fish-station/Content.Shared/Interaction/SmartEquipSystem.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
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259 lines
10 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Stacks;
using Content.Shared.Storage;
using Content.Shared.Storage.EntitySystems;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Input.Binding;
using Robust.Shared.Player;
namespace Content.Shared.Interaction;
/// <summary>
/// This handles smart equipping or inserting/ejecting from slots through keybinds--generally shift+E and shift+B
/// </summary>
public sealed class SmartEquipSystem : EntitySystem
{
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedStorageSystem _storage = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
/// <inheritdoc/>
public override void Initialize()
{
CommandBinds.Builder
.Bind(ContentKeyFunctions.SmartEquipBackpack, InputCmdHandler.FromDelegate(HandleSmartEquipBackpack, handle: false, outsidePrediction: false))
.Bind(ContentKeyFunctions.SmartEquipBelt, InputCmdHandler.FromDelegate(HandleSmartEquipBelt, handle: false, outsidePrediction: false))
.Register<SmartEquipSystem>();
}
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<SmartEquipSystem>();
}
private void HandleSmartEquipBackpack(ICommonSession? session)
{
HandleSmartEquip(session, "back");
}
private void HandleSmartEquipBelt(ICommonSession? session)
{
HandleSmartEquip(session, "belt");
}
private void HandleSmartEquip(ICommonSession? session, string equipmentSlot)
{
if (session is not { } playerSession)
return;
if (playerSession.AttachedEntity is not { Valid: true } uid || !Exists(uid))
return;
// early out if we don't have any hands or a valid inventory slot
if (!TryComp<HandsComponent>(uid, out var hands) || hands.ActiveHandId == null)
return;
var handItem = _hands.GetActiveItem((uid, hands));
// can the user interact, and is the item interactable? e.g. virtual items
if (!_actionBlocker.CanInteract(uid, handItem))
return;
if (!TryComp<InventoryComponent>(uid, out var inventory) || !_inventory.HasSlot(uid, equipmentSlot, inventory))
{
_popup.PopupClient(Loc.GetString("smart-equip-missing-equipment-slot", ("slotName", equipmentSlot)), uid, uid);
return;
}
// early out if we have an item and cant drop it at all
if (handItem != null && !_hands.CanDropHeld(uid, hands.ActiveHandId))
{
_popup.PopupClient(Loc.GetString("smart-equip-cant-drop"), uid, uid);
return;
}
// There are eight main cases we want to handle here,
// so let's write them out
// if the slot we're trying to smart equip from:
// 1) doesn't have an item
// - with hand item: try to put it in the slot
// - without hand item: fail
// 2) has an item, and that item is a storage item
// - with hand item: try to put it in storage
// - without hand item: try to take the last stored item and put it in our hands
// 3) has an item, and that item is an item slots holder
// - with hand item: get the highest priority item slot with a valid whitelist and try to insert it
// - without hand item: get the highest priority item slot with an item and try to eject it
// 4) has an item, with no special storage components
// - with hand item: fail
// - without hand item: try to put the item into your hand
_inventory.TryGetSlotEntity(uid, equipmentSlot, out var slotEntity);
var emptyEquipmentSlotString = Loc.GetString("smart-equip-empty-equipment-slot", ("slotName", equipmentSlot));
// case 1 (no slot item):
if (slotEntity is not { } slotItem)
{
if (handItem == null)
{
_popup.PopupClient(emptyEquipmentSlotString, uid, uid);
return;
}
if (!_inventory.CanEquip(uid, handItem.Value, equipmentSlot, out var reason))
{
_popup.PopupClient(Loc.GetString(reason), uid, uid);
return;
}
