CatStation/Content.Shared/Hands/EntitySystems/SharedHandsSystem.cs
Rachel cc0111e46d
Simplified HandIsEmpty implementation (#45902)
* Simplified HandIsEmpty implementation

previous implementation called GetHeldItem, which itself calls TryGetHeldItem. Refactored to just call TryGetHeldItem directly.

also added doc comment

* whoops
2026-09-27 16:32:28 +00:00

576 lines
20 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Cloning.Events;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Storage.EntitySystems;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Input.Binding;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Hands.EntitySystems;
public abstract partial class SharedHandsSystem
{
[Dependency] private ISharedAdminLogManager _adminLogger = default!;
[Dependency] private ActionBlockerSystem _actionBlocker = default!;
[Dependency] protected SharedContainerSystem ContainerSystem = default!;
[Dependency] private SharedInteractionSystem _interactionSystem = default!;
[Dependency] private InventorySystem _inventory = default!;
[Dependency] private SharedStorageSystem _storage = default!;
[Dependency] protected SharedTransformSystem TransformSystem = default!;
[Dependency] private SharedVirtualItemSystem _virtualSystem = default!;
[Dependency] private EntityWhitelistSystem _entityWhitelist = default!;
public event Action<Entity<HandsComponent>, string, HandLocation>? OnPlayerAddHand;
public event Action<Entity<HandsComponent>, string>? OnPlayerRemoveHand;
protected event Action<Entity<HandsComponent>?>? OnHandSetActive;
protected byte ActiveHandIdIndex;
public override void Initialize()
{
base.Initialize();
InitializeInteractions();
InitializeDrop();
InitializePickup();
InitializeRelay();
InitializeEventListeners();
SubscribeLocalEvent<HandsComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<HandsComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<HandsComponent, CloningEvent>(OnClone);
// Needed for manual delta states.
EntityManager.ComponentFactory.RegisterNetworkedFields<HandsComponent>(
nameof(HandsComponent.ActiveHandId),
nameof(HandsComponent.Hands),
nameof(HandsComponent.SortedHands),
nameof(HandsComponent.ShowInHands),
nameof(HandsComponent.HandDisplacement),
nameof(HandsComponent.LeftHandDisplacement),
nameof(HandsComponent.RightHandDisplacement),
nameof(HandsComponent.CanBeStripped));
ActiveHandIdIndex = 0; // Corresponds to HandsComponentActiveHandDeltaState
}
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<SharedHandsSystem>();
}
private void OnInit(Entity<HandsComponent> ent, ref ComponentInit args)
{
var container = EnsureComp<ContainerManagerComponent>(ent);
foreach (var id in ent.Comp.Hands.Keys)
{
var slot = ContainerSystem.EnsureContainer<ContainerSlot>(ent, id, container);
slot.OccludesLight = false;
}
}
private void OnMapInit(Entity<HandsComponent> ent, ref MapInitEvent args)
{
foreach (var (handId, hand) in ent.Comp.StartingHands)
AddHand(ent.AsNullable(), handId, hand);
if (ent.Comp.ActiveHandId == null)
SetActiveHand(ent.AsNullable(), ent.Comp.SortedHands.FirstOrDefault());
}
private void OnClone(Entity<HandsComponent> ent, ref CloningEvent args)
{
if (!args.Settings.EventComponents.Contains(Factory.GetRegistration(ent.Comp.GetType()).Name))
return;
var targetComp = EnsureComp<HandsComponent>(args.CloneUid);
// Don't copy the Hands or SortedHands datafields since those are dynamically added and removed on map init or through other components
// targetComp.StartingHands = ent.Comp.StartingHands;
// A lot of hand related stuff is done via organs.
// Because of that we cannot sanely clone hands, but we can still clone over displacements etc.
// Organ cloning logic cannot be worked on until body system work progresses enough to allow us to do that.
// TODO: Clone hands properly once we can do organ cloning.
targetComp.DisableExplosionRecursion = ent.Comp.DisableExplosionRecursion;
targetComp.BaseThrowspeed = ent.Comp.BaseThrowspeed;
targetComp.ThrowRange = ent.Comp.ThrowRange;
targetComp.ShowInHands = ent.Comp.ShowInHands;
targetComp.ThrowCooldown = ent.Comp.ThrowCooldown;
targetComp.HandDisplacement = ent.Comp.HandDisplacement;
targetComp.LeftHandDisplacement = ent.Comp.LeftHandDisplacement;
targetComp.RightHandDisplacement = ent.Comp.RightHandDisplacement;
targetComp.CanBeStripped = ent.Comp.CanBeStripped;
Dirty(args.CloneUid, targetComp);
}
/// <summary>
/// Adds a hand with the given container id and supplied location to the specified entity.
