Files
OldThink/Content.Server/Hands/Systems/HandsSystem.cs
Remuchi e2b6002076 Merge remote-tracking branch 'origin/master' into upstream
# Conflicts:
#	Content.Server/Antag/AntagSelectionSystem.cs
#	Content.Server/Changeling/ChangelingRuleSystem.cs
#	Content.Server/Changeling/ChangelingSystem.Abilities.cs
#	Content.Server/Doors/Systems/DoorSystem.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs
#	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
#	Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
#	Content.Server/Holosign/HolosignSystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs
#	Content.Server/_White/Cult/GameRule/CultRuleComponent.cs
#	Content.Server/_White/Cult/GameRule/CultRuleSystem.cs
#	Content.Server/_White/Cult/Runes/Systems/CultSystem.Rune.cs
#	Content.Server/_White/Keyhole/KeyholeSystem.cs
#	Content.Server/_White/MeatyOre/MeatyOreStoreSystem.cs
#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Content.Shared/_White/Keyhole/Components/KeyBaseComponent.cs
#	Resources/Locale/ru-RU/White/stuff.ftl/runes-entities.ftl
#	Resources/Locale/ru-RU/_white/cult/blood-spear.ftl
#	Resources/Locale/ru-RU/_white/cult/bolt-barrage.ftl
#	Resources/Locale/ru-RU/_white/cult/cult.ftl
#	Resources/Locale/ru-RU/_white/cult/gui.ftl
#	Resources/Locale/ru-RU/cult/cult-structure.ftl
#	Resources/Locale/ru-RU/cult/pylon.ftl
#	Resources/Maps/White/Scoupidia.yml
#	Resources/Maps/White/Void.yml
#	Resources/Maps/White/WonderBox.yml
#	Resources/Prototypes/Actions/types.yml
#	Resources/Prototypes/Atmospherics/gases.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_atmospherics.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/misc.yml
#	Resources/Prototypes/Catalog/uplink_catalog.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml
#	Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml
#	Resources/Prototypes/Entities/Objects/Tools/jaws_of_life.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sledgehammer.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml
#	Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml
#	Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml
#	Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml
#	Resources/Prototypes/Entities/Structures/Furniture/dresser.yml
#	Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml
#	Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml
#	Resources/Prototypes/Entities/Structures/Walls/grille.yml
#	Resources/Prototypes/Entities/Structures/Walls/walls.yml
#	Resources/Prototypes/Entities/Structures/stairs.yml
#	Resources/Prototypes/_White/Entities/Objects/Misc/books.yml
2024-04-13 13:59:00 +07:00

252 lines
9.3 KiB
C#

using System.Numerics;
using Content.Server._White.Other.ChangeThrowForceSystem;
using Content.Server.Damage.Components;
using Content.Server.Inventory;
using Content.Server.Stack;
using Content.Server.Stunnable;
using Content.Shared._White.Cult.Systems;
using Content.Shared._White.MagGloves;
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Part;
using Content.Shared.CombatMode;
using Content.Shared.Damage.Systems;
using Content.Shared.Explosion;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Stacks;
using Content.Shared.Throwing;
using Robust.Shared.GameStates;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Hands.Systems
{
public sealed class HandsSystem : SharedHandsSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly StackSystem _stackSystem = default!;
[Dependency] private readonly VirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly PullingSystem _pullingSystem = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly CultItemSystem _cultItem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandsComponent, DisarmedEvent>(OnDisarmed, before: new[] {typeof(StunSystem), typeof(StaminaSystem)});
SubscribeLocalEvent<HandsComponent, PullStartedMessage>(HandlePullStarted);
SubscribeLocalEvent<HandsComponent, PullStoppedMessage>(HandlePullStopped);
SubscribeLocalEvent<HandsComponent, BodyPartAddedEvent>(HandleBodyPartAdded);
SubscribeLocalEvent<HandsComponent, BodyPartRemovedEvent>(HandleBodyPartRemoved);
SubscribeLocalEvent<HandsComponent, ComponentGetState>(GetComponentState);
SubscribeLocalEvent<HandsComponent, BeforeExplodeEvent>(OnExploded);
CommandBinds.Builder
.Bind(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem))
.Register<HandsSystem>();
}
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<HandsSystem>();
}
private void GetComponentState(EntityUid uid, HandsComponent hands, ref ComponentGetState args)
{
args.State = new HandsComponentState(hands);
}
private void OnExploded(Entity<HandsComponent> ent, ref BeforeExplodeEvent args)
{
if (ent.Comp.DisableExplosionRecursion)
return;
foreach (var hand in ent.Comp.Hands.Values)
{
if (hand.HeldEntity is { } uid)
args.Contents.Add(uid);
}
}
private void OnDisarmed(EntityUid uid, HandsComponent component, DisarmedEvent args)
{
if (args.Handled)
return;
if (HasComp<PreventDisarmComponent>(uid))
return;
// Break any pulls
if (TryComp(uid, out PullerComponent? puller) && TryComp(puller.Pulling, out PullableComponent? pullable))
_pullingSystem.TryStopPull(puller.Pulling.Value, pullable);
if (!_handsSystem.TryDrop(uid, component.ActiveHand!, checkActionBlocker: false))
return;
args.PopupPrefix = "disarm-action-";
args.Handled = true; // no shove/stun.
