mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +00:00
* 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...
426 lines
16 KiB
C#
426 lines
16 KiB
C#
using System.Numerics;
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using Content.Shared.Examine;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Storage.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map; // Goobstation
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Stacks
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{
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[UsedImplicitly]
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public abstract class SharedStackSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IViewVariablesManager _vvm = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedHandsSystem Hands = default!;
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[Dependency] protected readonly SharedTransformSystem Xform = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StackComponent, ComponentGetState>(OnStackGetState);
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SubscribeLocalEvent<StackComponent, ComponentHandleState>(OnStackHandleState);
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SubscribeLocalEvent<StackComponent, ComponentStartup>(OnStackStarted);
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SubscribeLocalEvent<StackComponent, ExaminedEvent>(OnStackExamined);
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SubscribeLocalEvent<StackComponent, InteractUsingEvent>(OnStackInteractUsing);
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_vvm.GetTypeHandler<StackComponent>()
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.AddPath(nameof(StackComponent.Count), (_, comp) => comp.Count, SetCount);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_vvm.GetTypeHandler<StackComponent>()
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.RemovePath(nameof(StackComponent.Count));
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}
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private void OnStackInteractUsing(EntityUid uid, StackComponent stack, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp(args.Used, out StackComponent? recipientStack))
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return;
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var localRotation = Transform(args.Used).LocalRotation;
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if (!TryMergeStacks(uid, args.Used, out var transfered, stack, recipientStack))
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return;
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args.Handled = true;
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// interaction is done, the rest is just generating a pop-up
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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var popupPos = args.ClickLocation;
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var userCoords = Transform(args.User).Coordinates;
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if (!popupPos.IsValid(EntityManager))
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{
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popupPos = userCoords;
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}
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switch (transfered)
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{
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case > 0:
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Popup.PopupCoordinates($"+{transfered}", popupPos, Filter.Local(), false);
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if (GetAvailableSpace(recipientStack) == 0)
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{
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Popup.PopupCoordinates(Loc.GetString("comp-stack-becomes-full"),
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popupPos.Offset(new Vector2(0, -0.5f)), Filter.Local(), false);
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}
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break;
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case 0 when GetAvailableSpace(recipientStack) == 0:
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Popup.PopupCoordinates(Loc.GetString("comp-stack-already-full"), popupPos, Filter.Local(), false);
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break;
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}
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_storage.PlayPickupAnimation(args.Used, popupPos, userCoords, localRotation, args.User);
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}
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private bool TryMergeStacks(
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EntityUid donor,
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EntityUid recipient,
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out int transferred,
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StackComponent? donorStack = null,
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StackComponent? recipientStack = null)
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{
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transferred = 0;
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if (donor == recipient)
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return false;
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if (!Resolve(recipient, ref recipientStack, false) || !Resolve(donor, ref donorStack, false))
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return false;
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if (string.IsNullOrEmpty(recipientStack.StackTypeId) || !recipientStack.StackTypeId.Equals(donorStack.StackTypeId))
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return false;
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transferred = Math.Min(donorStack.Count, GetAvailableSpace(recipientStack));
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SetCount(donor, donorStack.Count - transferred, donorStack);
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SetCount(recipient, recipientStack.Count + transferred, recipientStack);
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return transferred > 0;
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}
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/// <summary>
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/// If the given item is a stack, this attempts to find a matching stack in the users hand, and merge with that.
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/// </summary>
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/// <remarks>
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/// If the interaction fails to fully merge the stack, or if this is just not a stack, it will instead try
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/// to place it in the user's hand normally.
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/// </remarks>
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public void TryMergeToHands(
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EntityUid item,
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EntityUid user,
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StackComponent? itemStack = null,
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HandsComponent? hands = null)
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{
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if (!Resolve(user, ref hands, false))
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return;
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if (!Resolve(item, ref itemStack, false))
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{
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// This isn't even a stack. Just try to pickup as normal.
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Hands.PickupOrDrop(user, item, handsComp: hands);
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return;
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}
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// This is shit code until hands get fixed and give an easy way to enumerate over items, starting with the currently active item.
