Files
tbd-station-14/Content.Client/Hands/Systems/HandsSystem.cs

241 lines
8.2 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.Animations;
using Content.Client.HUD;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Client.Hands
{
[UsedImplicitly]
public sealed class HandsSystem : SharedHandsSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandsComponent, PlayerAttachedEvent>(HandlePlayerAttached);
SubscribeLocalEvent<HandsComponent, PlayerDetachedEvent>(HandlePlayerDetached);
SubscribeLocalEvent<HandsComponent, ComponentRemove>(HandleCompRemove);
SubscribeLocalEvent<HandsComponent, ComponentHandleState>(HandleComponentState);
SubscribeNetworkEvent<PickupAnimationEvent>(HandlePickupAnimation);
}
#region StateHandling
private void HandleComponentState(EntityUid uid, HandsComponent component, ref ComponentHandleState args)
{
if (args.Current is not HandsComponentState state)
return;
// Do we have a NEW hand?
var handsModified = component.Hands.Count != state.Hands.Count;
if (!handsModified)
{
for (var i = 0; i < state.Hands.Count; i++)
{
if (component.Hands[i].Name != state.Hands[i].Name ||
component.Hands[i].Location != state.Hands[i].Location)
{
handsModified = true;
break;
}
}
}
if (handsModified)
{
// we have new hands, get the new containers.
component.Hands = state.Hands;
UpdateHandContainers(uid, component);
}
TrySetActiveHand(uid, state.ActiveHand, component);
}
/// <summary>
/// Used to update the hand-containers when hands have been added or removed. Also updates the GUI
/// </summary>
public void UpdateHandContainers(EntityUid uid, HandsComponent? hands = null, ContainerManagerComponent? containerMan = null)
{
if (!Resolve(uid, ref hands, ref containerMan))
return;
foreach (var hand in hands.Hands)
{
if (hand.Container == null)
{
hand.Container = hands.Owner.EnsureContainer<ContainerSlot>(hand.Name);
}
}
if (uid == _playerManager.LocalPlayer?.ControlledEntity)
UpdateGui();
}
#endregion
#region PickupAnimation
private void HandlePickupAnimation(PickupAnimationEvent msg)
{
PickupAnimation(msg.ItemUid, msg.InitialPosition, msg.FinalPosition);
}
public override void PickupAnimation(EntityUid item, EntityCoordinates initialPosition, Vector2 finalPosition,
EntityUid? exclude)
{
PickupAnimation(item, initialPosition, finalPosition);
}
public void PickupAnimation(EntityUid item, EntityCoordinates initialPosition, Vector2 finalPosition)
{
if (!_gameTiming.IsFirstTimePredicted)
return;
if (finalPosition.EqualsApprox(initialPosition.Position, tolerance: 0.1f))
return;
ReusableAnimations.AnimateEntityPickup(item, initialPosition, finalPosition);
}
#endregion
public EntityUid? GetActiveHandEntity()
{
return TryGetPlayerHands(out var hands) && hands.TryGetActiveHeldEntity(out var entity)
? entity
: null;
}
/// <summary>
/// Get the hands component of the local player
/// </summary>
public bool TryGetPlayerHands([NotNullWhen(true)] out HandsComponent? hands)
{
var player = _playerManager.LocalPlayer?.ControlledEntity;
hands = null;
return player != null && TryComp(player.Value, out hands);
}
/// <summary>
/// Called when a user clicked on their hands GUI
/// </summary>
public void UIHandClick(HandsComponent hands, string handName)
{
if (!hands.TryGetHand(handName, out var pressedHand))
return;
if (!hands.TryGetActiveHand(out var activeHand))
return;
var pressedEntity = pressedHand.HeldEntity;
var activeEntity = activeHand.HeldEntity;
if (pressedHand == activeHand && activeEntity != null)
{
// use item in hand
// it will always be attack_self() in my heart.
RaiseNetworkEvent(new UseInHandMsg());
return;
}
if (pressedHand != activeHand && pressedEntity == null)
{
// change active hand
EntityManager.RaisePredictiveEvent(new RequestSetHandEvent(handName));
return;
}
if (pressedHand != activeHand && pressedEntity != null && activeEntity != null)
{
// use active item on held item
RaiseNetworkEvent(new ClientInteractUsingInHandMsg(pressedHand.Name));
return;
}
if (pressedHand != activeHand && pressedEntity != default && activeEntity == default)
{
// use active item on held item
RaiseNetworkEvent(new MoveItemFromHandMsg(pressedHand.Name));
}
}
/// <summary>
/// Called when a user clicks on an item in their hands GUI.
/// </summary>
public void UIHandActivate(string handName)
{
RaiseNetworkEvent(new ActivateInHandMsg(handName));
}
#region Gui
public void UpdateGui(HandsComponent? hands = null)
{
if (hands == null && !TryGetPlayerHands(out hands) || hands.Gui == null)
return;
var states = hands.Hands
.Select(hand => new GuiHand(hand.Name, hand.Location, hand.HeldEntity))
.ToArray();
hands.Gui.Update(new HandsGuiState(states, hands.ActiveHand));
}
public override void UpdateHandVisuals(EntityUid uid, SharedHandsComponent? handComp = null, AppearanceComponent? appearance = null)
{
base.UpdateHandVisuals(uid, handComp, appearance);
if (uid == _playerManager.LocalPlayer?.ControlledEntity)
UpdateGui();
}
public override bool TrySetActiveHand(EntityUid uid, string? value, SharedHandsComponent? handComp = null)
{
if (!base.TrySetActiveHand(uid, value, handComp))
return false;
if (uid == _playerManager.LocalPlayer?.ControlledEntity)
UpdateGui();
return true;
}
private void HandlePlayerAttached(EntityUid uid, HandsComponent component, PlayerAttachedEvent args)
{
component.Gui = new HandsGui(component, this);
_gameHud.HandsContainer.AddChild(component.Gui);
component.Gui.SetPositionFirst();
UpdateGui(component);
}
private static void HandlePlayerDetached(EntityUid uid, HandsComponent component, PlayerDetachedEvent args)
{
ClearGui(component);
}
private static void HandleCompRemove(EntityUid uid, HandsComponent component, ComponentRemove args)
{
ClearGui(component);
}
private static void ClearGui(HandsComponent comp)
{
comp.Gui?.Orphan();
comp.Gui = null;
}
#endregion
}
}