hands ECS (#7081)
This commit is contained in:
@@ -1,6 +1,5 @@
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using Content.Server.Hands.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Content.Shared.Hands.EntitySystems;
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namespace Content.Server.AI.Operators.Inventory
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{
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@@ -21,12 +20,7 @@ namespace Content.Server.AI.Operators.Inventory
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/// <returns></returns>
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public override Outcome Execute(float frameTime)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(_owner, out HandsComponent? handsComponent))
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{
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return Outcome.Failed;
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}
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return handsComponent.Drop(_entity) ? Outcome.Success : Outcome.Failed;
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return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedHandsSystem>().TryDrop(_owner, _entity) ? Outcome.Success : Outcome.Failed;
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}
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}
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}
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@@ -1,6 +1,5 @@
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using Content.Server.Hands.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Content.Shared.Hands.EntitySystems;
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namespace Content.Server.AI.Operators.Inventory
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{
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@@ -20,9 +19,12 @@ namespace Content.Server.AI.Operators.Inventory
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return Outcome.Failed;
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}
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foreach (var item in handsComponent.GetAllHeldItems())
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var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedHandsSystem>();
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foreach (var hand in handsComponent.Hands.Values)
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{
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handsComponent.Drop(item.Owner);
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if (!hand.IsEmpty)
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sys.TryDrop(_owner, hand, handsComp: handsComponent);
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}
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return Outcome.Success;
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@@ -1,4 +1,5 @@
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using Content.Server.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -16,19 +17,12 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(_owner, out HandsComponent? handsComponent))
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{
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return Outcome.Failed;
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}
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var sys = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedHandsSystem>();
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// TODO: If in clothing then click on it
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foreach (var hand in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetItem(hand)?.Owner == _entity)
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{
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handsComponent.ActiveHand = hand;
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return Outcome.Success;
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}
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}
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if (sys.TrySelect(_owner, _entity))
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return Outcome.Success;
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// TODO: Get free hand count; if no hands free then fail right here
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@@ -1,5 +1,6 @@
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using Content.Server.Hands.Components;
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using Content.Server.Interaction;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.Item;
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@@ -24,42 +25,22 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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var sysMan = IoCManager.Resolve<IEntitySystemManager>();
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var interactionSystem = sysMan.GetEntitySystem<InteractionSystem>();
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var handsSys = sysMan.GetEntitySystem<SharedHandsSystem>();
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if (entMan.Deleted(_target)
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|| !entMan.HasComponent<SharedItemComponent>(_target)
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|| _target.IsInContainer()
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|| !EntitySystem.Get<SharedInteractionSystem>().InRangeUnobstructed(_owner, _target, popup: true))
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|| !interactionSystem.InRangeUnobstructed(_owner, _target, popup: true))
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{
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return Outcome.Failed;
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}
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if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent))
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{
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// select empty hand
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if (!handsSys.TrySelectEmptyHand(_owner))
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return Outcome.Failed;
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}
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var emptyHands = false;
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foreach (var hand in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetItem(hand) == null)
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{
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if (handsComponent.ActiveHand != hand)
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{
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handsComponent.ActiveHand = hand;
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}
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emptyHands = true;
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break;
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}
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}
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if (!emptyHands)
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{
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return Outcome.Failed;
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}
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var interactionSystem = EntitySystem.Get<InteractionSystem>();
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interactionSystem.InteractHand(_owner, _target);
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return Outcome.Success;
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Item;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -22,27 +23,18 @@ namespace Content.Server.AI.Operators.Inventory
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public override Outcome Execute(float frameTime)
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{
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var entMan = IoCManager.Resolve<IEntityManager>();
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var sysMan = IoCManager.Resolve<IEntitySystemManager>();
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var sys = sysMan.GetEntitySystem<SharedHandsSystem>();
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// TODO: Also have this check storage a la backpack etc.
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if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent))
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if (!entMan.TryGetComponent(_owner, out HandsComponent? handsComponent)
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|| !sys.TrySelect(_owner, _target, handsComponent)
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|| !sys.TryUseItemInHand(_owner, false, handsComponent))
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{
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return Outcome.Failed;
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}
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if (!entMan.TryGetComponent(_target, out SharedItemComponent? itemComponent))
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{
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return Outcome.Failed;
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}
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foreach (var slot in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetItem(slot) != itemComponent) continue;
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handsComponent.ActiveHand = slot;
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handsComponent.ActivateItem();
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return Outcome.Success;
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}
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return Outcome.Failed;
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return Outcome.Success;
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}
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}
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}
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