146 lines
5.0 KiB
C#
146 lines
5.0 KiB
C#
using Content.Shared.CombatMode;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Item;
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public abstract class SharedItemSystem : EntitySystem
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{
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
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[Dependency] protected readonly SharedContainerSystem Container = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ItemComponent, GetVerbsEvent<InteractionVerb>>(AddPickupVerb);
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SubscribeLocalEvent<SharedSpriteComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SharedSpriteComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<ItemComponent, InteractHandEvent>(OnHandInteract);
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SubscribeLocalEvent<ItemComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<ItemComponent, ComponentHandleState>(OnHandleState);
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}
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#region Public API
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public void SetSize(EntityUid uid, int size, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.Size = size;
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Dirty(component);
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}
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public void SetHeldPrefix(EntityUid uid, string? heldPrefix, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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if (component.HeldPrefix == heldPrefix)
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return;
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component.HeldPrefix = heldPrefix;
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Dirty(component);
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VisualsChanged(uid);
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}
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/// <summary>
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/// Copy all item specific visuals from another item.
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/// </summary>
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public void CopyVisuals(EntityUid uid, ItemComponent otherItem, ItemComponent? item = null)
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{
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if (!Resolve(uid, ref item))
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return;
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item.RsiPath = otherItem.RsiPath;
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item.InhandVisuals = otherItem.InhandVisuals;
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item.HeldPrefix = otherItem.HeldPrefix;
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Dirty(item);
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VisualsChanged(uid);
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}
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#endregion
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private void OnHandInteract(EntityUid uid, ItemComponent component, InteractHandEvent args)
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{
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if (args.Handled || _combatMode.IsInCombatMode(args.User))
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return;
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args.Handled = _handsSystem.TryPickup(args.User, uid, animateUser: false);
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}
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private void OnHandleState(EntityUid uid, ItemComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ItemComponentState state)
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return;
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component.Size = state.Size;
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SetHeldPrefix(uid, state.HeldPrefix, component);
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}
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private void OnGetState(EntityUid uid, ItemComponent component, ref ComponentGetState args)
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{
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args.State = new ItemComponentState(component.Size, component.HeldPrefix);
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}
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// Although netsync is being set to false for items client can still update these
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// Realistically:
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// Container should already hide these
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// Client is the only thing that matters.
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private void OnUnequipped(EntityUid uid, SharedSpriteComponent component, GotUnequippedEvent args)
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{
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component.Visible = true;
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}
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private void OnEquipped(EntityUid uid, SharedSpriteComponent component, GotEquippedEvent args)
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{
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component.Visible = false;
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}
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private void AddPickupVerb(EntityUid uid, ItemComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null ||
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args.Using != null ||
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!args.CanAccess ||
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!args.CanInteract) //||
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//!_handsSystem.CanPickupAnyHand(args.User, args.Target, handsComp: args.Hands, item: component))
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return;
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InteractionVerb verb = new();
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// TODO ITEM
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//verb.Act = () => _handsSystem.TryPickupAnyHand(args.User, args.Target, checkActionBlocker: false,
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// handsComp: args.Hands, item: component);
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verb.IconTexture = "/Textures/Interface/VerbIcons/pickup.svg.192dpi.png";
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// if the item already in a container (that is not the same as the user's), then change the text.
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// this occurs when the item is in their inventory or in an open backpack
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Container.TryGetContainingContainer(args.User, out var userContainer);
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if (Container.TryGetContainingContainer(args.Target, out var container) && container != userContainer)
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verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory");
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else
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verb.Text = Loc.GetString("pick-up-verb-get-data-text");
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args.Verbs.Add(verb);
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}
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/// <summary>
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/// Notifies any entity that is holding or wearing this item that they may need to update their sprite.
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/// </summary>
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/// <remarks>
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/// This is used for updating both inhand sprites and clothing sprites, but it's here just cause it needs to
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/// be in one place.
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/// </remarks>
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public virtual void VisualsChanged(EntityUid owner)
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{
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}
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}
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