mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-23 00:27:50 +03:00
## 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: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- 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 Cleaned up some outdated code.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 > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > 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 > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > 🆑 > - add: Added fun! > - remove: Removed fun! > - tweak: Changed fun! > - fix: Fixed fun! > --> > </details> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
234 lines
8.5 KiB
C#
234 lines
8.5 KiB
C#
using Content.Shared.Database;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Item;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Components;
|
|
|
|
namespace Content.Shared.Hands.EntitySystems;
|
|
|
|
public abstract partial class SharedHandsSystem : EntitySystem
|
|
{
|
|
private void InitializePickup()
|
|
{
|
|
SubscribeLocalEvent<HandsComponent, EntInsertedIntoContainerMessage>(HandleEntityInserted);
|
|
}
|
|
|
|
protected virtual void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
|
|
{
|
|
if (!TryGetHand(uid, args.Container.ID, out var hand))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var didEquip = new DidEquipHandEvent(uid, args.Entity, hand);
|
|
RaiseLocalEvent(uid, didEquip, false);
|
|
|
|
var gotEquipped = new GotEquippedHandEvent(uid, args.Entity, hand);
|
|
RaiseLocalEvent(args.Entity, gotEquipped, false);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Maximum pickup distance for which the pickup animation plays.
|
|
/// </summary>
|
|
public const float MaxAnimationRange = 10;
|
|
|
|
/// <summary>
|
|
/// Tries to pick up an entity to a specific hand. If no explicit hand is specified, defaults to using the currently active hand.
|
|
/// </summary>
|
|
public bool TryPickup(
|
|
EntityUid uid,
|
|
EntityUid entity,
|
|
string? handName = null,
|
|
bool checkActionBlocker = true,
|
|
bool animateUser = false,
|
|
bool animate = true,
|
|
HandsComponent? handsComp = null,
|
|
ItemComponent? item = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return false;
|
|
|
|
var hand = handsComp.ActiveHand;
|
|
if (handName != null && !handsComp.Hands.TryGetValue(handName, out hand))
|
|
return false;
|
|
|
|
if (hand == null)
|
|
return false;
|
|
|
|
return TryPickup(uid, entity, hand, checkActionBlocker, animate, handsComp, item);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to pick up an item into any empty hand. Prioritizes the currently active hand.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If one empty hand fails to pick up the item, this will NOT check other hands. If ever hand-specific item
|
|
/// restrictions are added, there a might need to be a TryPickupAllHands or something like that.
|
|
/// </remarks>
|
|
public bool TryPickupAnyHand(
|
|
EntityUid uid,
|
|
EntityUid entity,
|
|
bool checkActionBlocker = true,
|
|
bool animateUser = false,
|
|
bool animate = true,
|
|
HandsComponent? handsComp = null,
|
|
ItemComponent? item = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return false;
|
|
|
|
if (!TryGetEmptyHand(uid, out var hand, handsComp))
|
|
return false;
|
|
|
|
return TryPickup(uid, entity, hand, checkActionBlocker, animate, handsComp, item);
|
|
}
|
|
|
|
public bool TryPickup(
|
|
EntityUid uid,
|
|
EntityUid entity,
|
|
Hand hand,
|
|
bool checkActionBlocker = true,
|
|
bool animate = true,
|
|
HandsComponent? handsComp = null,
|
|
ItemComponent? item = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return false;
|
|
|
|
if (!Resolve(entity, ref item, false))
|
|
return false;
|
|
|
|
if (!CanPickupToHand(uid, entity, hand, checkActionBlocker, handsComp, item))
|
|
return false;
|
|
|
|
if (animate)
|
|
{
|
|
var xform = Transform(uid);
|
|
var coordinateEntity = xform.ParentUid.IsValid() ? xform.ParentUid : uid;
|
|
var itemXform = Transform(entity);
|
|
var itemPos = itemXform.MapPosition;
|
|
|
|
if (itemPos.MapId == xform.MapID
|
|
&& (itemPos.Position - xform.MapPosition.Position).Length() <= MaxAnimationRange
|
|
&& MetaData(entity).VisibilityMask == MetaData(uid).VisibilityMask) // Don't animate aghost pickups.
