Files
wwdpublic/Content.Shared/Wieldable/WieldableSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

295 lines
11 KiB
C#

using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Wieldable.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
namespace Content.Shared.Wieldable;
public sealed class WieldableSystem : EntitySystem
{
[Dependency] private readonly SharedVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedItemSystem _itemSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly UseDelaySystem _delay = default!;
[Dependency] private readonly SharedGunSystem _gun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem)]);
SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt);
SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
}
private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
{
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
!wieldable.Wielded)
{
args.Cancelled = true;
args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
}
}
private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref AttemptShootEvent args)
{
if (TryComp<WieldableComponent>(uid, out var wieldable) && !wieldable.Wielded)
{
args.Cancelled = true;
args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
}
}
private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
{
_gun.RefreshModifiers(uid);
}
private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
{
_gun.RefreshModifiers(uid);
}
private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
{
if (TryComp(bonus, out WieldableComponent? wield) &&
wield.Wielded)
{
args.MinAngle += bonus.Comp.MinAngle;
args.MaxAngle += bonus.Comp.MaxAngle;
args.AngleDecay += bonus.Comp.AngleDecay;
args.AngleIncrease += bonus.Comp.AngleIncrease;
}
}
private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
{
if (component.WieldBonusExamineMessage != null)
args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
}
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
if (!_handsSystem.IsHolding(args.User, uid, out _, args.Hands))
return;
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
// verb. Or just don't add it to the list if the action is not executable.
// TODO VERBS ICON
InteractionVerb verb = new()
{
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
Act = component.Wielded
? () => TryUnwield(uid, component, args.User)
: () => TryWield(uid, component, args.User)
};
args.Verbs.Add(verb);
}
private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (!component.Wielded)
args.Handled = TryWield(uid, component, args.User);
else if (component.UnwieldOnUse)
args.Handled = TryUnwield(uid, component, args.User);
}
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
{
// Do they have enough hands free?
if (!EntityManager.TryGetComponent<HandsComponent>(user, out var hands))
{
if (!quiet)
_popupSystem.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
return false;
}
// Is it.. actually in one of their hands?
if (!_handsSystem.IsHolding(user, uid, out _, hands))
{
if (!quiet)
_popupSystem.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
return false;
}
if (hands.CountFreeHands() < component.FreeHandsRequired)
{
if (!quiet)
{
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
("number", component.FreeHandsRequired), ("item", uid));
_popupSystem.PopupClient(message, user, user);
}
return false;
}
// Seems legit.
return true;
}
/// <summary>
/// Attempts to wield an item, starting a UseDelay after.
/// </summary>
/// <returns>True if the attempt wasn't blocked.</returns>
public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
{
if (!CanWield(used, component, user))
return false;
var ev = new BeforeWieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return false;
if (TryComp<ItemComponent>(used, out var item))
{
component.OldInhandPrefix = item.HeldPrefix;
_itemSystem.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
}
component.Wielded = true;
if (component.WieldSound != null)
_audioSystem.PlayPredicted(component.WieldSound, used, user);
for (var i = 0; i < component.FreeHandsRequired; i++)
{
_virtualItemSystem.TrySpawnVirtualItemInHand(used, user);
}
if (TryComp(used, out UseDelayComponent? useDelay)
&& !_delay.TryResetDelay((used, useDelay), true))
return false;
var selfMessage = Loc.GetString("wieldable-component-successful-wield", ("item", used));
var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", user), ("item", used));
_popupSystem.PopupPredicted(selfMessage, othersMessage, user, user);
var targEv = new ItemWieldedEvent();
RaiseLocalEvent(used, ref targEv);
Dirty(used, component);
return true;
}
/// <summary>
/// Attempts to unwield an item, with no DoAfter.
/// </summary>
/// <returns>True if the attempt wasn't blocked.</returns>
public bool TryUnwield(EntityUid used, WieldableComponent component, EntityUid user)
{
// WD EDIT START
if (!component.Wielded)
return false;
if (TryComp<BallisticAmmoProviderComponent>(used, out var ballisticAmmoProvider)
&& ballisticAmmoProvider.Entities.Count != 0
&& TryComp<CartridgeAmmoComponent>(ballisticAmmoProvider.Entities[^1], out var cartridgeAmmo)
&& cartridgeAmmo.Spent)
return false;
// WD EDIT END
var ev = new BeforeUnwieldEvent();
RaiseLocalEvent(used, ev);
if (ev.Cancelled)
return false;
component.Wielded = false;
var targEv = new ItemUnwieldedEvent(user);
RaiseLocalEvent(used, targEv);
return true;
}
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
{
if (args.User == null)
return;
if (TryComp<ItemComponent>(uid, out var item))
{
_itemSystem.SetHeldPrefix(uid, component.OldInhandPrefix, component: item);
}
if (!args.Force) // don't play sound/popup if this was a forced unwield
{
if (component.UnwieldSound != null)
_audioSystem.PlayPredicted(component.UnwieldSound, uid, args.User);
var selfMessage = Loc.GetString("wieldable-component-failed-wield", ("item", uid));
var othersMessage = Loc.GetString("wieldable-component-failed-wield-other", ("user", args.User.Value), ("item", uid));
_popupSystem.PopupPredicted(selfMessage, othersMessage, args.User.Value, args.User.Value);
}
_appearance.SetData(uid, WieldableVisuals.Wielded, false);
Dirty(uid, component);
_virtualItemSystem.DeleteInHandsMatching(args.User.Value, uid);
}
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
{
if (!component.Wielded || uid != args.Unequipped)
return;
RaiseLocalEvent(uid, new ItemUnwieldedEvent(args.User, force: true), true);
}
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == uid && component.Wielded)
TryUnwield(args.BlockingEntity, component, args.User);
}
private void OnGetMeleeDamage(EntityUid uid, IncreaseDamageOnWieldComponent component, ref GetMeleeDamageEvent args)
{
if (!TryComp<WieldableComponent>(uid, out var wield))
return;
if (!wield.Wielded)
return;
args.Damage += component.BonusDamage;
}
}