* Rejig Actions * fix merge errors * lambda-b-gon * fix PAI, add innate actions * Revert "fix PAI, add innate actions" This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b. * Just fix by making nullable. if only require: true actually did something somehow. * Make AddActions() ensure an actions component and misc comments * misc cleanup * Limit range even when not checking for obstructions * remove old guardian code * rename function and make EntityUid nullable * fix magboot bug * fix action search menu * make targeting toggle all equivalent actions * fix combat popups (enabling <-> disabling) * fix networking * Allow action locking * prevent telepathy
145 lines
4.5 KiB
C#
145 lines
4.5 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using Content.Server.Act;
|
|
using Content.Server.Popups;
|
|
using Content.Server.Pulling;
|
|
using Content.Shared.Audio;
|
|
using Content.Shared.Body.Part;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Item;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Pulling.Components;
|
|
using Content.Shared.Sound;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Player;
|
|
|
|
namespace Content.Server.Hands.Components
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(SharedHandsComponent))]
|
|
#pragma warning disable 618
|
|
public sealed class HandsComponent : SharedHandsComponent, IBodyPartAdded, IBodyPartRemoved
|
|
#pragma warning restore 618
|
|
{
|
|
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
|
|
[Dependency] private readonly IEntityManager _entities = default!;
|
|
|
|
#region Pull/Disarm
|
|
|
|
void IBodyPartAdded.BodyPartAdded(BodyPartAddedEventArgs args)
|
|
{
|
|
if (args.Part.PartType != BodyPartType.Hand)
|
|
return;
|
|
|
|
// If this annoys you, which it should.
|
|
// Ping Smugleaf.
|
|
var location = args.Part.Symmetry switch
|
|
{
|
|
BodyPartSymmetry.None => HandLocation.Middle,
|
|
BodyPartSymmetry.Left => HandLocation.Left,
|
|
BodyPartSymmetry.Right => HandLocation.Right,
|
|
_ => throw new ArgumentOutOfRangeException()
|
|
};
|
|
|
|
AddHand(args.Slot, location);
|
|
}
|
|
|
|
void IBodyPartRemoved.BodyPartRemoved(BodyPartRemovedEventArgs args)
|
|
{
|
|
if (args.Part.PartType != BodyPartType.Hand)
|
|
return;
|
|
|
|
RemoveHand(args.Slot);
|
|
}
|
|
|
|
public bool BreakPulls()
|
|
{
|
|
// What is this API??
|
|
// I just wanted to do actions not deal with this shit...
|
|
if (!_entities.TryGetComponent(Owner, out SharedPullerComponent? puller)
|
|
|| puller.Pulling is not {Valid: true} pulling || !_entities.TryGetComponent(puller.Pulling.Value, out SharedPullableComponent? pullable))
|
|
return false;
|
|
|
|
return _entitySystemManager.GetEntitySystem<PullingSystem>().TryStopPull(pullable);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Old public methods
|
|
|
|
public IEnumerable<string> HandNames => Hands.Select(h => h.Name);
|
|
|
|
public int Count => Hands.Count;
|
|
|
|
/// <summary>
|
|
/// Returns a list of all hand names, with the active hand being first.
|
|
/// </summary>
|
|
public IEnumerable<string> ActivePriorityEnumerable()
|
|
{
|
|
if (ActiveHand != null)
|
|
yield return ActiveHand;
|
|
|
|
foreach (var hand in Hands)
|
|
{
|
|
if (hand.Name == ActiveHand)
|
|
continue;
|
|
|
|
yield return hand.Name;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the ItemComponent on the entity held by a hand.
|
|
/// </summary>
|
|
public SharedItemComponent? GetItem(string handName)
|
|
{
|
|
if (!TryGetHeldEntity(handName, out var heldEntity))
|
|
return null;
|
|
|
|
_entities.TryGetComponent(heldEntity, out SharedItemComponent? item);
|
|
return item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the ItemComponent on the entity held by a hand.
|
|
/// </summary>
|
|
public bool TryGetItem(string handName, [NotNullWhen(true)] out SharedItemComponent? item)
|
|
{
|
|
item = null;
|
|
|
|
if (!TryGetHeldEntity(handName, out var heldEntity))
|
|
return false;
|
|
|
|
return _entities.TryGetComponent(heldEntity, out item);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the ItemComponent off the entity in the active hand.
|
|
/// </summary>
|
|
public SharedItemComponent? GetActiveHandItem
|
|
{
|
|
get
|
|
{
|
|
if (!TryGetActiveHeldEntity(out var heldEntity))
|
|
return null;
|
|
|
|
_entities.TryGetComponent(heldEntity, out SharedItemComponent? item);
|
|
return item;
|
|
}
|
|
}
|
|
|
|
public IEnumerable<SharedItemComponent> GetAllHeldItems()
|
|
{
|
|
foreach (var entity in GetAllHeldEntities())
|
|
{
|
|
if (_entities.TryGetComponent(entity, out SharedItemComponent? item))
|
|
yield return item;
|
|
}
|
|
}
|
|
#endregion
|
|
}
|
|
}
|
|
|