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foreach (var held in Hands.EnumerateHeld((user, hands)))
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{
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TryMergeStacks(item, held, out _, donorStack: itemStack);
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if (itemStack.Count == 0)
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return;
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}
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Hands.PickupOrDrop(user, item, handsComp: hands);
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}
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public virtual void SetCount(EntityUid uid, int amount, StackComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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// Do nothing if amount is already the same.
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if (amount == component.Count)
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return;
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// Store old value for event-raising purposes...
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var old = component.Count;
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// Clamp the value.
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amount = Math.Min(amount, GetMaxCount(component));
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amount = Math.Max(amount, 0);
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// Server-side override deletes the entity if count == 0
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component.Count = amount;
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Dirty(uid, component);
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Appearance.SetData(uid, StackVisuals.Actual, component.Count);
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RaiseLocalEvent(uid, new StackCountChangedEvent(old, component.Count));
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}
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/// <summary>
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/// Goobstation - virtual method to allow calling from shared.
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/// Does nothing on the client.
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/// </summary>
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public virtual EntityUid? Split(EntityUid uid, int amount, EntityCoordinates spawnPosition, StackComponent? stack = null)
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{
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return null;
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}
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/// <summary>
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/// Try to use an amount of items on this stack. Returns whether this succeeded.
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/// </summary>
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public bool Use(EntityUid uid, int amount, StackComponent? stack = null)
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{
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if (!Resolve(uid, ref stack))
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return false;
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// Check if we have enough things in the stack for this...
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if (stack.Count < amount)
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{
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// Not enough things in the stack, return false.
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return false;
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}
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// We do have enough things in the stack, so remove them and change.
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if (!stack.Unlimited)
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{
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SetCount(uid, stack.Count - amount, stack);
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}
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return true;
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}
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/// <summary>
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/// Tries to merge a stack into any of the stacks it is touching.
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/// </summary>
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/// <returns>Whether or not it was successfully merged into another stack</returns>
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public bool TryMergeToContacts(EntityUid uid, StackComponent? stack = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref stack, ref xform, false))
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return false;
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var map = xform.MapID;
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var bounds = _physics.GetWorldAABB(uid);
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var intersecting = new HashSet<Entity<StackComponent>>();
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_entityLookup.GetEntitiesIntersecting(map, bounds, intersecting, LookupFlags.Dynamic | LookupFlags.Sundries);
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var merged = false;
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foreach (var otherStack in intersecting)
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{
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var otherEnt = otherStack.Owner;
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// if you merge a ton of stacks together, you will end up deleting a few by accident.
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if (TerminatingOrDeleted(otherEnt) || EntityManager.IsQueuedForDeletion(otherEnt))
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continue;
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if (!TryMergeStacks(uid, otherEnt, out _, stack, otherStack))
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continue;
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merged = true;
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if (stack.Count <= 0)
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break;
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}
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return merged;
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}
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/// <summary>
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/// Gets the amount of items in a stack. If it cannot be stacked, returns 1.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns></returns>
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public int GetCount(EntityUid uid, StackComponent? component = null)
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{
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return Resolve(uid, ref component, false) ? component.Count : 1;
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}
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/// <summary>
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/// Gets the max count for a given entity prototype
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/// </summary>
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/// <param name="entityId"></param>
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/// <returns></returns>
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[PublicAPI]
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public int GetMaxCount(string entityId)
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{
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var entProto = _prototype.Index<EntityPrototype>(entityId);
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entProto.TryGetComponent<StackComponent>(out var stackComp, EntityManager.ComponentFactory);
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return GetMaxCount(stackComp);
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}
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/// <summary>
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/// Gets the max count for a given entity
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/// </summary>
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/// <param name="uid"></param>
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/// <returns></returns>
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[PublicAPI]
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public int GetMaxCount(EntityUid uid)
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{
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return GetMaxCount(CompOrNull<StackComponent>(uid));
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}
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/// <summary>
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/// Gets the maximum amount that can be fit on a stack.
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/// </summary>
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/// <remarks>
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/// <p>
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/// if there's no stackcomp, this equals 1. Otherwise, if there's a max
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/// count override, it equals that. It then checks for a max count value
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/// on the prototype. If there isn't one, it defaults to the max integer
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/// value (unlimimted).
