Files
Delta-v/Content.Shared/Wieldable/SharedWieldableSystem.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>

---------

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

434 lines
17 KiB
C#

using System.Linq;
using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Wieldable.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Collections;
using Robust.Shared.Timing;
namespace Content.Shared.Wieldable;
public abstract class SharedWieldableSystem : EntitySystem
{
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedGunSystem _gun = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
[Dependency] private readonly UseDelaySystem _delay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem), typeof(BatteryWeaponFireModesSystem)]);
SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedEvent>(OnBlockerEquipped);
SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedHandEvent>(OnBlockerEquippedHand);
SubscribeLocalEvent<WieldingBlockerComponent, WieldAttemptEvent>(OnBlockerAttempt);
SubscribeLocalEvent<WieldingBlockerComponent, InventoryRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
SubscribeLocalEvent<WieldingBlockerComponent, HeldRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
SubscribeLocalEvent<GunRequiresWieldComponent, ExaminedEvent>(OnExamineRequires);
SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemWieldedEvent>(OnSpeedModifierWielded);
SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemUnwieldedEvent>(OnSpeedModifierUnwielded);
SubscribeLocalEvent<SpeedModifiedOnWieldComponent, HeldRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshSpeedWielded);
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
}
private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
{
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
!wieldable.Wielded)
{
args.Cancelled = true;
args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
}
}
private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
{
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
!wieldable.Wielded)
{
args.Cancel();
var time = _timing.CurTime;
if (time > component.LastPopup + component.PopupCooldown &&
!HasComp<MeleeWeaponComponent>(uid) &&
!HasComp<MeleeRequiresWieldComponent>(uid))
{
component.LastPopup = time;
var message = Loc.GetString("wieldable-component-requires", ("item", uid));
_popup.PopupClient(message, args.Used, args.User);
}
}
}
private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
{
_gun.RefreshModifiers(uid);
}
private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
{
_gun.RefreshModifiers(uid);
}
private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
{
if (_hands.GetHandCount(args.User) > 2)
return;
TryUnwield(uid, component, args.User);
}
private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
{
if (TryComp(bonus, out WieldableComponent? wield) &&
wield.Wielded)
{
args.MinAngle += bonus.Comp.MinAngle;
args.MaxAngle += bonus.Comp.MaxAngle;
args.AngleDecay += bonus.Comp.AngleDecay;
args.AngleIncrease += bonus.Comp.AngleIncrease;
}
}
private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
{
if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
{
args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
}
}
private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
{
if (entity.Comp.WieldRequiresExamineMessage != null)
args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
}
private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
{
if (HasComp<GunRequiresWieldComponent>(uid))
return;
if (component.WieldBonusExamineMessage != null)
args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
}
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
return;
if (!_hands.IsHolding((args.User, args.Hands), uid, out _))
return;
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
// verb. Or just don't add it to the list if the action is not executable.
// TODO VERBS ICON
InteractionVerb verb = new()
{
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
Act = component.Wielded
? () => TryUnwield(uid, component, args.User)
: () => TryWield(uid, component, args.User)
};
args.Verbs.Add(verb);
}
private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
{
if (args.Handled)
return;
if (!component.Wielded)
{
TryWield(uid, component, args.User);
args.Handled = true; // always mark as handled or we will cycle ammo when wielding is blocked
}
else if (component.UnwieldOnUse)
{
TryUnwield(uid, component, args.User);
args.Handled = true;
}
if (HasComp<UseDelayComponent>(uid) && !component.UseDelayOnWield)
args.ApplyDelay = false;
}
private void OnBlockerEquipped(Entity<WieldingBlockerComponent> ent, ref GotEquippedEvent args)
{
if (ent.Comp.BlockEquipped)
UnwieldAll(args.Equipee, force: true);
}
private void OnBlockerEquippedHand(Entity<WieldingBlockerComponent> ent, ref GotEquippedHandEvent args)
{
if (ent.Comp.BlockInHand)
UnwieldAll(args.User, force: true);
}
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref InventoryRelayedEvent<WieldAttemptEvent> args)
{
if (ent.Comp.BlockEquipped)
{
args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
args.Args.Cancelled = true;
}
}
