Files
Delta-v/Content.Shared/Hands/EntitySystems/SharedHandsSystem.Drop.cs
T
+27 f941121384 upstream merge (#1636)
* uncomment grappling gun

* Remove rest of Geras files (#30912)

remove remaining geras stuff

* tweak(AgeRequirement): Make the requiredAge more sensible (#30913)

* chrore(ageRequirement): fix grammar. atleast -> at least (#30914)

* Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918)

* Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971

* Fixed HoS Turtle not covering all butt pixels

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Add execution component to all energy sword weapons (#30909)

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* chore(grammar): correct some mistakes (#30916)

* Add diamond mining drills, buff regular mining drills (#30814)

* why do I have to change so much just to add drills

* diamon

* Automatic changelog update

* give trash a reusable entity table (#30921)

* Contraband marking & examining (#28688)

* System & loc strings

* pass over syndie contraband

* fixes

* grand theft pass

* contrabandexamine -> contraband

* examine text generation update

* all composition parents necessary

* bring back minor contra so it has a less confusing message

* minor

* weapon pass

* jumpsuit pass

* feet pass

* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH

* head

* AUUUUGH

* ear

* belt

* back

* fix

* bro

* rename for more clarity

* do da review

* add cvar for contraband examine

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* Removes variant cube migration (#30934)

add

* First Review Pass Contraband Fixes (#30930)

* First pass contra fix

* bam

* More

* Security crates are now marked as security restricted

* Syndicate raid suit is contra

* damn I forgot gatfruit

* Add conducting gloves to the maintenance loot table (#30904)

* add

* lower weight

* Fix DoDrop to DropNextTo in container cases (#30911)

* Fix DoDrop to DropNextTo in container cases
DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method

* codestyle change

* Fix Reagent Fire Stacks (#30766)

* Fix Reagent Fire Stacks

* Comments on code

* little nicer wording?

* Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954)

Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719.

* Automatic changelog update

* Fix permission check for whitelists in player panel (#30948)

* Automatic changelog update

* Grey mantle in winterdrobe (#29774)

* add the mantle

* fix a few things

* fix merge conflict stuff, remove from winterdrobe and lathe.

* Add mantle to loadouts (20 hour requirement)

* Automatic changelog update

* Sliceable doAfter (#30824)

* init

* wtf git

* Automatic changelog update

* Add capfruit, a gatfruit mutation. (#30850)

* add base

* add fake suffix and flavor fix

* address some reviews

* parent it

* fix test fail

* add FoodSequence support and address small review

* Automatic changelog update

* Fixes the grey mantle (#30971)

add the thing i missed

* Add keybinds for rotating and flipping objects (#30540)

* add keybinds for rotating and flipping objects

* no popup for verbs

* Automatic changelog update

* tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618)

* Make the Borgs Names Appear When they Make an Announcement (#30107)

* Make the Borgs Names Appear When they Make an Announcement

* bwomp

* re-order

* Use Name instead of metadata

* goiup

* Automatic changelog update

* disable contraband examine

* rename our SliceFoodEvent

* Throngler Plushie Sprite (#30969)

Throngonkler Plush sprite

* Fix bug with rotating shelves (#30978)

* Main

* Update shelfs.yml

* Little bug fix

* No weather on concrete tiles (#30952)

* concrete weather

* miss

* development build ghostrole lottery changes (#30980)

debug ghostrole lottery changes

* Automatic changelog update

* Add a saline syringe to the combat medical kit (#29954)

saline

* Automatic changelog update

* fix the admin verbs trying to kill players by filling their lungs with plasma (#30991)

fix the admin tools trying to kill players by filling their lungs with plasma

* Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

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

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

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

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

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

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

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

* Automatic changelog update

* Fix popups not working properly with an eye offset (#30990)

* Adds a random smokable spawner (#30870)

* Textures to make lamps mappable to East/West.

* Adds a random smokable spawner

* remove double derma

* Increase chance for just basic cig

* Update to enitity tables

* Tweak values

* Remove space

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix lizards being unable to eat custom burgers (#31005)

* Fix lizards being unable to eat custom burgers

* ensure tag comp

* Automatic changelog update

* Sedin (#27110)

* Sedin

* almost forgot this.

