdateAllToHolder();
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}
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void IUnequipped.Unequipped(UnequippedEventArgs eventArgs)
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{
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RevokeAllFromHolder();
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Holder = null;
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_holderActionsComponent = null;
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InSlot = EquipmentSlotDefines.Slots.NONE;
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InHand = null;
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}
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void IUnequippedHand.UnequippedHand(UnequippedHandEventArgs eventArgs)
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{
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RevokeAllFromHolder();
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Holder = null;
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_holderActionsComponent = null;
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InSlot = EquipmentSlotDefines.Slots.NONE;
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InHand = null;
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}
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}
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/// <summary>
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/// Configuration for an item action provided by an item.
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/// </summary>
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[DataDefinition]
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public class ItemActionConfig : ISerializationHooks
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{
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[DataField("actionType", required: true)]
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public ItemActionType ActionType { get; private set; } = ItemActionType.Error;
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/// <summary>
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/// Whether action is initially enabled on this item. Defaults to true.
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/// </summary>
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public bool Enabled { get; private set; } = true;
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void ISerializationHooks.AfterDeserialization()
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{
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if (ActionType == ItemActionType.Error)
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{
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Logger.ErrorS("action", "invalid or missing actionType");
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}
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}
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}
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}
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