2022-09-29 15:51:59 +10:00
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2021-11-24 16:52:31 -06:00
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using Content.Server.Administration.Logs;
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2021-06-09 22:19:39 +02:00
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using Content.Server.Pulling;
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2021-11-29 12:25:22 +13:00
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using Content.Server.Storage.Components;
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2021-06-09 22:19:39 +02:00
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using Content.Shared.ActionBlocker;
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using Content.Shared.DragDrop;
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2018-08-16 15:57:11 -07:00
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using Content.Shared.Input;
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2021-06-09 22:19:39 +02:00
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using Content.Shared.Interaction;
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2021-10-05 14:29:03 +11:00
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using Content.Shared.Pulling.Components;
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2022-09-29 15:51:59 +10:00
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using Content.Shared.Storage;
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2019-05-16 15:51:26 +02:00
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using JetBrains.Annotations;
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2020-06-18 22:52:44 +10:00
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using Robust.Server.GameObjects;
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2020-07-07 01:00:29 +02:00
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using Robust.Shared.Containers;
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2020-05-31 14:32:05 -07:00
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using Robust.Shared.Input.Binding;
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2019-05-16 15:51:26 +02:00
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using Robust.Shared.Map;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.Players;
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2022-09-13 23:52:36 +10:00
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using Robust.Shared.Random;
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2018-02-05 13:57:26 -06:00
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2021-06-09 22:19:39 +02:00
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namespace Content.Server.Interaction
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2018-02-05 13:57:26 -06:00
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{
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/// <summary>
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/// Governs interactions during clicking on entities
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/// </summary>
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2019-05-16 15:51:26 +02:00
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[UsedImplicitly]
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2022-09-13 23:52:36 +10:00
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public sealed partial class InteractionSystem : SharedInteractionSystem
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2018-02-05 13:57:26 -06:00
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{
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2022-09-13 23:52:36 +10:00
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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2021-07-26 12:58:17 +02:00
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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2022-09-29 15:51:59 +10:00
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[Dependency] private readonly SharedContainerSystem _container = default!;
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2022-04-28 06:11:15 -06:00
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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2019-04-20 16:20:18 -07:00
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2018-08-16 15:57:11 -07:00
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public override void Initialize()
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{
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2021-12-16 23:42:02 +13:00
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base.Initialize();
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2021-06-07 05:49:43 -07:00
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SubscribeNetworkEvent<DragDropRequestEvent>(HandleDragDropRequestEvent);
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2020-05-31 14:32:05 -07:00
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}
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2020-02-28 17:52:18 +01:00
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2021-11-29 12:25:22 +13:00
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public override bool CanAccessViaStorage(EntityUid user, EntityUid target)
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{
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2021-12-14 06:17:18 +01:00
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if (Deleted(target))
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2021-11-29 12:25:22 +13:00
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return false;
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2022-09-29 15:51:59 +10:00
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if (!_container.TryGetContainingContainer(target, out var container))
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2021-11-29 12:25:22 +13:00
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return false;
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2021-12-14 06:17:18 +01:00
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if (!TryComp(container.Owner, out ServerStorageComponent? storage))
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2021-11-29 12:25:22 +13:00
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return false;
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if (storage.Storage?.ID != container.ID)
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return false;
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2021-12-14 06:17:18 +01:00
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if (!TryComp(user, out ActorComponent? actor))
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2021-11-29 12:25:22 +13:00
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return false;
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// we don't check if the user can access the storage entity itself. This should be handed by the UI system.
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2022-09-29 15:51:59 +10:00
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return _uiSystem.SessionHasOpenUi(container.Owner, SharedStorageComponent.StorageUiKey.Key, actor.PlayerSession);
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2021-11-29 12:25:22 +13:00
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}
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2021-08-22 03:20:18 +10:00
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2021-06-07 05:49:43 -07:00
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#region Drag drop
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private void HandleDragDropRequestEvent(DragDropRequestEvent msg, EntitySessionEventArgs args)
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{
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if (!ValidateClientInput(args.SenderSession, msg.DropLocation, msg.Target, out var userEntity))
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{
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Logger.InfoS("system.interaction", $"DragDropRequestEvent input validation failed");
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return;
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}
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2022-02-15 17:06:52 +13:00
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if (Deleted(msg.Dropped) || Deleted(msg.Target))
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2021-11-07 01:05:51 +01:00
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return;
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2022-02-15 17:06:52 +13:00
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if (!_actionBlockerSystem.CanInteract(userEntity.Value, msg.Target))
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2021-06-07 05:49:43 -07:00
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return;
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2020-07-06 14:27:03 -07:00
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2021-12-05 21:02:04 +01:00
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var interactionArgs = new DragDropEvent(userEntity.Value, msg.DropLocation, msg.Dropped, msg.Target);
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2020-07-06 14:27:03 -07:00
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// must be in range of both the target and the object they are drag / dropping
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2021-01-11 22:14:01 +11:00
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// Client also does this check but ya know we gotta validate it.
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2022-02-17 15:40:03 +13:00
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if (!InRangeUnobstructed(interactionArgs.User, interactionArgs.Dragged, popup: true)
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|| !InRangeUnobstructed(interactionArgs.User, interactionArgs.Target, popup: true))
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2021-06-07 05:49:43 -07:00
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return;
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2020-07-06 14:27:03 -07:00
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// trigger dragdrops on the dropped entity
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2022-06-22 09:53:41 +10:00
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RaiseLocalEvent(msg.Dropped, interactionArgs, true);
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2021-12-26 05:32:01 +03:00
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if (interactionArgs.Handled)
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return;
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2021-12-14 06:17:18 +01:00
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foreach (var dragDrop in AllComps<IDraggable>(msg.Dropped))
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2020-07-06 14:27:03 -07:00
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{
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2020-10-14 15:24:07 +02:00
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if (dragDrop.CanDrop(interactionArgs) &&
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dragDrop.Drop(interactionArgs))
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Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
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{
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return;
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}
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2020-07-06 14:27:03 -07:00
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}
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// trigger dragdropons on the targeted entity
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2021-12-05 21:02:04 +01:00
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RaiseLocalEvent(msg.Target, interactionArgs, false);
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2021-12-26 05:32:01 +03:00
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if (interactionArgs.Handled)
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return;
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2021-12-14 06:17:18 +01:00
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foreach (var dragDropOn in AllComps<IDragDropOn>(msg.Target))
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2020-07-06 14:27:03 -07:00
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{
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Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
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if (dragDropOn.CanDragDropOn(interactionArgs) &&
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dragDropOn.DragDropOn(interactionArgs))
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{
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return;
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}
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2020-07-06 14:27:03 -07:00
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}
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}
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2021-06-07 05:49:43 -07:00
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#endregion
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2018-02-05 13:57:26 -06:00
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}
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}
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