Files
Delta-v/Content.Server/Hands/Systems/HandsSystem.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

---------

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

285 lines
12 KiB
C#

using System.Numerics;
using Content.Server.Stack;
using Content.Server.Stunnable;
using Content.Shared._NF.Standing; // Frontier
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Part;
using Content.Shared.Body.Systems; // Shitmed Change
using Content.Shared._Shitmed.Body.Events; // Shitmed Change
using Content.Shared.CombatMode;
using Content.Shared.Damage.Systems;
using Content.Shared.Explosion;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Stacks;
using Content.Shared.Standing;
using Content.Shared.Throwing;
using Robust.Shared.GameStates;
using Robust.Shared.Input.Binding;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Hands.Systems
{
public sealed class HandsSystem : SharedHandsSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StackSystem _stackSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly PullingSystem _pullingSystem = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly SharedBodySystem _bodySystem = default!; // Shitmed Change
private EntityQuery<PhysicsComponent> _physicsQuery;
/// <summary>
/// Items dropped when the holder falls down will be launched in
/// a direction offset by up to this many degrees from the holder's
/// movement direction.
/// </summary>
private const float DropHeldItemsSpread = 45;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HandsComponent, DisarmedEvent>(OnDisarmed, before: new[] {typeof(StunSystem), typeof(SharedStaminaSystem)});
SubscribeLocalEvent<HandsComponent, BodyPartAddedEvent>(HandleBodyPartAdded);
SubscribeLocalEvent<HandsComponent, BodyPartRemovedEvent>(HandleBodyPartRemoved);
SubscribeLocalEvent<HandsComponent, ComponentGetState>(GetComponentState);
SubscribeLocalEvent<HandsComponent, BeforeExplodeEvent>(OnExploded);
SubscribeLocalEvent<HandsComponent, BodyPartEnabledEvent>(HandleBodyPartEnabled); // Shitmed Change
SubscribeLocalEvent<HandsComponent, BodyPartDisabledEvent>(HandleBodyPartDisabled); // Shitmed Change
SubscribeLocalEvent<HandsComponent, DropHandItemsEvent>(OnDropHandItems);
CommandBinds.Builder
.Bind(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem))
.Register<HandsSystem>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
}
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<HandsSystem>();
}
private void GetComponentState(EntityUid uid, HandsComponent hands, ref ComponentGetState args)
{
args.State = new HandsComponentState(hands);
}
private void OnExploded(Entity<HandsComponent> ent, ref BeforeExplodeEvent args)
{
if (ent.Comp.DisableExplosionRecursion)
return;
foreach (var held in EnumerateHeld(ent.AsNullable()))
{
args.Contents.Add(held);
}
}
private void OnDisarmed(EntityUid uid, HandsComponent component, ref DisarmedEvent args)
{
if (args.Handled)
return;
// Break any pulls
if (TryComp(uid, out PullerComponent? puller) && TryComp(puller.Pulling, out PullableComponent? pullable))
_pullingSystem.TryStopPull(puller.Pulling.Value, pullable);
var offsetRandomCoordinates = _transformSystem.GetMoverCoordinates(args.Target).Offset(_random.NextVector2(1f, 1.5f));
if (!ThrowHeldItem(args.Target, offsetRandomCoordinates))
return;
args.PopupPrefix = "disarm-action-";
args.Handled = true; // no shove/stun.
}
// Shitmed Change Start
// Most of what was changed is that HandleBodyPartAdded just calls TryAddHand, and that has a bit of extra
// logic for shitmed bullshit.
private void TryAddHand(Entity<HandsComponent> ent, Entity<BodyPartComponent> part, string slot)
// private void HandleBodyPartAdded(, ref BodyPartAddedEvent args)
{
if (part.Comp is null
|| part.Comp.PartType != BodyPartType.Hand)
return;
// If this annoys you, which it should.
// Ping Smugleaf.
var location = part.Comp.Symmetry switch
{
BodyPartSymmetry.None => HandLocation.Middle,
BodyPartSymmetry.Left => HandLocation.Left,
BodyPartSymmetry.Right => HandLocation.Right,
_ => throw new ArgumentOutOfRangeException(nameof(part.Comp.Symmetry))
};
if (part.Comp.Enabled
&& _bodySystem.TryGetParentBodyPart(part, out var _, out var parentPartComp)
&& parentPartComp.Enabled)
AddHand(ent.AsNullable(), slot, location);
}
private void HandleBodyPartAdded(Entity<HandsComponent> ent, ref BodyPartAddedEvent args) {
TryAddHand(ent, args.Part, args.Slot);
}
private void HandleBodyPartRemoved(EntityUid uid, HandsComponent component, ref BodyPartRemovedEvent args)
{
if (args.Part.Comp is null
|| args.Part.Comp.PartType != BodyPartType.Hand)
