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Pulling rework v2 (#24936)
* Pulling rework
Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame.
* More pulling cleanup
* stats
* More cleanup
* First draft
* More pulling
* weh
* Fix puller
* Pulling working
* Fix merge
* Dunked
* Self-merge time
* Fix hotkey
* Fix container changes
* oop
* Fix multi-pulling
* Move alerts cleanup.
* pulling fixes
(cherry picked from commit c584f6444a)
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@@ -6,11 +6,10 @@ using Content.Shared.Objectives.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Objectives;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Pulling.Components;
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namespace Content.Server.Objectives.Systems;
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@@ -100,19 +99,19 @@ public sealed class StealConditionSystem : EntitySystem
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var count = 0;
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//check pulling object
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if (TryComp<SharedPullerComponent>(mind.OwnedEntity, out var pull)) //TO DO: to make the code prettier? don't like the repetition
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if (TryComp<PullerComponent>(mind.OwnedEntity, out var pull)) //TO DO: to make the code prettier? don't like the repetition
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{
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var pullid = pull.Pulling;
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if (pullid != null)
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var pulledEntity = pull.Pulling;
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if (pulledEntity != null)
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{
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// check if this is the item
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if (CheckStealTarget(pullid.Value, condition)) count++;
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if (CheckStealTarget(pulledEntity.Value, condition)) count++;
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//we don't check the inventories of sentient entity
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if (!TryComp<MindContainerComponent>(pullid, out var pullMind))
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if (!HasComp<MindContainerComponent>(pulledEntity))
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{
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// if it is a container check its contents
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if (_containerQuery.TryGetComponent(pullid, out var containerManager))
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if (_containerQuery.TryGetComponent(pulledEntity, out var containerManager))
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stack.Push(containerManager);
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}
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}
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