Files
tbd-station-14/Content.Shared/Actions/Components/ItemActionsComponent.cs
collinlunn f2816e8081 Moves Hands to shared, some prediction (#3829)
* 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>
2021-06-21 19:21:20 +10:00

251 lines
9.8 KiB
C#

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