Files
crystall-punk-14/Content.Server/PDA/PDAComponent.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
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using Content.Server.Access.Components;
using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Server.PDA.Managers;
using Content.Server.UserInterface;
using Content.Shared.ActionBlocker;
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 02:21:20 -07:00
using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Notification.Managers;
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using Content.Shared.PDA;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Player;
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
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namespace Content.Server.PDA
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IAccess))]
public class PDAComponent : SharedPDAComponent, IInteractUsing, IActivate, IUse, IAccess, IMapInit
{
[Dependency] private readonly IPDAUplinkManager _uplinkManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[ViewVariables] private ContainerSlot _idSlot = default!;
[ViewVariables] private ContainerSlot _penSlot = default!;
[ViewVariables] private bool _lightOn;
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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[ViewVariables] [DataField("idCard")] private string? _startingIdCard = "AssistantIDCard";
[ViewVariables] [DataField("pen")] private string? _startingPen = "Pen";
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[ViewVariables] public string? OwnerName { get; private set; }
[ViewVariables] public IdCardComponent? ContainedID { get; private set; }
[ViewVariables] public bool IdSlotEmpty => _idSlot.ContainedEntity == null;
[ViewVariables] public bool PenSlotEmpty => _penSlot.ContainedEntity == null;
private UplinkAccount? _syndicateUplinkAccount;
[ViewVariables] public UplinkAccount? SyndicateUplinkAccount => _syndicateUplinkAccount;
[ViewVariables] private readonly PdaAccessSet _accessSet;
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(PDAUiKey.Key);
public PDAComponent()
{
_accessSet = new PdaAccessSet(this);
}
protected override void Initialize()
{
base.Initialize();
_idSlot = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, "pda_entity_container");
_penSlot = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, "pda_pen_slot");
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
}
UpdatePDAAppearance();
}
public void MapInit()
{
if (!string.IsNullOrEmpty(_startingIdCard))
{
var idCard = _entityManager.SpawnEntity(_startingIdCard, Owner.Transform.Coordinates);
var idCardComponent = idCard.GetComponent<IdCardComponent>();
_idSlot.Insert(idCardComponent.Owner);
ContainedID = idCardComponent;
}
if (!string.IsNullOrEmpty(_startingPen))
{
var pen = _entityManager.SpawnEntity(_startingPen, Owner.Transform.Coordinates);
_penSlot.Insert(pen);
}
}
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage message)
{
switch (message.Message)
{
case PDARequestUpdateInterfaceMessage _:
{
UpdatePDAUserInterface();
break;
}
case PDAToggleFlashlightMessage _:
{
ToggleLight();
break;
}
case PDAEjectIDMessage _:
{
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HandleIDEjection(message.Session.AttachedEntity!);
break;
}
case PDAEjectPenMessage _:
{
HandlePenEjection(message.Session.AttachedEntity!);
break;
}
case PDAUplinkBuyListingMessage buyMsg:
{
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 02:21:20 -07:00
var player = message.Session.AttachedEntity;
if (player == null)
break;
if (!_uplinkManager.TryPurchaseItem(_syndicateUplinkAccount, buyMsg.ItemId,
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 02:21:20 -07:00
player.Transform.Coordinates, out var entity))
{
SendNetworkMessage(new PDAUplinkInsufficientFundsMessage(), message.Session.ConnectedClient);
break;
}
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 02:21:20 -07:00
if (!player.TryGetComponent(out HandsComponent? hands) || !entity.TryGetComponent(out ItemComponent? item))
break;
hands.PutInHandOrDrop(item);
SendNetworkMessage(new PDAUplinkBuySuccessMessage(), message.Session.ConnectedClient);
break;
}
}
}
private void UpdatePDAUserInterface()
{
var ownerInfo = new PDAIdInfoText
{
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ActualOwnerName = OwnerName,
IdOwner = ContainedID?.FullName,
JobTitle = ContainedID?.JobTitle
};
//Do we have an account? If so provide the info.