* what

* Did a few fixes, tried to readd popup

* Fix popup, ready for merge

* minor change

* Generalize seed removal/destruction system, add popups in general.

* fix

* fix (again)

* deadcode is no more

* Sedin buff (nerfing the recipe soon)

* godont

* webedit moment

ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit

* CRIKEY

* Revert "CRIKEY"

This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee.

I was not supposed to commit that >:/

* Alright, it should be good now but I havent tested it

* ready for merge/review

* prob -> probability

* Requested changes nodoc

* Review nodoc

* documento

* thumb up emoji

* Automatic changelog update

* Adds a Dinky Star Sticker for security officers (#29767)

* Sec-Star-TASTIC

* fix license

* now counts as trash

* Sticks to people + wearable

* no more sticky

* no more sticky

* mystery-space

* Update Loadout Yaml

* Automatic changelog update

* tweak(hospital): Reduce diamond stack from 30 to 1 (#31027)

* tweak(experiment): Reduce diamond stack from 30 to 1 (#31025)

* replace mapped diamond stacks with single

* Figurine voicelines (#30865)

* initial commit

* tweaks to the new voice lines

capitalizations of I's and the Y on hos 3 voice lines
also changed the captain figuring voice line 2 to something completely different

* capitalized one letter

man i really suck at capitalization

* more capitalization

i never thought this pr would need so many changes

* changed one comma to a dot

* Update Resources/Locale/en-US/datasets/figurines.ftl

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

---------

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

* Automatic changelog update

* Adding shock collar and electropack (#30529)

* Adding shock collar with the new ShockOnTrigger

* Cleaning and updating the shock collar

* Add StripDelay datafield to ClothingComponent

* Adding SelfUnremovableClothingComponent

* ShockCollar Update

* Correction of the shock collar

* Correction of the shock collar 2

* Renaming the DamageSpecifier DataField to Damage

* Fixing the damage field in ShockCollar

* Cleaning the ShockCollar

* Renaming ShockCollar to ClothingNeckShockCollar

* Adding ClothingNeckShockCollar as a stealTarget to a thief

* Fixing a typo of the sprite path in ClothingNeckShockCollar

* Cleaning the ShockOnTriggerComponent

* Revision of SelfUnremovableClothing

* Adding a ClothingBackpackElectropack

* Sprite fix

* Code review

* Shock Collar sprite update

* add commit hash

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Greatly improve the usability of the Gas Analyzer. (#30763)

* greatly improve how the gas analyzer behaves

* don't close the analyzer when the object goes out of range

* cleanup

* always switch to the device tab when a new device is analyzed

* modern api part one

* modern api part 2

* modern api part three

* file scope namespace

* Automatic changelog update

* Fix false and true in player-panel.ftl (#31043)

Fix false and true in player-panel

Add a new True string

* Contra Review Passs - Round 2 (#30942)

* Contra pass round two

* command too

* Stamps

* oopsied a bracket

* Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>

* Contraband Review Pass - The Threequel (#30970)

Contraband pass number three

* Golden toilet (#31049)

* golden toilet

* Destructible

* sprite

* fix

* copyright

* Automatic changelog update

* Salvage Spawners (#31020)

* treasure entities and spawners

* no more smiles

* remove nyano shock collar code

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove meteor swarms rule for a moment

* Revamped Meteor Swarm (#28974)

* meteor code and balanced values

* Meteor Swarms

* Update meteors.yml

* Update meteors.yml

* HOO! (fix overkill bug and buff space dust)

* undo BloodstreamComponent.cs changes

* DamageDistribution -> DamageTypes

* part 2.

* Missing meteor presets (#29044)

* add meteors into missing game presets

* changes for real

* implement code

* this too

* Meteors now leave behind a bit of ore (#30419)

* Meteors that leave behind asteroid ore

* bigger offset

* Bit more generic

* Better defaults

* hrm?

