* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
319 lines
11 KiB
C#
319 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Act;
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using Content.Server.Interaction;
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using Content.Server.Items;
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using Content.Server.Popups;
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using Content.Server.Pulling;
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using Content.Shared.Audio;
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using Content.Shared.Body.Part;
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using Content.Shared.Hands.Components;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Sound;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Hands.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IHandsComponent))]
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[ComponentReference(typeof(ISharedHandsComponent))]
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[ComponentReference(typeof(SharedHandsComponent))]
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public class HandsComponent : SharedHandsComponent, IHandsComponent, IBodyPartAdded, IBodyPartRemoved, IDisarmedAct
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[DataField("disarmedSound")] SoundSpecifier _disarmedSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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int IDisarmedAct.Priority => int.MaxValue; // We want this to be the last disarm act to run.
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protected override void OnHeldEntityRemovedFromHand(IEntity heldEntity, HandState handState)
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{
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if (heldEntity.TryGetComponent(out ItemComponent? item))
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{
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item.RemovedFromSlot();
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_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedHandInteraction(Owner, heldEntity, handState);
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}
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if (heldEntity.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.RenderOrder = heldEntity.EntityManager.CurrentTick.Value;
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}
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}
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protected override void DoEquippedHandInteraction(IEntity entity, HandState handState)
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{
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_entitySystemManager.GetEntitySystem<InteractionSystem>().EquippedHandInteraction(Owner, entity, handState);
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}
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protected override void DoDroppedInteraction(IEntity heldEntity, bool intentionalDrop)
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{
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_entitySystemManager.GetEntitySystem<InteractionSystem>().DroppedInteraction(Owner, heldEntity, intentionalDrop);
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}
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protected override void DoHandSelectedInteraction(IEntity entity)
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{
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_entitySystemManager.GetEntitySystem<InteractionSystem>().HandSelectedInteraction(Owner, entity);
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}
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protected override void DoHandDeselectedInteraction(IEntity entity)
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{
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_entitySystemManager.GetEntitySystem<InteractionSystem>().HandDeselectedInteraction(Owner, entity);
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}
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protected override async void DoInteraction(IEntity activeHeldEntity, IEntity heldEntity)
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{
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await _entitySystemManager.GetEntitySystem<InteractionSystem>()
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.InteractUsing(Owner, activeHeldEntity, heldEntity, EntityCoordinates.Invalid);
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}
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protected override void DoActivate(IEntity heldEntity)
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{
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_entitySystemManager.GetEntitySystem<InteractionSystem>()
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.TryInteractionActivate(Owner, heldEntity);
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}
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protected override void DoUse(IEntity heldEntity, bool altInteract = false)
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{
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_entitySystemManager.GetEntitySystem<InteractionSystem>()
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.TryUseInteraction(Owner, heldEntity, altInteract);
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}
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protected override void HandlePickupAnimation(IEntity entity)
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{
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var initialPosition = EntityCoordinates.FromMap(Owner.Transform.Parent?.Owner ?? Owner, entity.Transform.MapPosition);
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var finalPosition = Owner.Transform.Coordinates.Position;
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if (finalPosition.EqualsApprox(initialPosition.Position))
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return;
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Owner.EntityManager.EntityNetManager!.SendSystemNetworkMessage(
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new PickupAnimationMessage(entity.Uid, finalPosition, initialPosition));
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}
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#region Pull/Disarm
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void IBodyPartAdded.BodyPartAdded(BodyPartAddedEventArgs args)
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{
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if (args.Part.PartType != BodyPartType.Hand)
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return;
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// If this annoys you, which it should.
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// Ping Smugleaf.
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var location = args.Part.Symmetry switch
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{
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BodyPartSymmetry.None => HandLocation.Middle,
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BodyPartSymmetry.Left => HandLocation.Left,
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BodyPartSymmetry.Right => HandLocation.Right,
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_ => throw new ArgumentOutOfRangeException()
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};
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AddHand(args.Slot, location);
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}
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void IBodyPartRemoved.BodyPartRemoved(BodyPartRemovedEventArgs args)
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{
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if (args.Part.PartType != BodyPartType.Hand)
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return;
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RemoveHand(args.Slot);
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}
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bool IDisarmedAct.Disarmed(DisarmedActEventArgs eventArgs)
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{
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if (BreakPulls())
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return false;
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var source = eventArgs.Source;
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var target = eventArgs.Target;
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if (source != null)
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{
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SoundSystem.Play(Filter.Pvs(source), _disarmedSound.GetSound(), source, AudioHelpers.WithVariation(0.025f));
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if (target != null)
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{
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if (ActiveHand != null && Drop(ActiveHand, false))
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{
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source.PopupMessageOtherClients(Loc.GetString("hands-component-disarm-success-others-message", ("disarmer", source.Name), ("disarmed", target.Name)));
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source.PopupMessageCursor(Loc.GetString("hands-component-disarm-success-message", ("disarmed", target.Name)));
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}
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else
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{
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source.PopupMessageOtherClients(Loc.GetString("hands-component-shove-success-others-message", ("shover", source.Name), ("shoved", target.Name)));
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source.PopupMessageCursor(Loc.GetString("hands-component-shove-success-message", ("shoved", target.Name)));
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}
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}
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}
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return true;
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}
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private bool BreakPulls()
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{
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// What is this API??