/// </summary>
public void AddHand(Entity<HandsComponent?> ent, string handName, HandLocation handLocation, LocId? emptyLabel = null, EntProtoId? emptyRepresentative = null, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
{
AddHand(ent, handName, new Hand(handLocation, emptyLabel, emptyRepresentative, whitelist, blacklist));
}
/// <summary>
/// Adds a hand with the given container id and supplied hand definition to the given entity.
/// </summary>
public void AddHand(Entity<HandsComponent?> ent, string handName, Hand hand)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
if (ent.Comp.Hands.ContainsKey(handName))
return;
var container = ContainerSystem.EnsureContainer<ContainerSlot>(ent, handName);
container.OccludesLight = false;
ent.Comp.Hands.Add(handName, hand);
ent.Comp.SortedHands.Add(handName);
// we use LINQ + ToList instead of the list sort because it's a stable sort vs the list sort
ent.Comp.SortedHands = ent.Comp.SortedHands.OrderBy(handId => ent.Comp.Hands[handId].Location).ToList();
Dirty(ent);
OnPlayerAddHand?.Invoke((ent, ent.Comp), handName, hand.Location);
if (ent.Comp.ActiveHandId == null)
SetActiveHand(ent, handName);
RaiseLocalEvent(ent, new HandCountChangedEvent(ent));
}
/// <summary>
/// Removes the specified hand from the specified entity
/// </summary>
public virtual void RemoveHand(Entity<HandsComponent?> ent, string handName)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
OnPlayerRemoveHand?.Invoke((ent, ent.Comp), handName);
TryDrop(ent, handName, null, false);
if (ContainerSystem.TryGetContainer(ent, handName, out var container))
ContainerSystem.ShutdownContainer(container);
if (!ent.Comp.Hands.Remove(handName))
return;
ent.Comp.SortedHands.Remove(handName);
if (ent.Comp.ActiveHandId == handName)
TrySetActiveHand(ent, ent.Comp.SortedHands.FirstOrDefault());
RaiseLocalEvent(ent, new HandCountChangedEvent(ent));
Dirty(ent);
}
/// <summary>
/// Gets rid of all the entity's hands.
/// </summary>
public void RemoveHands(Entity<HandsComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
var handIds = new List<string>(ent.Comp.Hands.Keys);
foreach (var handId in handIds)
{
RemoveHand(ent, handId);
}
}
private void HandleSetHand(RequestSetHandEvent msg, EntitySessionEventArgs eventArgs)
{
if (eventArgs.SenderSession.AttachedEntity == null)
return;
TrySetActiveHand(eventArgs.SenderSession.AttachedEntity.Value, msg.HandName);
}
/// <summary>
/// Get any empty hand. Prioritizes the currently active hand.
/// </summary>
public bool TryGetEmptyHand(Entity<HandsComponent?> ent, [NotNullWhen(true)] out string? emptyHand)
{
emptyHand = null;
if (!Resolve(ent, ref ent.Comp, false))
return false;
foreach (var hand in EnumerateHands(ent))
{
if (HandIsEmpty(ent, hand))
{
emptyHand = hand;
return true;
}
}
return false;
}
/// <summary>
/// Does this entity have any empty hands, and how many?
/// </summary>
public int GetEmptyHandCount(Entity<HandsComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, false) || entity.Comp.Count == 0)
return 0;
var hands = 0;
foreach (var hand in EnumerateHands(entity))
{
if (!HandIsEmpty(entity, hand))
continue;
hands++;
}
return hands;
}
/// <summary>
/// Attempts to retrieve the item held in the entity's active hand.
/// </summary>
public bool TryGetActiveItem(Entity<HandsComponent?> entity, [NotNullWhen(true)] out EntityUid? item)
{
item = null;
if (!Resolve(entity, ref entity.Comp, false))
return false;
if (!TryGetHeldItem(entity, entity.Comp.ActiveHandId, out var held))
return false;
item = held;
return true;
}
/// <summary>
/// Gets active hand item if relevant otherwise gets the entity itself.