if (_syndicateUplinkAccount != null)
{
var accData = new UplinkAccountData(_syndicateUplinkAccount.AccountHolder,
_syndicateUplinkAccount.Balance);
var listings = _uplinkManager.FetchListings.Values.ToArray();
UserInterface?.SetState(new PDAUpdateState(_lightOn, !PenSlotEmpty, ownerInfo, accData, listings));
}
else
{
UserInterface?.SetState(new PDAUpdateState(_lightOn, !PenSlotEmpty, ownerInfo));
}
UpdatePDAAppearance();
}
private void UpdatePDAAppearance()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(PDAVisuals.FlashlightLit, _lightOn);
appearance.SetData(PDAVisuals.IDCardInserted, !IdSlotEmpty);
}
}
private bool TryInsertIdCard(InteractUsingEventArgs eventArgs, IdCardComponent idCardComponent)
{
var item = eventArgs.Using;
if (_idSlot.Contains(item))
return false;
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if (!eventArgs.User.TryGetComponent(out IHandsComponent? hands))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-pda-ui-try-insert-id-card-no-hands"));
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return true;
}
IEntity? swap = null;
if (!IdSlotEmpty)
{
// Swap
swap = _idSlot.ContainedEntities[0];
}
if (!hands.Drop(item))
{
return true;
}
if (swap != null)
{
hands.PutInHand(swap.GetComponent<ItemComponent>());
}
InsertIdCard(idCardComponent);
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UpdatePDAUserInterface();
return true;
}
private bool TryInsertPen(InteractUsingEventArgs eventArgs)
{
var item = eventArgs.Using;
if (_penSlot.Contains(item))
return false;
if (!eventArgs.User.TryGetComponent(out IHandsComponent? hands))
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-pda-ui-try-insert-pen-no-hands"));
return true;
}
IEntity? swap = null;
if (!PenSlotEmpty)
{
// Swap
swap = _penSlot.ContainedEntities[0];
}
if (!hands.Drop(item))
{
return true;
}
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if (swap != null)
{
hands.PutInHand(swap.GetComponent<ItemComponent>());
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}
// Insert Pen
_penSlot.Insert(item);
UpdatePDAUserInterface();
return true;
}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
var item = eventArgs.Using;
if (item.TryGetComponent<IdCardComponent>(out var idCardComponent))
{
return TryInsertIdCard(eventArgs, idCardComponent);
}
if (item.HasTag("Write"))
{
return TryInsertPen(eventArgs);
}
return false;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
{
return;
}
UserInterface?.Toggle(actor.PlayerSession);
UpdatePDAAppearance();
}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
{
return false;
}
UserInterface?.Toggle(actor.PlayerSession);
UpdatePDAAppearance();
return true;
}
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public void SetPDAOwner(string name)
{
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OwnerName = name;
UpdatePDAUserInterface();
}
public void InsertIdCard(IdCardComponent card)
{
_idSlot.Insert(card.Owner);
ContainedID = card;
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Weapons/Guns/MagIn/batrifle_magin.ogg", Owner);
}
/// <summary>
/// Initialize the PDA's syndicate uplink account.
/// </summary>
/// <param name="acc"></param>
public void InitUplinkAccount(UplinkAccount acc)
{
_syndicateUplinkAccount = acc;
_uplinkManager.AddNewAccount(_syndicateUplinkAccount);
_syndicateUplinkAccount.BalanceChanged += account =>
{
UpdatePDAUserInterface();
};
UpdatePDAUserInterface();
}
private void ToggleLight()
{
if (!Owner.TryGetComponent(out PointLightComponent? light))
{
return;
}
_lightOn = !_lightOn;
light.Enabled = _lightOn;
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Items/flashlight_toggle.ogg", Owner);
UpdatePDAUserInterface();
}
private void HandleIDEjection(IEntity pdaUser)
{
if (ContainedID == null)
{
return;
}
var cardEntity = ContainedID.Owner;
_idSlot.Remove(cardEntity);
var hands = pdaUser.GetComponent<HandsComponent>();
var cardItemComponent = cardEntity.GetComponent<ItemComponent>();
hands.PutInHandOrDrop(cardItemComponent);
ContainedID = null;
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Machines/id_swipe.ogg", Owner);
UpdatePDAUserInterface();
}
private void HandlePenEjection(IEntity pdaUser)
{
if (PenSlotEmpty)
return;
var pen = _penSlot.ContainedEntities[0];
_penSlot.Remove(pen);
var hands = pdaUser.GetComponent<HandsComponent>();
var itemComponent = pen.GetComponent<ItemComponent>();
hands.PutInHandOrDrop(itemComponent);
UpdatePDAUserInterface();
}
[Verb]