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/// </p>
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/// </remarks>
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/// <param name="component"></param>
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/// <returns></returns>
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public int GetMaxCount(StackComponent? component)
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{
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if (component == null)
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return 1;
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if (component.MaxCountOverride != null)
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return component.MaxCountOverride.Value;
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if (string.IsNullOrEmpty(component.StackTypeId))
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return 1;
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var stackProto = _prototype.Index<StackPrototype>(component.StackTypeId);
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return stackProto.MaxCount ?? int.MaxValue;
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}
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/// <summary>
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/// Gets the remaining space in a stack.
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/// </summary>
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/// <param name="component"></param>
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/// <returns></returns>
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[PublicAPI]
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public int GetAvailableSpace(StackComponent component)
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{
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return GetMaxCount(component) - component.Count;
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}
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/// <summary>
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/// Tries to add one stack to another. May have some leftover count in the inserted entity.
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/// </summary>
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public bool TryAdd(EntityUid insertEnt, EntityUid targetEnt, StackComponent? insertStack = null, StackComponent? targetStack = null)
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{
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if (!Resolve(insertEnt, ref insertStack) || !Resolve(targetEnt, ref targetStack))
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return false;
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var count = insertStack.Count;
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return TryAdd(insertEnt, targetEnt, count, insertStack, targetStack);
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}
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/// <summary>
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/// Tries to add one stack to another. May have some leftover count in the inserted entity.
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/// </summary>
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public bool TryAdd(EntityUid insertEnt, EntityUid targetEnt, int count, StackComponent? insertStack = null, StackComponent? targetStack = null)
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{
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if (!Resolve(insertEnt, ref insertStack) || !Resolve(targetEnt, ref targetStack))
|
|
return false;
|
|
|
|
if (insertStack.StackTypeId != targetStack.StackTypeId)
|
|
return false;
|
|
|
|
var available = GetAvailableSpace(targetStack);
|
|
|
|
if (available <= 0)
|
|
return false;
|
|
|
|
var change = Math.Min(available, count);
|
|
|
|
SetCount(targetEnt, targetStack.Count + change, targetStack);
|
|
SetCount(insertEnt, insertStack.Count - change, insertStack);
|
|
return true;
|
|
}
|
|
|
|
private void OnStackStarted(EntityUid uid, StackComponent component, ComponentStartup args)
|
|
{
|
|
// on client, lingering stacks that start at 0 need to be darkened
|
|
// on server this does nothing
|
|
SetCount(uid, component.Count, component);
|
|
|
|
if (!TryComp(uid, out AppearanceComponent? appearance))
|
|
return;
|
|
|
|
Appearance.SetData(uid, StackVisuals.Actual, component.Count, appearance);
|
|
Appearance.SetData(uid, StackVisuals.MaxCount, GetMaxCount(component), appearance);
|
|
Appearance.SetData(uid, StackVisuals.Hide, false, appearance);
|
|
}
|
|
|
|
private void OnStackGetState(EntityUid uid, StackComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new StackComponentState(component.Count, component.MaxCountOverride, component.Lingering);
|
|
}
|
|
|
|
private void OnStackHandleState(EntityUid uid, StackComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not StackComponentState cast)
|
|
return;
|
|
|
|
component.MaxCountOverride = cast.MaxCount;
|
|
component.Lingering = cast.Lingering;
|
|
// This will change the count and call events.
|
|
SetCount(uid, cast.Count, component);
|
|
}
|
|
|
|
private void OnStackExamined(EntityUid uid, StackComponent component, ExaminedEvent args)
|
|
{
|
|
if (!args.IsInDetailsRange)
|
|
return;
|
|
|
|
args.PushMarkup(
|
|
Loc.GetString("comp-stack-examine-detail-count",
|
|
("count", component.Count),
|
|
("markupCountColor", "lightgray")
|
|
)
|
|
);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised when a stack's count has changed.
|
|
/// </summary>
|
|
public sealed class StackCountChangedEvent : EntityEventArgs
|
|
{
|
|
/// <summary>
|
|
/// The old stack count.
|
|
/// </summary>
|
|
public int OldCount;
|
|
|
|
/// <summary>
|
|
/// The new stack count.
|
|
/// </summary>
|
|
public int NewCount;
|
|
|
|
public StackCountChangedEvent(int oldCount, int newCount)
|
|
{
|
|
OldCount = oldCount;
|
|
NewCount = newCount;
|
|
}
|
|
}
|
|
}
|