/// </summary>
public EntityUid GetActiveItemOrSelf(Entity<HandsComponent?> entity)
{
if (!TryGetActiveItem(entity, out var item))
{
return entity.Owner;
}
return item.Value;
}
/// <summary>
/// Gets the current active hand's Id for the specified entity
/// </summary>
/// <param name="entity"></param>
/// <returns></returns>
public string? GetActiveHand(Entity<HandsComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, false))
return null;
return entity.Comp.ActiveHandId;
}
/// <summary>
/// Gets the current active hand's held entity for the specified entity
/// </summary>
/// <param name="entity"></param>
/// <returns></returns>
public EntityUid? GetActiveItem(Entity<HandsComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, false))
return null;
return GetHeldItem(entity, entity.Comp.ActiveHandId);
}
public bool ActiveHandIsEmpty(Entity<HandsComponent?> entity)
{
return GetActiveItem(entity) == null;
}
/// <summary>
/// Enumerate over hands, starting with the currently active hand.
/// </summary>
public IEnumerable<string> EnumerateHands(Entity<HandsComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
yield break;
if (ent.Comp.ActiveHandId != null)
yield return ent.Comp.ActiveHandId;
foreach (var name in ent.Comp.SortedHands)
{
if (name != ent.Comp.ActiveHandId)
yield return name;
}
}
/// <summary>
/// Enumerate over held items, starting with the item in the currently active hand (if there is one).
/// </summary>
public IEnumerable<EntityUid> EnumerateHeld(Entity<HandsComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
yield break;
if (TryGetActiveItem(ent, out var activeHeld))
yield return activeHeld.Value;
foreach (var name in ent.Comp.SortedHands)
{
if (name == ent.Comp.ActiveHandId)
continue;
if (TryGetHeldItem(ent, name, out var held))
yield return held.Value;
}
}
/// <summary>
/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
/// </summary>
/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
/// not trigger interactions.</returns>
public bool TrySetActiveHand(Entity<HandsComponent?> ent, string? name)
{
if (!Resolve(ent, ref ent.Comp, false))
return false;
if (name == ent.Comp.ActiveHandId)
return false;
if (name != null && !ent.Comp.Hands.ContainsKey(name))
return false;
return SetActiveHand(ent, name);
}
/// <summary>
/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
/// </summary>
/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
/// not trigger interactions.</returns>
public bool SetActiveHand(Entity<HandsComponent?> ent, string? handId)
{
if (!Resolve(ent, ref ent.Comp))
return false;
if (handId == ent.Comp.ActiveHandId)
return false;
if (TryGetActiveItem(ent, out var oldHeld))
RaiseLocalEvent(oldHeld.Value, new HandDeselectedEvent(ent));
if (handId == null)
{
ent.Comp.ActiveHandId = null;
return true;
}
ent.Comp.ActiveHandId = handId;
OnHandSetActive?.Invoke((ent, ent.Comp));
if (TryGetHeldItem(ent, handId, out var newHeld))
RaiseLocalEvent(newHeld.Value, new HandSelectedEvent(ent));
DirtyField(ent, nameof(HandsComponent.ActiveHandId));
return true;
}
/// <summary>
/// Cycles the currently active hand.
/// </summary>
public void SwapHands(Entity<HandsComponent?> ent, bool checkActionBlocker = false, bool reverse = false)
{
if (!Resolve(ent, ref ent.Comp))
return;
if (checkActionBlocker && !_actionBlocker.CanInteract(ent.Owner, null))
return;
if (ent.Comp.ActiveHandId == null || ent.Comp.Hands.Count < 2)
return;
var currentIndex = ent.Comp.SortedHands.IndexOf(ent.Comp.ActiveHandId);
var newActiveIndex = (currentIndex + (reverse ? -1 : 1) + ent.Comp.Hands.Count) % ent.Comp.Hands.Count;
var nextHand = ent.Comp.SortedHands[newActiveIndex];
TrySetActiveHand(ent, nextHand);
}
/// <summary>
/// Checks if an item is being held by another entity.
