fish-station/Content.Client/Hands/Systems/HandsSystem.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
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#	Content.Client/Hands/Systems/HandsSystem.cs
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2025-08-10 01:49:23 +03:00

425 lines
16 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.DisplacementMap;
using Content.Client.Examine;
using Content.Client.Strip;
using Content.Client.Verbs.UI;
using Content.Shared.DisplacementMap;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Humanoid;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Client.UserInterface;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Hands.Systems
{
[UsedImplicitly]
public sealed class HandsSystem : SharedHandsSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IUserInterfaceManager _ui = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly StrippableSystem _stripSys = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly DisplacementMapSystem _displacement = default!;
public event Action<string?>? OnPlayerSetActiveHand;
public event Action<Entity<HandsComponent>>? OnPlayerHandsAdded;
public event Action? OnPlayerHandsRemoved;
public event Action<string, EntityUid>? OnPlayerItemAdded;
public event Action<string, EntityUid>? OnPlayerItemRemoved;
public event Action<string>? OnPlayerHandBlocked;
public event Action<string>? OnPlayerHandUnblocked;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandsComponent, LocalPlayerAttachedEvent>(HandlePlayerAttached);
SubscribeLocalEvent<HandsComponent, LocalPlayerDetachedEvent>(HandlePlayerDetached);
SubscribeLocalEvent<HandsComponent, ComponentStartup>(OnHandsStartup);
SubscribeLocalEvent<HandsComponent, ComponentShutdown>(OnHandsShutdown);
SubscribeLocalEvent<HandsComponent, ComponentHandleState>(HandleComponentState);
SubscribeLocalEvent<HandsComponent, VisualsChangedEvent>(OnVisualsChanged);
OnHandSetActive += OnHandActivated;
}
#region StateHandling
private void HandleComponentState(Entity<HandsComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not HandsComponentState state)
return;
var newHands = state.Hands.Keys.Except(ent.Comp.Hands.Keys); // hands that were added between states
var oldHands = ent.Comp.Hands.Keys.Except(state.Hands.Keys); // hands that were removed between states
foreach (var handId in oldHands)
{
RemoveHand(ent.AsNullable(), handId);
}
foreach (var handId in state.SortedHands.Intersect(newHands))
{
AddHand(ent.AsNullable(), handId, state.Hands[handId]);
}
ent.Comp.SortedHands = new (state.SortedHands);
SetActiveHand(ent.AsNullable(), state.ActiveHandId);
_stripSys.UpdateUi(ent);
}
#endregion
public void ReloadHandButtons()
{
if (!TryGetPlayerHands(out var hands))
{
return;
}
OnPlayerHandsAdded?.Invoke(hands.Value);
}
public override void DoDrop(Entity<HandsComponent?> ent,
string handId,
bool doDropInteraction = true,
bool log = true)
{
base.DoDrop(ent, handId, doDropInteraction, log);
if (TryGetHeldItem(ent, handId, out var held) && TryComp(held, out SpriteComponent? sprite))
sprite.RenderOrder = EntityManager.CurrentTick.Value;
}
public EntityUid? GetActiveHandEntity()
{
return TryGetPlayerHands(out var hands) ? GetActiveItem(hands.Value.AsNullable()) : null;
}
/// <summary>
/// Get the hands component of the local player
/// </summary>
public bool TryGetPlayerHands([NotNullWhen(true)] out Entity<HandsComponent>? hands)
{
var player = _playerManager.LocalEntity;
hands = null;
if (player == null || !TryComp<HandsComponent>(player.Value, out var handsComp))
return false;
hands = (player.Value, handsComp);
return true;
}
/// <summary>
/// Called when a user clicked on their hands GUI
/// </summary>
public void UIHandClick(Entity<HandsComponent> ent, string handName)
{
var hands = ent.Comp;
if (hands.ActiveHandId == null)
return;
var pressedEntity = GetHeldItem(ent.AsNullable(), handName);
var activeEntity = GetActiveItem(ent.AsNullable());
if (handName == hands.ActiveHandId && activeEntity != null)
{
// use item in hand
// it will always be attack_self() in my heart.