|
|
{
|
|
var initialPosition = EntityCoordinates.FromMap(coordinateEntity, itemPos, TransformSystem, EntityManager);
|
|
_storage.PlayPickupAnimation(entity, initialPosition, xform.Coordinates, itemXform.LocalRotation, uid);
|
|
}
|
|
}
|
|
DoPickup(uid, hand, entity, handsComp);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to pick up an entity into any hand, forcing to drop an item if there are no free hands
|
|
/// By default it does check if it's possible to drop items
|
|
/// </summary>
|
|
public bool TryForcePickupAnyHand(EntityUid uid, EntityUid entity, bool checkActionBlocker = true, HandsComponent? handsComp = null, ItemComponent? item = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return false;
|
|
|
|
if (TryPickupAnyHand(uid, entity, checkActionBlocker: checkActionBlocker, handsComp: handsComp))
|
|
return true;
|
|
|
|
foreach (var hand in handsComp.Hands.Values)
|
|
{
|
|
if (TryDrop(uid, hand, checkActionBlocker: checkActionBlocker, handsComp: handsComp) &&
|
|
TryPickup(uid, entity, hand, checkActionBlocker: checkActionBlocker, handsComp: handsComp))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool CanPickupAnyHand(EntityUid uid, EntityUid entity, bool checkActionBlocker = true, HandsComponent? handsComp = null, ItemComponent? item = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return false;
|
|
|
|
if (!TryGetEmptyHand(uid, out var hand, handsComp))
|
|
return false;
|
|
|
|
return CanPickupToHand(uid, entity, hand, checkActionBlocker, handsComp, item);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether a given item will fit into a specific user's hand. Unless otherwise specified, this will also check the general CanPickup action blocker.
|
|
/// </summary>
|
|
public bool CanPickupToHand(EntityUid uid, EntityUid entity, Hand hand, bool checkActionBlocker = true, HandsComponent? handsComp = null, ItemComponent? item = null)
|
|
{
|
|
if (!Resolve(uid, ref handsComp, false))
|
|
return false;
|
|
|
|
var handContainer = hand.Container;
|
|
if (handContainer == null || handContainer.ContainedEntity != null)
|
|
return false;
|
|
|
|
if (!Resolve(entity, ref item, false))
|
|
return false;
|
|
|
|
if (TryComp(entity, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
|
|
return false;
|
|
|
|
if (checkActionBlocker && !_actionBlocker.CanPickup(uid, entity))
|
|
return false;
|
|
|
|
// check can insert (including raising attempt events).
|
|
return ContainerSystem.CanInsert(entity, handContainer);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Puts an item into any hand, preferring the active hand, or puts it on the floor.
|
|
/// </summary>
|
|
public void PickupOrDrop(
|
|
EntityUid? uid,
|
|
EntityUid entity,
|
|
bool checkActionBlocker = true,
|
|
bool animateUser = false,
|
|
bool animate = true,
|
|
HandsComponent? handsComp = null,
|
|
ItemComponent? item = null)
|
|
{
|
|
if (uid == null
|
|
|| !Resolve(uid.Value, ref handsComp, false)
|
|
|| !TryGetEmptyHand(uid.Value, out var hand, handsComp)
|
|
|| !TryPickup(uid.Value, entity, hand, checkActionBlocker, animate, handsComp, item))
|
|
{
|
|
// TODO make this check upwards for any container, and parent to that.
|
|
// Currently this just checks the direct parent, so items can still teleport through containers.
|
|
ContainerSystem.AttachParentToContainerOrGrid((entity, Transform(entity)));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Puts an entity into the player's hand, assumes that the insertion is allowed. In general, you should not be calling this function directly.
|
|
/// </summary>
|
|
public virtual void DoPickup(EntityUid uid, Hand hand, EntityUid entity, HandsComponent? hands = null)
|
|
{
|
|
if (!Resolve(uid, ref hands))
|
|
return;
|
|
|
|
var handContainer = hand.Container;
|
|
if (handContainer == null || handContainer.ContainedEntity != null)
|
|
return;
|
|
|
|
if (!ContainerSystem.Insert(entity, handContainer))
|
|
{
|
|
Log.Error($"Failed to insert {ToPrettyString(entity)} into users hand container when picking up. User: {ToPrettyString(uid)}. Hand: {hand.Name}.");
|
|
return;
|
|
}
|
|
|
|
_adminLogger.Add(LogType.Pickup, LogImpact.Low, $"{ToPrettyString(uid):user} picked up {ToPrettyString(entity):entity}");
|
|
|
|
Dirty(uid, hands);
|
|
|
|
if (hand == hands.ActiveHand)
|
|
RaiseLocalEvent(entity, new HandSelectedEvent(uid), false);
|
|
}
|
|
}
|