public sealed class EjectIDVerb : Verb<PDAComponent>
{
protected override void GetData(IEntity user, PDAComponent component, VerbData data)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("eject-id-verb-get-data-text");
data.Visibility = component.IdSlotEmpty ? VerbVisibility.Invisible : VerbVisibility.Visible;
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data.IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png";
}
protected override void Activate(IEntity user, PDAComponent component)
{
component.HandleIDEjection(user);
}
}
[Verb]
public sealed class EjectPenVerb : Verb<PDAComponent>
{
protected override void GetData(IEntity user, PDAComponent component, VerbData data)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("eject-pen-verb-get-data-text");
data.Visibility = component.PenSlotEmpty ? VerbVisibility.Invisible : VerbVisibility.Visible;
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data.IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png";
}
protected override void Activate(IEntity user, PDAComponent component)
{
component.HandlePenEjection(user);
}
}
[Verb]
public sealed class ToggleFlashlightVerb : Verb<PDAComponent>
{
protected override void GetData(IEntity user, PDAComponent component, VerbData data)
{
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("toggle-flashlight-verb-get-data-text");
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data.IconTexture = "/Textures/Interface/VerbIcons/light.svg.192dpi.png";
}
protected override void Activate(IEntity user, PDAComponent component)
{
component.ToggleLight();
}
}
private ISet<string>? GetContainedAccess()
{
return ContainedID?.Owner?.GetComponent<AccessComponent>()?.Tags;
}
ISet<string> IAccess.Tags => _accessSet;
bool IAccess.IsReadOnly => true;
void IAccess.SetTags(IEnumerable<string> newTags)
{
throw new NotSupportedException("PDA access list is read-only.");
}
private sealed class PdaAccessSet : ISet<string>
{
private readonly PDAComponent _pdaComponent;
private static readonly HashSet<string> EmptySet = new();
public PdaAccessSet(PDAComponent pdaComponent)
{
_pdaComponent = pdaComponent;
}
public IEnumerator<string> GetEnumerator()
{
var contained = _pdaComponent.GetContainedAccess() ?? EmptySet;
return contained.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
void ICollection<string>.Add(string item)
{
throw new NotSupportedException("PDA access list is read-only.");
}
public void ExceptWith(IEnumerable<string> other)
{
throw new NotSupportedException("PDA access list is read-only.");
}
public void IntersectWith(IEnumerable<string> other)
{
throw new NotSupportedException("PDA access list is read-only.");
}
public bool IsProperSubsetOf(IEnumerable<string> other)
{
var set = _pdaComponent.GetContainedAccess() ?? EmptySet;
return set.IsProperSubsetOf(other);
}
public bool IsProperSupersetOf(IEnumerable<string> other)
{
var set = _pdaComponent.GetContainedAccess() ?? EmptySet;
return set.IsProperSupersetOf(other);
}
public bool IsSubsetOf(IEnumerable<string> other)
{
var set = _pdaComponent.GetContainedAccess() ?? EmptySet;
return set.IsSubsetOf(other);
}
public bool IsSupersetOf(IEnumerable<string> other)
{
var set = _pdaComponent.GetContainedAccess() ?? EmptySet;
return set.IsSupersetOf(other);
}
public bool Overlaps(IEnumerable<string> other)
{
var set = _pdaComponent.GetContainedAccess() ?? EmptySet;
return set.Overlaps(other);
}
public bool SetEquals(IEnumerable<string> other)
{
var set = _pdaComponent.GetContainedAccess() ?? EmptySet;
return set.SetEquals(other);
}
public void SymmetricExceptWith(IEnumerable<string> other)
{
throw new NotSupportedException("PDA access list is read-only.");
}
public void UnionWith(IEnumerable<string> other)
{
throw new NotSupportedException("PDA access list is read-only.");
}
bool ISet<string>.Add(string item)
{
throw new NotSupportedException("PDA access list is read-only.");
}
public void Clear()
{
throw new NotSupportedException("PDA access list is read-only.");
}
public bool Contains(string item)
{
return _pdaComponent.GetContainedAccess()?.Contains(item) ?? false;
}
public void CopyTo(string[] array, int arrayIndex)
{
var set = _pdaComponent.GetContainedAccess() ?? EmptySet;
set.CopyTo(array, arrayIndex);
}
public bool Remove(string item)
{
throw new NotSupportedException("PDA access list is read-only.");
}
public int Count => _pdaComponent.GetContainedAccess()?.Count ?? 0;
public bool IsReadOnly => true;
}
}
}