return;
RemoveHand(uid, args.Slot);
}
private void HandleBodyPartEnabled(EntityUid uid, HandsComponent component, ref BodyPartEnabledEvent args) =>
TryAddHand((uid, component), args.Part, SharedBodySystem.GetPartSlotContainerId(args.Part.Comp.ParentSlot?.Id ?? string.Empty));
private void HandleBodyPartDisabled(EntityUid uid, HandsComponent component, ref BodyPartDisabledEvent args)
{
if (TerminatingOrDeleted(uid)
|| args.Part.Comp is null
|| args.Part.Comp.PartType != BodyPartType.Hand)
return;
RemoveHand(uid, SharedBodySystem.GetPartSlotContainerId(args.Part.Comp.ParentSlot?.Id ?? string.Empty));
}
// Shitmed Change End
#region interactions
private bool HandleThrowItem(ICommonSession? playerSession, EntityCoordinates coordinates, EntityUid entity)
{
if (playerSession?.AttachedEntity is not {Valid: true} player || !Exists(player) || !coordinates.IsValid(EntityManager))
return false;
return ThrowHeldItem(player, coordinates);
}
/// <summary>
/// Throw the player's currently held item.
/// </summary>
public bool ThrowHeldItem(EntityUid player, EntityCoordinates coordinates, float minDistance = 0.1f)
{
if (ContainerSystem.IsEntityInContainer(player) ||
!TryComp(player, out HandsComponent? hands) ||
!TryGetActiveItem((player, hands), out var throwEnt) ||
!_actionBlockerSystem.CanThrow(player, throwEnt.Value))
return false;
if (_timing.CurTime < hands.NextThrowTime)
return false;
hands.NextThrowTime = _timing.CurTime + hands.ThrowCooldown;
if (TryComp(throwEnt, out StackComponent? stack) && stack.Count > 1 && stack.ThrowIndividually)
{
var splitStack = _stackSystem.Split(throwEnt.Value, 1, Comp<TransformComponent>(player).Coordinates, stack);
if (splitStack is not {Valid: true})
return false;
throwEnt = splitStack.Value;
}
var direction = _transformSystem.ToMapCoordinates(coordinates).Position - _transformSystem.GetWorldPosition(player);
if (direction == Vector2.Zero)
return true;
var length = direction.Length();
var distance = Math.Clamp(length, minDistance, hands.ThrowRange);
direction *= distance / length;
var throwSpeed = hands.BaseThrowspeed;
// Let other systems change the thrown entity (useful for virtual items)
// or the throw strength.
var ev = new BeforeThrowEvent(throwEnt.Value, direction, throwSpeed, player);
RaiseLocalEvent(player, ref ev);
if (ev.Cancelled)
return true;
// This can grief the above event so we raise it afterwards
if (IsHolding((player, hands), throwEnt, out _) && !TryDrop(player, throwEnt.Value))
return false;
_throwingSystem.TryThrow(ev.ItemUid, ev.Direction, ev.ThrowSpeed, ev.PlayerUid, compensateFriction: !HasComp<LandAtCursorComponent>(ev.ItemUid));
return true;
}
private void OnDropHandItems(Entity<HandsComponent> entity, ref DropHandItemsEvent args)
{
// If the holder doesn't have a physics component, they ain't moving
var holderVelocity = _physicsQuery.TryComp(entity, out var physics) ? physics.LinearVelocity : Vector2.Zero;
var spreadMaxAngle = Angle.FromDegrees(DropHeldItemsSpread);
var fellEvent = new FellDownEvent(entity);
RaiseLocalEvent(entity, fellEvent);
if (HasComp<PreventDropOnDownedComponent>(entity)) // Frontier: stop dropping items when falling over.
return; // Frontier
var worldRotation = TransformSystem.GetWorldRotation(entity).ToVec();
foreach (var hand in entity.Comp.Hands.Keys)
{
if (!TryGetHeldItem(entity.AsNullable(), hand, out var heldEntity))
continue;
var throwAttempt = new FellDownThrowAttemptEvent(entity);
RaiseLocalEvent(heldEntity.Value, ref throwAttempt);
if (throwAttempt.Cancelled)
continue;
if (!TryDrop(entity.AsNullable(), hand, checkActionBlocker: false))
continue;
// Rotate the item's throw vector a bit for each item
var angleOffset = _random.NextAngle(-spreadMaxAngle, spreadMaxAngle);
// Rotate the holder's velocity vector by the angle offset to get the item's velocity vector
var itemVelocity = angleOffset.RotateVec(holderVelocity);
// Decrease the distance of the throw by a random amount
itemVelocity *= _random.NextFloat(1f);
// Heavier objects don't get thrown as far
// If the item doesn't have a physics component, it isn't going to get thrown anyway, but we'll assume infinite mass
itemVelocity *= _physicsQuery.TryComp(heldEntity, out var heldPhysics) ? heldPhysics.InvMass : 0;
// Throw at half the holder's intentional throw speed and
// vary the speed a little to make it look more interesting
var throwSpeed = entity.Comp.BaseThrowspeed * _random.NextFloat(0.45f, 0.55f);
_throwingSystem.TryThrow(heldEntity.Value,
itemVelocity,
throwSpeed,
entity,
pushbackRatio: 0,
compensateFriction: false
);
}
}
#endregion
}
}