Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/HandsSystem.cs
Acruid fc5d7835c0 Updates various systems to the new InputCommandHandler delegate signature, implementing the new handled return value.
Modifies the construction system to use the newer InputHandler system, instead of the older ClickComponent system.
Updates the engine submodule.
2019-09-17 16:10:59 -07:00

212 lines
7.3 KiB
C#

using System;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.Input;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystemMessages;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class HandsSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
#pragma warning restore 649
private const float ThrowForce = 1.5f; // Throwing force of mobs in Newtons
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
var input = EntitySystemManager.GetEntitySystem<InputSystem>();
input.BindMap.BindFunction(ContentKeyFunctions.SwapHands, InputCmdHandler.FromDelegate(HandleSwapHands));
input.BindMap.BindFunction(ContentKeyFunctions.Drop, new PointerInputCmdHandler(HandleDrop));
input.BindMap.BindFunction(ContentKeyFunctions.ActivateItemInHand, InputCmdHandler.FromDelegate(HandleActivateItem));
input.BindMap.BindFunction(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem));
}
/// <inheritdoc />
public override void Shutdown()
{
if (EntitySystemManager.TryGetEntitySystem(out InputSystem input))
{
input.BindMap.UnbindFunction(ContentKeyFunctions.SwapHands);
input.BindMap.UnbindFunction(ContentKeyFunctions.Drop);
input.BindMap.UnbindFunction(ContentKeyFunctions.ActivateItemInHand);
input.BindMap.UnbindFunction(ContentKeyFunctions.ThrowItemInHand);
}
base.Shutdown();
}
/// <inheritdoc />
public override void SubscribeEvents()
{
SubscribeEvent<EntRemovedFromContainerMessage>(HandleContainerModified);
SubscribeEvent<EntInsertedIntoContainerMessage>(HandleContainerModified);
}
private static void HandleContainerModified(object sender, ContainerModifiedMessage args)
{
if (args.Container.Owner.TryGetComponent(out IHandsComponent handsComponent))
{
handsComponent.HandleSlotModifiedMaybe(args);
}
}
private static bool TryGetAttachedComponent<T>(IPlayerSession session, out T component)
where T : Component
{
component = default;
var ent = session.AttachedEntity;
if (ent == null || !ent.IsValid())
return false;
if (!ent.TryGetComponent(out T comp))
return false;
component = comp;
return true;
}
private static void HandleSwapHands(ICommonSession session)
{
if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent handsComp))
return;
handsComp.SwapHands();
}
private bool HandleDrop(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
var ent = ((IPlayerSession) session).AttachedEntity;
if (ent == null || !ent.IsValid())
{
return false;
}
if (!ent.TryGetComponent(out HandsComponent handsComp))
{
return false;
}
if (coords.InRange(_mapManager, ent.Transform.GridPosition, InteractionSystem.InteractionRange))
{
handsComp.Drop(handsComp.ActiveIndex, coords);
}
else
{
handsComp.Drop(handsComp.ActiveIndex);
}
return true;
}
private static void HandleActivateItem(ICommonSession session)
{
if (!TryGetAttachedComponent(session as IPlayerSession, out HandsComponent handsComp))
return;
handsComp.ActivateItem();
}
private bool HandleThrowItem(ICommonSession session, GridCoordinates coords, EntityUid uid)
{
var plyEnt = ((IPlayerSession)session).AttachedEntity;
if (plyEnt == null || !plyEnt.IsValid())
return false;
if (!plyEnt.TryGetComponent(out HandsComponent handsComp))
return false;
if (!handsComp.CanDrop(handsComp.ActiveIndex))
return false;
var throwEnt = handsComp.GetHand(handsComp.ActiveIndex).Owner;
if (!handsComp.ThrowItem())
return false;
// pop off an item, or throw the single item in hand.
if (!throwEnt.TryGetComponent(out StackComponent stackComp) || stackComp.Count < 2)
{
handsComp.Drop(handsComp.ActiveIndex);
}
else
{
stackComp.Use(1);
throwEnt = throwEnt.EntityManager.SpawnEntityAt(throwEnt.Prototype.ID, plyEnt.Transform.GridPosition);
// can only throw one item at a time, regardless of what the prototype stack size is.
if (throwEnt.TryGetComponent<StackComponent>(out var newStackComp))
newStackComp.Count = 1;
}
if (!throwEnt.TryGetComponent(out CollidableComponent colComp))
return true;
colComp.CollisionEnabled = true;
// I can now collide with player, so that i can do damage.
if (!throwEnt.TryGetComponent(out ThrownItemComponent projComp))
{
projComp = throwEnt.AddComponent<ThrownItemComponent>();
if(colComp.PhysicsShapes.Count == 0)
colComp.PhysicsShapes.Add(new PhysShapeAabb());
colComp.PhysicsShapes[0].CollisionMask |= (int)CollisionGroup.Mob;
colComp.IsScrapingFloor = false;
}
projComp.User = plyEnt;
projComp.IgnoreEntity(plyEnt);
var transform = plyEnt.Transform;
var dirVec = (coords.ToWorld(_mapManager).Position - transform.WorldPosition).Normalized;
if (!throwEnt.TryGetComponent(out PhysicsComponent physComp))
physComp = throwEnt.AddComponent<PhysicsComponent>();
// TODO: Move this into PhysicsSystem, we need an ApplyForce function.
var a = ThrowForce / (float) Math.Max(0.001, physComp.Mass); // a = f / m
var timing = IoCManager.Resolve<IGameTiming>();
var spd = a / (1f / timing.TickRate); // acceleration is applied in 1 tick instead of 1 second, scale appropriately
physComp.LinearVelocity = dirVec * spd;
var wHomoDir = Vector3.UnitX;
transform.InvWorldMatrix.Transform(ref wHomoDir, out var lHomoDir);
lHomoDir.Normalize();
transform.LocalRotation = new Angle(lHomoDir.Xy);
return true;
}
}
}