* I HATE CUSTOM SERIALIZERS

* More comments

* renamed a variable

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* refactor event schedulers to use explicit game rules (#29320)

* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove(NukeopsRuleComponent): Remove a trap from the component file (#31029)

ah

* Fix bug with holding objects (#31009)

Main

* Automatic changelog update

* Replace obsolete map functions in IconSmoothSystem (#30958)

* first part

* second part

* Automatic changelog update

* Fix reagents with ReagentData being duplicated  (#30983)

Initial commit

* :trollface:

* :trollface:

* actually untroll

* a

* 50 burger

* add back old meteor code

* fix

* use some live config options in dev

* remove old shock collar icon

* make ammo more consistent and work more

* clean up lathes diff to upstream

* a

* move rubber bullets to deltav folder

* a

* untroll

* more untrolls

* more untrolls

* untroll

* :trollface:

* a

* b

* remove it for real

* add missing lathe recipes

* replace cvars with component field

* remove taco from roboisseur

* migrate cardboard box with smg mags

* remove kebabs

* a

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com>
Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com>
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
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2024-08-18 17:21:07 +00:00

229 lines
8.6 KiB
C#

using System.Numerics;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Tag;
using Content.Shared.Interaction.Events;
using Robust.Shared.Containers;
using Robust.Shared.Map;
namespace Content.Shared.Hands.EntitySystems;
public abstract partial class SharedHandsSystem
{
[Dependency] private readonly TagSystem _tagSystem = default!;
private void InitializeDrop()
{
SubscribeLocalEvent<HandsComponent, EntRemovedFromContainerMessage>(HandleEntityRemoved);
}
protected virtual void HandleEntityRemoved(EntityUid uid, HandsComponent hands, EntRemovedFromContainerMessage args)
{
if (!TryGetHand(uid, args.Container.ID, out var hand))
{
return;
}
var gotUnequipped = new GotUnequippedHandEvent(uid, args.Entity, hand);
RaiseLocalEvent(args.Entity, gotUnequipped);
var didUnequip = new DidUnequipHandEvent(uid, args.Entity, hand);
RaiseLocalEvent(uid, didUnequip);
if (TryComp(args.Entity, out VirtualItemComponent? @virtual))
_virtualSystem.DeleteVirtualItem((args.Entity, @virtual), uid);
}
private bool ShouldIgnoreRestrictions(EntityUid user)
{
//Checks if the Entity is something that shouldn't care about drop distance or walls ie Aghost
return !_tagSystem.HasTag(user, "BypassDropChecks");
}
/// <summary>
/// Checks whether an entity can drop a given entity. Will return false if they are not holding the entity.
/// </summary>
public bool CanDrop(EntityUid uid, EntityUid entity, HandsComponent? handsComp = null, bool checkActionBlocker = true)
{
if (!Resolve(uid, ref handsComp))
return false;
if (!IsHolding(uid, entity, out var hand, handsComp))
return false;
return CanDropHeld(uid, hand, checkActionBlocker);
}
/// <summary>
/// Checks if the contents of a hand is able to be removed from its container.
/// </summary>
public bool CanDropHeld(EntityUid uid, Hand hand, bool checkActionBlocker = true)
{
if (hand.Container?.ContainedEntity is not {} held)
return false;
if (!ContainerSystem.CanRemove(held, hand.Container))
return false;
if (checkActionBlocker && !_actionBlocker.CanDrop(uid))
return false;
return true;
}
/// <summary>
/// Attempts to drop the item in the currently active hand.
/// </summary>
public bool TryDrop(EntityUid uid, EntityCoordinates? targetDropLocation = null, bool checkActionBlocker = true, bool doDropInteraction = true, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp))
return false;
if (handsComp.ActiveHand == null)
return false;
return TryDrop(uid, handsComp.ActiveHand, targetDropLocation, checkActionBlocker, doDropInteraction, handsComp);
}
/// <summary>
/// Drops an item at the target location.
/// </summary>
public bool TryDrop(EntityUid uid, EntityUid entity, EntityCoordinates? targetDropLocation = null, bool checkActionBlocker = true, bool doDropInteraction = true, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp))
return false;
if (!IsHolding(uid, entity, out var hand, handsComp))
return false;
return TryDrop(uid, hand, targetDropLocation, checkActionBlocker, doDropInteraction, handsComp);