_hands.TryDrop((uid, hands), hands.ActiveHandId!);
_inventory.TryEquip(uid, handItem.Value, equipmentSlot, predicted: true, checkDoafter:true);
return;
}
// case 2 (storage item):
if (TryComp<StorageComponent>(slotItem, out var storage))
{
switch (handItem)
{
case null when storage.Container.ContainedEntities.Count == 0:
_popup.PopupClient(emptyEquipmentSlotString, uid, uid);
return;
case null:
var removing = storage.Container.ContainedEntities[^1];
_container.RemoveEntity(slotItem, removing);
_hands.TryPickup(uid, removing, handsComp: hands);
return;
}
if (!_storage.CanInsert(slotItem, handItem.Value, out var reason))
{
if (reason != null)
_popup.PopupClient(Loc.GetString(reason), uid, uid);
return;
}
_hands.TryDrop((uid, hands), hands.ActiveHandId!);
_storage.Insert(slotItem, handItem.Value, out var stacked, out _);
// if the hand item stacked with the things in inventory, but there's no more space left for the rest
// of the stack, place the stack back in hand rather than dropping it on the floor
if (stacked != null && !_storage.CanInsert(slotItem, handItem.Value, out _))
{
if (TryComp<StackComponent>(handItem.Value, out var handStack) && handStack.Count > 0)
_hands.TryPickup(uid, handItem.Value, handsComp: hands);
}
return;
}
// case 3 (itemslot item):
if (TryComp<ItemSlotsComponent>(slotItem, out var slots))
{
if (handItem == null)
{
ItemSlot? toEjectFrom = null;
foreach (var slot in slots.Slots.Values)
{
if (slot.HasItem && slot.Priority > (toEjectFrom?.Priority ?? int.MinValue))
toEjectFrom = slot;
}
if (toEjectFrom == null)
{
_popup.PopupClient(emptyEquipmentSlotString, uid, uid);
return;
}
_slots.TryEjectToHands(slotItem, toEjectFrom, uid, excludeUserAudio: true);
return;
}
ItemSlot? toInsertTo = null;
foreach (var slot in slots.Slots.Values)
{
if (!slot.HasItem
&& _whitelistSystem.IsWhitelistPassOrNull(slot.Whitelist, handItem.Value)
&& slot.Priority > (toInsertTo?.Priority ?? int.MinValue))
{
toInsertTo = slot;
}
}
if (toInsertTo == null)
{
_popup.PopupClient(Loc.GetString("smart-equip-no-valid-item-slot-insert", ("item", handItem.Value)), uid, uid);
return;
}
_slots.TryInsertFromHand(slotItem, toInsertTo, uid, hands, excludeUserAudio: true);
return;
// Sunrise-start
} else if (TryComp<StorageComponent>(slotItem, out var storage)) // case 2 (storage item):
{
switch (handItem)
{
case null when storage.Container.ContainedEntities.Count == 0:
_popup.PopupClient(emptyEquipmentSlotString, uid, uid);
return;
case null:
var removing = storage.Container.ContainedEntities[^1];
_container.RemoveEntity(slotItem, removing);
_hands.TryPickup(uid, removing, handsComp: hands);
return;
}
if (!_storage.CanInsert(slotItem, handItem.Value, out var reason))
{
if (reason != null)
_popup.PopupClient(Loc.GetString(reason), uid, uid);
return;
// Sunrise-end
}
// Sunrise-edit start
_hands.TryDrop(uid, hands.ActiveHand, handsComp: hands);
_storage.Insert(slotItem, handItem.Value, out var stacked, out _);
// if the hand item stacked with the things in inventory, but there's no more space left for the rest
// of the stack, place the stack back in hand rather than dropping it on the floor
if (stacked != null && !_storage.CanInsert(slotItem, handItem.Value, out _))
{
if (TryComp<StackComponent>(handItem.Value, out var handStack) && handStack.Count > 0)
_hands.TryPickup(uid, handItem.Value, handsComp: hands);
}
return;
} else if (handItem != null) // case 4 (just an item):
// Sunrise-edit-end
return;
if (!_inventory.CanUnequip(uid, equipmentSlot, out var inventoryReason))
{
_popup.PopupClient(Loc.GetString(inventoryReason), uid, uid);
return;
}
_inventory.TryUnequip(uid, equipmentSlot, inventory: inventory, predicted: true, checkDoafter: true);
_hands.TryPickup(uid, slotItem, handsComp: hands);
}
}