Files
crystall-punk-14/Content.Server/Hands/Components/HandsComponent.cs
Leon Friedrich 6cb58e608b ECS verbs and update context menu (#4594)
* 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
2021-10-04 20:29:03 -07:00

319 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Act;
using Content.Server.Interaction;
using Content.Server.Items;
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.Popups;
using Content.Shared.Pulling.Components;
using Content.Shared.Sound;
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.Map;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Hands.Components
{
[RegisterComponent]
[ComponentReference(typeof(IHandsComponent))]
[ComponentReference(typeof(ISharedHandsComponent))]
[ComponentReference(typeof(SharedHandsComponent))]
public class HandsComponent : SharedHandsComponent, IHandsComponent, IBodyPartAdded, IBodyPartRemoved, IDisarmedAct
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[DataField("disarmedSound")] SoundSpecifier _disarmedSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
int IDisarmedAct.Priority => int.MaxValue; // We want this to be the last disarm act to run.
protected override void OnHeldEntityRemovedFromHand(IEntity heldEntity, HandState handState)
{
if (heldEntity.TryGetComponent(out ItemComponent? item))
{
item.RemovedFromSlot();
_entitySystemManager.GetEntitySystem<InteractionSystem>().UnequippedHandInteraction(Owner, heldEntity, handState);
}
if (heldEntity.TryGetComponent(out SpriteComponent? sprite))
{
sprite.RenderOrder = heldEntity.EntityManager.CurrentTick.Value;
}
}
protected override void DoEquippedHandInteraction(IEntity entity, HandState handState)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().EquippedHandInteraction(Owner, entity, handState);
}
protected override void DoDroppedInteraction(IEntity heldEntity, bool intentionalDrop)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().DroppedInteraction(Owner, heldEntity, intentionalDrop);
}
protected override void DoHandSelectedInteraction(IEntity entity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().HandSelectedInteraction(Owner, entity);
}
protected override void DoHandDeselectedInteraction(IEntity entity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>().HandDeselectedInteraction(Owner, entity);
}
protected override async void DoInteraction(IEntity activeHeldEntity, IEntity heldEntity)
{
await _entitySystemManager.GetEntitySystem<InteractionSystem>()
.InteractUsing(Owner, activeHeldEntity, heldEntity, EntityCoordinates.Invalid);
}
protected override void DoActivate(IEntity heldEntity)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>()
.TryInteractionActivate(Owner, heldEntity);
}
protected override void DoUse(IEntity heldEntity, bool altInteract = false)
{
_entitySystemManager.GetEntitySystem<InteractionSystem>()
.TryUseInteraction(Owner, heldEntity, altInteract);
}
protected override void HandlePickupAnimation(IEntity entity)
{
var initialPosition = EntityCoordinates.FromMap(Owner.Transform.Parent?.Owner ?? Owner, entity.Transform.MapPosition);
var finalPosition = Owner.Transform.Coordinates.Position;
if (finalPosition.EqualsApprox(initialPosition.Position))
return;
Owner.EntityManager.EntityNetManager!.SendSystemNetworkMessage(
new PickupAnimationMessage(entity.Uid, finalPosition, initialPosition));
}
#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);
}
bool IDisarmedAct.Disarmed(DisarmedActEventArgs eventArgs)
{
if (BreakPulls())
return false;
var source = eventArgs.Source;
var target = eventArgs.Target;
if (source != null)
{
SoundSystem.Play(Filter.Pvs(source), _disarmedSound.GetSound(), source, AudioHelpers.WithVariation(0.025f));
if (target != null)
{
if (ActiveHand != null && Drop(ActiveHand, false))
{
source.PopupMessageOtherClients(Loc.GetString("hands-component-disarm-success-others-message", ("disarmer", source.Name), ("disarmed", target.Name)));
source.PopupMessageCursor(Loc.GetString("hands-component-disarm-success-message", ("disarmed", target.Name)));
}
else
{
source.PopupMessageOtherClients(Loc.GetString("hands-component-shove-success-others-message", ("shover", source.Name), ("shoved", target.Name)));
source.PopupMessageCursor(Loc.GetString("hands-component-shove-success-message", ("shoved", target.Name)));
}
}
}
return true;
}
private bool BreakPulls()
{
// What is this API??
if (!Owner.TryGetComponent(out SharedPullerComponent? puller)
|| puller.Pulling == null || !puller.Pulling.TryGetComponent(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>
/// Attempts to use the active held item.
/// </summary>
public void ActivateItem()
{
UseActiveHeldEntity();
}
/// <summary>
/// Tries to drop the contents of a hand directly under the player.
/// </summary>
public bool Drop(string handName, bool checkActionBlocker = true, bool intentionalDrop = true)
{
return TryDropHandToFloor(handName, checkActionBlocker, intentionalDrop);
}
/// <summary>
/// Tries to drop an entity in a hand directly under the player.
/// </summary>
public bool Drop(IEntity entity, bool checkActionBlocker = true, bool intentionalDrop = true)
{
return TryDropEntityToFloor(entity, checkActionBlocker, intentionalDrop);
}
/// <summary>
/// Tries to unequip contents of a hand directly into a container.
/// </summary>
public bool Drop(IEntity entity, BaseContainer targetContainer, bool checkActionBlocker = true)
{
return TryPutEntityIntoContainer(entity, targetContainer, checkActionBlocker);
}
/// <summary>
/// Tries to get the ItemComponent on the entity held by a hand.
/// </summary>
public ItemComponent? GetItem(string handName)
{
if (!TryGetHeldEntity(handName, out var heldEntity))
return null;
heldEntity.TryGetComponent(out ItemComponent? 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 ItemComponent? item)
{
item = null;
if (!TryGetHeldEntity(handName, out var heldEntity))
return false;
return heldEntity.TryGetComponent(out item);
}
/// <summary>
/// Tries to get the ItemComponent off the entity in the active hand.
/// </summary>
public ItemComponent? GetActiveHand
{
get
{
if (!TryGetActiveHeldEntity(out var heldEntity))
return null;
heldEntity.TryGetComponent(out ItemComponent? item);
return item;
}
}
public IEnumerable<ItemComponent> GetAllHeldItems()
{
foreach (var entity in GetAllHeldEntities())
{
if (entity.TryGetComponent(out ItemComponent? item))
yield return item;
}
}
/// <summary>
/// Checks if any hand can pick up an item.
/// </summary>
public bool CanPutInHand(ItemComponent item, bool mobCheck = true)
{
var entity = item.Owner;
if (mobCheck && !PlayerCanPickup())
return false;
foreach (var hand in Hands)
{
if (CanInsertEntityIntoHand(hand, entity))
return true;
}
return false;
}
/// <summary>
/// Attempts to put an item into the active hand, or any other hand if it cannot.
/// </summary>
public bool PutInHand(ItemComponent item, bool checkActionBlocker = true)
{
return TryPutInActiveHandOrAny(item.Owner, checkActionBlocker);
}
/// <summary>
/// Puts an item any hand, prefering the active hand, or puts it on the floor under the player.
/// </summary>
public void PutInHandOrDrop(ItemComponent item, bool checkActionBlocker = true)
{
var entity = item.Owner;
if (!TryPutInActiveHandOrAny(entity, checkActionBlocker))
entity.Transform.Coordinates = Owner.Transform.Coordinates;
}
#endregion
}
}