}
/// <summary>
/// Drops a hands contents at the target location.
/// </summary>
public bool TryDrop(EntityUid uid, Hand hand, EntityCoordinates? targetDropLocation = null, bool checkActionBlocker = true, bool doDropInteraction = true, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp))
return false;
if (!CanDropHeld(uid, hand, checkActionBlocker))
return false;
var entity = hand.HeldEntity!.Value;
// if item is a fake item (like with pulling), just delete it rather than bothering with trying to drop it into the world
if (TryComp(entity, out VirtualItemComponent? @virtual))
_virtualSystem.DeleteVirtualItem((entity, @virtual), uid);
if (TerminatingOrDeleted(entity))
return true;
var itemXform = Transform(entity);
if (itemXform.MapUid == null)
return true;
var userXform = Transform(uid);
var isInContainer = ContainerSystem.IsEntityOrParentInContainer(uid, xform: userXform);
// if the user is in a container, drop the item inside the container
if (isInContainer) {
TransformSystem.DropNextTo((entity, itemXform), (uid, userXform));
return true;
}
// drop the item with heavy calculations from their hands and place it at the calculated interaction range position
// The DoDrop is handle if there's no drop target
DoDrop(uid, hand, doDropInteraction: doDropInteraction, handsComp);
// if there's no drop location stop here
if (targetDropLocation == null)
return true;
// otherwise, also move dropped item and rotate it properly according to grid/map
var (itemPos, itemRot) = TransformSystem.GetWorldPositionRotation(entity);
var origin = new MapCoordinates(itemPos, itemXform.MapID);
var target = TransformSystem.ToMapCoordinates(targetDropLocation.Value);
TransformSystem.SetWorldPositionRotation(entity, GetFinalDropCoordinates(uid, origin, target), itemRot);
return true;
}
/// <summary>
/// Attempts to move a held item from a hand into a container that is not another hand, without dropping it on the floor in-between.
/// </summary>
public bool TryDropIntoContainer(EntityUid uid, EntityUid entity, BaseContainer targetContainer, bool checkActionBlocker = true, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp))
return false;
if (!IsHolding(uid, entity, out var hand, handsComp))
return false;
if (!CanDropHeld(uid, hand, checkActionBlocker))
return false;
if (!ContainerSystem.CanInsert(entity, targetContainer))
return false;
DoDrop(uid, hand, false, handsComp);
ContainerSystem.Insert(entity, targetContainer);
return true;
}
/// <summary>
/// Calculates the final location a dropped item will end up at, accounting for max drop range and collision along the targeted drop path, Does a check to see if a user should bypass those checks as well.
/// </summary>
private Vector2 GetFinalDropCoordinates(EntityUid user, MapCoordinates origin, MapCoordinates target)
{
var dropVector = target.Position - origin.Position;
var requestedDropDistance = dropVector.Length();
var dropLength = dropVector.Length();
if (ShouldIgnoreRestrictions(user))
{
if (dropVector.Length() > SharedInteractionSystem.InteractionRange)
{
dropVector = dropVector.Normalized() * SharedInteractionSystem.InteractionRange;
target = new MapCoordinates(origin.Position + dropVector, target.MapId);
}
dropLength = _interactionSystem.UnobstructedDistance(origin, target, predicate: e => e == user);
}
if (dropLength < requestedDropDistance)
return origin.Position + dropVector.Normalized() * dropLength;
return target.Position;
}
/// <summary>
/// Removes the contents of a hand from its container. Assumes that the removal is allowed. In general, you should not be calling this directly.
/// </summary>
public virtual void DoDrop(EntityUid uid, Hand hand, bool doDropInteraction = true, HandsComponent? handsComp = null)
{
if (!Resolve(uid, ref handsComp))
return;
if (hand.Container?.ContainedEntity == null)
return;
var entity = hand.Container.ContainedEntity.Value;
if (TerminatingOrDeleted(uid) || TerminatingOrDeleted(entity))
return;
if (!ContainerSystem.Remove(entity, hand.Container))
{
Log.Error($"Failed to remove {ToPrettyString(entity)} from users hand container when dropping. User: {ToPrettyString(uid)}. Hand: {hand.Name}.");
return;
}
Dirty(uid, handsComp);
if (doDropInteraction)
_interactionSystem.DroppedInteraction(uid, entity);
if (hand == handsComp.ActiveHand)
RaiseLocalEvent(entity, new HandDeselectedEvent(uid));
}
}