Files
Delta-v/Content.Shared/Interaction/SmartEquipSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

225 lines
8.5 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;
}
// case 4 (just an item):
if (handItem != null)
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);
}
}