/// </summary>
/// <param name="item">Item that we are checking.</param>
/// <param name="user">User who is holding our item.</param>
/// <returns>Returns true if our item is being held.</returns>
public bool IsHeld(Entity<TransformComponent?> item, [NotNullWhen(true)] out EntityUid? user)
{
user = null;
item.Comp ??= Transform(item);
if (!IsHolding(item.Comp.ParentUid, item))
return false;
user = item.Comp.ParentUid;
return true;
}
public bool IsHolding(Entity<HandsComponent?> entity, [NotNullWhen(true)] EntityUid? item)
{
return IsHolding(entity, item, out _);
}
public bool IsHolding(Entity<HandsComponent?> ent, [NotNullWhen(true)] EntityUid? entity, [NotNullWhen(true)] out string? inHand)
{
inHand = null;
if (entity == null)
return false;
if (!Resolve(ent, ref ent.Comp, false))
return false;
foreach (var hand in ent.Comp.Hands.Keys)
{
if (GetHeldItem(ent, hand) == entity)
{
inHand = hand;
return true;
}
}
return false;
}
/// <summary>
/// Attempts to retrieve the associated hand struct corresponding to a hand ID on a given entity.
/// </summary>
public bool TryGetHand(Entity<HandsComponent?> ent, [NotNullWhen(true)] string? handId, [NotNullWhen(true)] out Hand? hand)
{
hand = null;
if (handId == null)
return false;
if (!Resolve(ent, ref ent.Comp, false))
return false;
if (!ent.Comp.Hands.TryGetValue(handId, out var handsHand))
return false;
hand = handsHand;
return true;
}
/// <summary>
/// Retrieves the item currently held in the specified hand of an entity.
/// </summary>
/// <param name="ent">The entity whose hands are being checked.</param>
/// <param name="handId">The ID of the specific hand to check.</param>
/// <param name="hideVirtualItems">If true, treats hands holding virtual items as if they are empty.</param>
/// <returns>The UID of the held item, or null if the hand is empty, the hand ID is invalid, or the entity has no hands.</returns>
public EntityUid? GetHeldItem(Entity<HandsComponent?> ent, string? handId, bool hideVirtualItems = false)
{
TryGetHeldItem(ent, handId, out var held, hideVirtualItems);
return held;
}
/// <summary>
/// Attempts to retrieve the item currently held in the specified hand of an entity.
/// </summary>
/// <param name="ent">The entity whose hands are being checked.</param>
/// <param name="handId">The ID of the specific hand to check.</param>
/// <param name="held">Outputs the UID of the held item, if one is found.</param>
/// <param name="hideVirtualItems">If true, ignores virtual items and returns false if only a virtual item is present.</param>
/// <returns>True if a valid item is found in the hand; otherwise, false.</returns>
public bool TryGetHeldItem(Entity<HandsComponent?> ent, string? handId, [NotNullWhen(true)] out EntityUid? held, bool hideVirtualItems = false)
{
held = null;
if (!Resolve(ent, ref ent.Comp, false))
return false;
// Sanity check to make sure this is actually a hand.
if (handId == null || !ent.Comp.Hands.ContainsKey(handId))
return false;
if (!ContainerSystem.TryGetContainer(ent, handId, out var container))
return false;
held = container.ContainedEntities.FirstOrNull();
if (hideVirtualItems && HasComp<VirtualItemComponent>(held))
held = null;
return held != null;
}
/// <summary>
/// Checks if the specified hand of the entity is empty.
/// Assumes that the entity has hands, and that the given hand exists.
/// </summary>
/// <returns>false if hand is holding something. true if hand is empty (or doesn't exist).</returns>
public bool HandIsEmpty(Entity<HandsComponent?> ent, string handId)
{
return !TryGetHeldItem(ent, handId, out _);
}
/// <summary>
/// Counts the number of hands on this entity.
/// </summary>
public int GetHandCount(Entity<HandsComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return 0;
return ent.Comp.Hands.Count;
}
/// <summary>
/// Counts the number of hands that are empty.
/// </summary>
public int CountFreeHands(Entity<HandsComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return 0;
var free = 0;
foreach (var name in ent.Comp.Hands.Keys)
{
if (HandIsEmpty(ent, name))
free++;
}
return free;
}
/// <summary>
/// Counts the number of hands that are empty or can be emptied by dropping an item.
/// Unremoveable items will cause a hand to not be freeable.
/// </summary>
/// <param name="except">The hand this entity is in will be ignored when counting.</param>
public int CountFreeableHands(Entity<HandsComponent?> hands, EntityUid? except = null)
{
if (!Resolve(hands, ref hands.Comp, false))
return 0;
var freeable = 0;
foreach (var name in hands.Comp.Hands.Keys)
{
if (except != null && GetHeldItem(hands.AsNullable(), name) == except)
continue;
if (HandIsEmpty(hands.AsNullable(), name) || CanDropHeld(hands, name))
freeable++;
}
return freeable;
}
}