Files
wwdpublic/Content.Server/Hands/Systems/HandsSystem.cs
SimpleStation14 3b2a19d9ec Mirror: Code cleanup: Purge calls to obsolete EntityCoordinates methods (#289)
## Mirror of PR #26292: [Code cleanup: Purge calls to obsolete
EntityCoordinates
methods](https://github.com/space-wizards/space-station-14/pull/26292)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `f4cb02fb0ca385c858569c07c51afb0d24ade949`

PR opened by <img
src="https://avatars.githubusercontent.com/u/85356?v=4" width="16"/><a
href="https://github.com/Tayrtahn"> Tayrtahn</a> at 2024-03-20 16:04:43
UTC

---

PR changed 34 files with 70 additions and 56 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
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> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Cleaned up some outdated code.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Clean code is happy code.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> Updated all calls to obsolete EntityCoordinates methods (ToMap,
ToMapPos, FromMap, ToVector2i, InRange) to non-obsolete ones (by passing
in SharedTransformSystem as an arg).
> 
> ## Media
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> Code
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
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> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
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> 
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> 


</details>

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: SimpleStation14 <Unknown>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-05-28 23:36:53 -04:00

225 lines
8.2 KiB
C#

using System.Numerics;
using Content.Server.Inventory;
using Content.Server.Pulling;
using Content.Server.Stack;
using Content.Server.Stunnable;
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Part;
using Content.Shared.CombatMode;
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.Physics.Pull;
using Content.Shared.Pulling.Components;
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!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandsComponent, DisarmedEvent>(OnDisarmed, before: new[] {typeof(StunSystem)});
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)
{
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;
// Break any pulls
if (TryComp(uid, out SharedPullerComponent? puller) && puller.Pulling is EntityUid pulled &&
TryComp(pulled, out SharedPullableComponent? pullable))
_pullingSystem.TryStopPull(pullable);
if (!_handsSystem.TryDrop(uid, component.ActiveHand!, null, checkActionBlocker: false))
return;
args.Handled = true; // no shove/stun.
}
private void HandleBodyPartAdded(EntityUid uid, HandsComponent component, ref BodyPartAddedEvent 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(nameof(args.Part.Symmetry))
};
AddHand(uid, args.Slot, location);
}
private void HandleBodyPartRemoved(EntityUid uid, HandsComponent component, ref BodyPartRemovedEvent args)
{
if (args.Part.PartType != BodyPartType.Hand)
return;
RemoveHand(uid, args.Slot);
}
#region pulling
private void HandlePullStarted(EntityUid uid, HandsComponent component, PullStartedMessage args)
{
if (args.Puller.Owner != uid)
return;
if (TryComp<SharedPullerComponent>(args.Puller.Owner, out var pullerComp) && !pullerComp.NeedsHands)
return;
if (!_virtualItemSystem.TrySpawnVirtualItemInHand(args.Pulled.Owner, uid))
{
DebugTools.Assert("Unable to find available hand when starting pulling??");
}
}
private void HandlePullStopped(EntityUid uid, HandsComponent component, PullStoppedMessage args)
{
if (args.Puller.Owner != 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.Pulled.Owner)
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;
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;
// 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);
return true;
}
#endregion
}
}