RaisePredictiveEvent(new RequestUseInHandEvent());
return;
}
if (handName != hands.ActiveHandId && pressedEntity == null)
{
// change active hand
RaisePredictiveEvent(new RequestSetHandEvent(handName));
return;
}
if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity != null)
{
// use active item on held item
RaisePredictiveEvent(new RequestHandInteractUsingEvent(handName));
return;
}
if (handName != hands.ActiveHandId && pressedEntity != null && activeEntity == null)
{
// move the item to the active hand
RaisePredictiveEvent(new RequestMoveHandItemEvent(handName));
}
}
/// <summary>
/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
/// by storage (backpacks, etc).
/// </summary>
public void UIHandActivate(string handName)
{
RaisePredictiveEvent(new RequestActivateInHandEvent(handName));
}
public void UIInventoryExamine(string handName)
{
if (!TryGetPlayerHands(out var hands) ||
!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
{
return;
}
_examine.DoExamine(heldEntity.Value);
}
/// <summary>
/// Called when a user clicks on the little "activation" icon in the hands GUI. This is currently only used
/// by storage (backpacks, etc).
/// </summary>
public void UIHandOpenContextMenu(string handName)
{
if (!TryGetPlayerHands(out var hands) ||
!TryGetHeldItem(hands.Value.AsNullable(), handName, out var heldEntity))
{
return;
}
_ui.GetUIController<VerbMenuUIController>().OpenVerbMenu(heldEntity.Value);
}
public void UIHandAltActivateItem(string handName)
{
RaisePredictiveEvent(new RequestHandAltInteractEvent(handName));
}
#region visuals
protected override void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
{
base.HandleEntityInserted(uid, hands, args);
if (!hands.Hands.ContainsKey(args.Container.ID))
return;
UpdateHandVisuals(uid, args.Entity, args.Container.ID);
_stripSys.UpdateUi(uid);
if (uid != _playerManager.LocalEntity)
return;
OnPlayerItemAdded?.Invoke(args.Container.ID, args.Entity);
if (HasComp<VirtualItemComponent>(args.Entity))
OnPlayerHandBlocked?.Invoke(args.Container.ID);
}
protected override void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
{
base.HandleEntityRemoved(uid, hands, args);
if (!hands.Hands.ContainsKey(args.Container.ID))
return;
UpdateHandVisuals(uid, args.Entity, args.Container.ID);
_stripSys.UpdateUi(uid);
if (uid != _playerManager.LocalEntity)
return;
OnPlayerItemRemoved?.Invoke(args.Container.ID, args.Entity);
if (HasComp<VirtualItemComponent>(args.Entity))
OnPlayerHandUnblocked?.Invoke(args.Container.ID);
}
/// <summary>
/// Update the players sprite with new in-hand visuals.
/// </summary>
private void UpdateHandVisuals(Entity<HandsComponent?, SpriteComponent?> ent, EntityUid held, string handId)
{
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
return;
var handComp = ent.Comp1;
var sprite = ent.Comp2;
if (!TryGetHand((ent, handComp), handId, out var hand))
return;
// visual update might involve changes to the entity's effective sprite -> need to update hands GUI.
if (ent == _playerManager.LocalEntity)
OnPlayerItemAdded?.Invoke(handId, held);
if (!handComp.ShowInHands)
return;
// Remove old layers. We could also just set them to invisible, but as items may add arbitrary layers, this
// may eventually bloat the player with lots of layers.
if (handComp.RevealedLayers.TryGetValue(hand.Value.Location, out var revealedLayers))
{
foreach (var key in revealedLayers)
{
_sprite.RemoveLayer((ent, sprite), key);
}
revealedLayers.Clear();
}
else
{
revealedLayers = new();
handComp.RevealedLayers[hand.Value.Location] = revealedLayers;
}
if (HandIsEmpty((ent, handComp), handId))
{
// the held item was removed.