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if (!Owner.TryGetComponent(out SharedPullerComponent? puller)
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|| puller.Pulling == null || !puller.Pulling.TryGetComponent(out SharedPullableComponent? pullable))
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return false;
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return _entitySystemManager.GetEntitySystem<PullingSystem>().TryStopPull(pullable);
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}
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#endregion
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#region Old public methods
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public IEnumerable<string> HandNames => Hands.Select(h => h.Name);
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public int Count => Hands.Count;
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/// <summary>
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/// Returns a list of all hand names, with the active hand being first.
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/// </summary>
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public IEnumerable<string> ActivePriorityEnumerable()
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{
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if (ActiveHand != null)
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yield return ActiveHand;
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foreach (var hand in Hands)
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{
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if (hand.Name == ActiveHand)
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continue;
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yield return hand.Name;
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}
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}
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/// <summary>
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/// Attempts to use the active held item.
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/// </summary>
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public void ActivateItem()
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{
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UseActiveHeldEntity();
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}
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/// <summary>
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/// Tries to drop the contents of a hand directly under the player.
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/// </summary>
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public bool Drop(string handName, bool checkActionBlocker = true, bool intentionalDrop = true)
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{
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return TryDropHandToFloor(handName, checkActionBlocker, intentionalDrop);
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}
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/// <summary>
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/// Tries to drop an entity in a hand directly under the player.
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/// </summary>
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public bool Drop(IEntity entity, bool checkActionBlocker = true, bool intentionalDrop = true)
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{
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return TryDropEntityToFloor(entity, checkActionBlocker, intentionalDrop);
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}
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/// <summary>
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/// Tries to unequip contents of a hand directly into a container.
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/// </summary>
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public bool Drop(IEntity entity, BaseContainer targetContainer, bool checkActionBlocker = true)
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{
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return TryPutEntityIntoContainer(entity, targetContainer, checkActionBlocker);
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}
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/// <summary>
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/// Tries to get the ItemComponent on the entity held by a hand.
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/// </summary>
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public ItemComponent? GetItem(string handName)
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{
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if (!TryGetHeldEntity(handName, out var heldEntity))
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return null;
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heldEntity.TryGetComponent(out ItemComponent? item);
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return item;
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}
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/// <summary>
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/// Tries to get the ItemComponent on the entity held by a hand.
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/// </summary>
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public bool TryGetItem(string handName, [NotNullWhen(true)] out ItemComponent? item)
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{
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item = null;
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if (!TryGetHeldEntity(handName, out var heldEntity))
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return false;
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return heldEntity.TryGetComponent(out item);
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}
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/// <summary>
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/// Tries to get the ItemComponent off the entity in the active hand.
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/// </summary>
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public ItemComponent? GetActiveHand
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{
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get
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{
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if (!TryGetActiveHeldEntity(out var heldEntity))
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return null;
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heldEntity.TryGetComponent(out ItemComponent? item);
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return item;
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}
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}
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public IEnumerable<ItemComponent> GetAllHeldItems()
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{
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foreach (var entity in GetAllHeldEntities())
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{
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if (entity.TryGetComponent(out ItemComponent? item))
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yield return item;
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}
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}
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/// <summary>
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/// Checks if any hand can pick up an item.
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/// </summary>
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public bool CanPutInHand(ItemComponent item, bool mobCheck = true)
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{
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var entity = item.Owner;
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if (mobCheck && !PlayerCanPickup())
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return false;
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foreach (var hand in Hands)
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{
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if (CanInsertEntityIntoHand(hand, entity))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Attempts to put an item into the active hand, or any other hand if it cannot.
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/// </summary>
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public bool PutInHand(ItemComponent item, bool checkActionBlocker = true)
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{
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return TryPutInActiveHandOrAny(item.Owner, checkActionBlocker);
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}
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/// <summary>
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/// Puts an item any hand, prefering the active hand, or puts it on the floor under the player.
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/// </summary>
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public void PutInHandOrDrop(ItemComponent item, bool checkActionBlocker = true)
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{
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var entity = item.Owner;
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if (!TryPutInActiveHandOrAny(entity, checkActionBlocker))
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entity.Transform.Coordinates = Owner.Transform.Coordinates;
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}
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#endregion
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}
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}
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