}
private void HandleBodyPartAdded(EntityUid uid, HandsComponent component, ref BodyPartAddedEvent args)
{
if (args.Part.Comp.PartType != BodyPartType.Hand)
return;
// If this annoys you, which it should.
// Ping Smugleaf.
var location = args.Part.Comp.Symmetry switch
{
BodyPartSymmetry.None => HandLocation.Middle,
BodyPartSymmetry.Left => HandLocation.Left,
BodyPartSymmetry.Right => HandLocation.Right,
_ => throw new ArgumentOutOfRangeException(nameof(args.Part.Comp.Symmetry))
};
AddHand(uid, args.Slot, location);
}
private void HandleBodyPartRemoved(EntityUid uid, HandsComponent component, ref BodyPartRemovedEvent args)
{
if (args.Part.Comp.PartType != BodyPartType.Hand)
return;
RemoveHand(uid, args.Slot);
}
#region pulling
private void HandlePullStarted(EntityUid uid, HandsComponent component, PullStartedMessage args)
{
if (args.PullerUid != uid)
return;
if (TryComp<PullerComponent>(args.PullerUid, out var pullerComp) && !pullerComp.NeedsHands)
return;
if (!_virtualItemSystem.TrySpawnVirtualItemInHand(args.PulledUid, uid))
{
DebugTools.Assert("Unable to find available hand when starting pulling??");
}
}
private void HandlePullStopped(EntityUid uid, HandsComponent component, PullStoppedMessage args)
{
if (args.PullerUid != uid)
return;
// Try find hand that is doing this pull.
// and clear it.
foreach (var hand in component.Hands.Values)
{
if (hand.HeldEntity == null
|| !TryComp(hand.HeldEntity, out VirtualItemComponent? virtualItem)
|| virtualItem.BlockingEntity != args.PulledUid)
{
continue;
}
QueueDel(hand.HeldEntity.Value);
break;
}
}
#endregion
#region interactions
private bool HandleThrowItem(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not {Valid: true} player || !Exists(player))
return false;
return ThrowHeldItem(player, coordinates);
}
/// <summary>
/// Throw the player's currently held item.
/// </summary>
public bool ThrowHeldItem(EntityUid player, EntityCoordinates coordinates, float minDistance = 0.1f)
{
if (ContainerSystem.IsEntityInContainer(player) ||
!TryComp(player, out HandsComponent? hands) ||
hands.ActiveHandEntity is not { } throwEnt ||
!_actionBlockerSystem.CanThrow(player, throwEnt))
return false;
// WD EDIT START
if (HasComp<DamageOtherOnHitComponent>(throwEnt) && !_cultItem.CanThrow(player, throwEnt))
return false;
// WD EDIT END
if (_timing.CurTime < hands.NextThrowTime)
return false;
hands.NextThrowTime = _timing.CurTime + hands.ThrowCooldown;
if (EntityManager.TryGetComponent(throwEnt, out StackComponent? stack) && stack.Count > 1 && stack.ThrowIndividually)
{
var splitStack = _stackSystem.Split(throwEnt, 1, EntityManager.GetComponent<TransformComponent>(player).Coordinates, stack);
if (splitStack is not {Valid: true})
return false;
throwEnt = splitStack.Value;
}
var direction = coordinates.ToMapPos(EntityManager, _transformSystem) - Transform(player).WorldPosition;
if (direction == Vector2.Zero)
return true;
var length = direction.Length();
var distance = Math.Clamp(length, minDistance, hands.ThrowRange);
direction *= distance/length;
var throwStrength = hands.ThrowForceMultiplier;
if (TryComp<ChangeThrowForceComponent>(throwEnt, out var thrownChangeForceComponent))
{
var component = EnsureComp<ChangeThrowForceComponent>(player);
component.ThrowForce = thrownChangeForceComponent.ThrowForce;
}
// Let other systems change the thrown entity (useful for virtual items)
// or the throw strength.
var ev = new BeforeThrowEvent(throwEnt, direction, throwStrength, player);
RaiseLocalEvent(player, ref ev);
if (ev.Cancelled)
return true;
// This can grief the above event so we raise it afterwards
if (IsHolding(player, throwEnt, out _, hands) && !TryDrop(player, throwEnt, handsComp: hands))
return false;
_throwingSystem.TryThrow(ev.ItemUid, ev.Direction, ev.ThrowStrength, ev.PlayerUid);
RemComp<ChangeThrowForceComponent>(player);
return true;
}
#endregion
}
}