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
return;
}
var ev = new GetInhandVisualsEvent(ent, hand.Value.Location);
RaiseLocalEvent(held, ev);
if (ev.Layers.Count == 0)
{
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
return;
}
// add the new layers
foreach (var (key, layerData) in ev.Layers)
{
if (!revealedLayers.Add(key))
{
Log.Warning($"Duplicate key for in-hand visuals: {key}. Are multiple components attempting to modify the same layer? Entity: {ToPrettyString(held)}");
continue;
}
var index = _sprite.LayerMapReserve((ent, sprite), key);
// In case no RSI is given, use the item's base RSI as a default. This cuts down on a lot of unnecessary yaml entries.
if (layerData.RsiPath == null
&& layerData.TexturePath == null
&& sprite[index].Rsi == null)
{
if (TryComp<ItemComponent>(held, out var itemComponent) && itemComponent.RsiPath != null)
_sprite.LayerSetRsi((ent, sprite), index, new ResPath(itemComponent.RsiPath));
else if (TryComp(held, out SpriteComponent? clothingSprite))
_sprite.LayerSetRsi((ent, sprite), index, clothingSprite.BaseRSI);
}
_sprite.LayerSetData((ent, sprite), index, layerData);
// Add displacement maps
var displacement = hand.Value.Location switch
{
HandLocation.Left => handComp.LeftHandDisplacement,
HandLocation.Right => handComp.RightHandDisplacement,
_ => handComp.HandDisplacement
};
if (displacement is not null && _displacement.TryAddDisplacement(displacement, (ent, sprite), index, key, out var displacementKey))
revealedLayers.Add(displacementKey);
}
RaiseLocalEvent(held, new HeldVisualsUpdatedEvent(ent, revealedLayers), true);
}
/// <summary>
/// Get the appropriate displacement map for a hand, considering body type and hand location.
/// </summary>
private DisplacementData? GetHandDisplacement(EntityUid uid, HandLocation handLocation, HandsComponent handComp)
{
string? bodyTypeName = null;
if (TryComp(uid, out HumanoidAppearanceComponent? humanoid))
{
bodyTypeName = _prototype.Index(humanoid.BodyType).Name;
}
// First try to get body type specific displacement maps
if (bodyTypeName != null)
{
switch (handLocation)
{
case HandLocation.Left:
if (handComp.LeftHandBodyTypeDisplacements.TryGetValue(bodyTypeName, out var leftBodyTypeDisplacement))
return leftBodyTypeDisplacement;
break;
case HandLocation.Right:
if (handComp.RightHandBodyTypeDisplacements.TryGetValue(bodyTypeName, out var rightBodyTypeDisplacement))
return rightBodyTypeDisplacement;
break;
}
// Try generic body type displacement
if (handComp.BodyTypeDisplacements.TryGetValue(bodyTypeName, out var bodyTypeDisplacement))
return bodyTypeDisplacement;
}
// Fall back to the original logic
return handLocation switch
{
HandLocation.Left => handComp.LeftHandDisplacement,
HandLocation.Right => handComp.RightHandDisplacement,
_ => handComp.HandDisplacement
};
}
private void OnVisualsChanged(EntityUid uid, HandsComponent component, VisualsChangedEvent args)
{
// update hands visuals if this item is in a hand (rather then inventory or other container).
if (!component.Hands.ContainsKey(args.ContainerId))
return;
UpdateHandVisuals((uid, component), GetEntity(args.Item), args.ContainerId);
}
#endregion
#region Gui
private void HandlePlayerAttached(EntityUid uid, HandsComponent component, LocalPlayerAttachedEvent args)
{
OnPlayerHandsAdded?.Invoke((uid, component));
}
private void HandlePlayerDetached(EntityUid uid, HandsComponent component, LocalPlayerDetachedEvent args)
{
OnPlayerHandsRemoved?.Invoke();
}
private void OnHandsStartup(EntityUid uid, HandsComponent component, ComponentStartup args)
{
if (_playerManager.LocalEntity == uid)
OnPlayerHandsAdded?.Invoke((uid, component));
}
private void OnHandsShutdown(EntityUid uid, HandsComponent component, ComponentShutdown args)
{
if (_playerManager.LocalEntity == uid)
OnPlayerHandsRemoved?.Invoke();
}
#endregion
private void OnHandActivated(Entity<HandsComponent>? ent)
{
if (ent is not { } hand)
return;
if (_playerManager.LocalEntity != hand.Owner)
return;
OnPlayerSetActiveHand?.Invoke(hand.Comp.ActiveHandId);
}
}
}