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref HeldRelayedEvent<WieldAttemptEvent> args)
{
if (ent.Comp.BlockInHand)
{
args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
args.Args.Cancelled = true;
}
}
private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref WieldAttemptEvent args)
{
args.Cancelled = true;
}
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
{
// Do they have enough hands free?
if (!TryComp<HandsComponent>(user, out var hands))
{
if (!quiet)
_popup.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
return false;
}
// Is it.. actually in one of their hands?
if (!_hands.IsHolding((user, hands), uid, out _))
{
if (!quiet)
_popup.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
return false;
}
if (_hands.CountFreeableHands((user, hands)) < component.FreeHandsRequired)
{
if (!quiet)
{
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
("number", component.FreeHandsRequired), ("item", uid));
_popup.PopupClient(message, user, user);
}
return false;
}
// Seems legit.
return true;
}
/// <summary>
/// Attempts to wield an item, starting a UseDelay after.
/// </summary>
/// <returns>True if the attempt wasn't blocked.</returns>
public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
{
if (!CanWield(used, component, user))
return false;
if (TryComp(used, out UseDelayComponent? useDelay) && component.UseDelayOnWield)
{
if (!_delay.TryResetDelay((used, useDelay), true))
return false;
}
var attemptEv = new WieldAttemptEvent(user, used);
RaiseLocalEvent(user, ref attemptEv);
if (attemptEv.Cancelled)
{
if (attemptEv.Message != null)
_popup.PopupClient(attemptEv.Message, user, user);
return false;
}
if (TryComp<ItemComponent>(used, out var item))
{
component.OldInhandPrefix = item.HeldPrefix;
_item.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
}
SetWielded((used, component), true);
if (component.WieldSound != null)
_audio.PlayPredicted(component.WieldSound, used, user);
//This section handles spawning the virtual item(s) to occupy the required additional hand(s).
var virtuals = new ValueList<EntityUid>();
for (var i = 0; i < component.FreeHandsRequired; i++)
{
if (_virtualItem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, true))
{
virtuals.Add(virtualItem.Value);
continue;
}
foreach (var existingVirtual in virtuals)
{
QueueDel(existingVirtual);
}
return false;
}
var selfMessage = Loc.GetString("wieldable-component-successful-wield", ("item", used));
var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", Identity.Entity(user, EntityManager)), ("item", used));
_popup.PopupPredicted(selfMessage, othersMessage, user, user);
var ev = new ItemWieldedEvent(user);
RaiseLocalEvent(used, ref ev);
return true;
}
/// <summary>
/// Attempts to unwield an item, with no use delay.
/// </summary>
/// <returns>True if the attempt wasn't blocked.</returns>
public bool TryUnwield(EntityUid used, WieldableComponent component, EntityUid user, bool force = false)
{
if (!component.Wielded)
return false; // already unwielded
if (!force)
{
var attemptEv = new UnwieldAttemptEvent(user, used);
RaiseLocalEvent(user, ref attemptEv);
if (attemptEv.Cancelled)
{
if (attemptEv.Message != null)
_popup.PopupClient(attemptEv.Message, user, user);
return false;
}
}
SetWielded((used, component), false);
var ev = new ItemUnwieldedEvent(user, force);
RaiseLocalEvent(used, ref ev);
return true;
}
/// <summary>
/// Makes an entity unwield all currently wielded items.
/// </summary>
/// <param name="force">If this is true we will bypass UnwieldAttemptEvent.</param>
public void UnwieldAll(Entity<HandsComponent?> wielder, bool force = false)
{
foreach (var held in _hands.EnumerateHeld(wielder))
{
if (TryComp<WieldableComponent>(held, out var wieldable))
TryUnwield(held, wieldable, wielder, force);
}
}
/// <summary>
/// Sets wielded without doing any checks.
/// </summary>
private void SetWielded(Entity<WieldableComponent> ent, bool wielded)
{
ent.Comp.Wielded = wielded;
Dirty(ent);
_appearance.SetData(ent, WieldableVisuals.Wielded, wielded);
}
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
{
_item.SetHeldPrefix(uid, component.OldInhandPrefix);
var user = args.User;
_virtualItem.DeleteInHandsMatching(user, uid);
if (!args.Force) // don't play sound/popup if this was a forced unwield
{
if (component.UnwieldSound != null)
_audio.PlayPredicted(component.UnwieldSound, uid, user);
var selfMessage = Loc.GetString("wieldable-component-failed-wield", ("item", uid));
var othersMessage = Loc.GetString("wieldable-component-failed-wield-other", ("user", Identity.Entity(args.User, EntityManager)), ("item", uid));
_popup.PopupPredicted(selfMessage, othersMessage, user, user);
}
}
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
{
if (uid == args.Unequipped)
TryUnwield(uid, component, args.User, force: true);
}
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == uid)
TryUnwield(uid, component, args.User, force: true);
}
private void OnGetMeleeDamage(EntityUid uid, IncreaseDamageOnWieldComponent component, ref GetMeleeDamageEvent args)
{
if (!TryComp<WieldableComponent>(uid, out var wield))
return;
if (!wield.Wielded)
return;
args.Damage += component.BonusDamage;
}
}