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...
434 lines
17 KiB
C#
434 lines
17 KiB
C#
using System.Linq;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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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.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Timing;
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namespace Content.Shared.Wieldable;
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public abstract class SharedWieldableSystem : EntitySystem
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{
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedItemSystem _item = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem), typeof(BatteryWeaponFireModesSystem)]);
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SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
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SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
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SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
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SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
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SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedEvent>(OnBlockerEquipped);
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SubscribeLocalEvent<WieldingBlockerComponent, GotEquippedHandEvent>(OnBlockerEquippedHand);
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SubscribeLocalEvent<WieldingBlockerComponent, WieldAttemptEvent>(OnBlockerAttempt);
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SubscribeLocalEvent<WieldingBlockerComponent, InventoryRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
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SubscribeLocalEvent<WieldingBlockerComponent, HeldRelayedEvent<WieldAttemptEvent>>(OnBlockerAttempt);
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SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
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SubscribeLocalEvent<GunRequiresWieldComponent, ExaminedEvent>(OnExamineRequires);
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SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
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SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
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SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
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SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemWieldedEvent>(OnSpeedModifierWielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemUnwieldedEvent>(OnSpeedModifierUnwielded);
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SubscribeLocalEvent<SpeedModifiedOnWieldComponent, HeldRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshSpeedWielded);
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SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
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}
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private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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args.Cancelled = true;
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args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
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}
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}
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private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
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{
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if (TryComp<WieldableComponent>(uid, out var wieldable) &&
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!wieldable.Wielded)
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{
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args.Cancel();
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var time = _timing.CurTime;
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if (time > component.LastPopup + component.PopupCooldown &&
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!HasComp<MeleeWeaponComponent>(uid) &&
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!HasComp<MeleeRequiresWieldComponent>(uid))
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{
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component.LastPopup = time;
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var message = Loc.GetString("wieldable-component-requires", ("item", uid));
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_popup.PopupClient(message, args.Used, args.User);
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}
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}
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}
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private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
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{
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_gun.RefreshModifiers(uid);
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}
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private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
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{
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if (_hands.GetHandCount(args.User) > 2)
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return;
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TryUnwield(uid, component, args.User);
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}
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private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
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{
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if (TryComp(bonus, out WieldableComponent? wield) &&
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wield.Wielded)
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{
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args.MinAngle += bonus.Comp.MinAngle;
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args.MaxAngle += bonus.Comp.MaxAngle;
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args.AngleDecay += bonus.Comp.AngleDecay;
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args.AngleIncrease += bonus.Comp.AngleIncrease;
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}
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}
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private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
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}
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private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
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{
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if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
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{
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args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
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}
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}
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private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
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{
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if (entity.Comp.WieldRequiresExamineMessage != null)
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args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
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}
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private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
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{
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if (HasComp<GunRequiresWieldComponent>(uid))
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return;
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if (component.WieldBonusExamineMessage != null)
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args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
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}
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private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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if (!_hands.IsHolding((args.User, args.Hands), uid, out _))
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return;
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// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
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// verb. Or just don't add it to the list if the action is not executable.
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// TODO VERBS ICON
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InteractionVerb verb = new()
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{
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Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
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Act = component.Wielded
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? () => TryUnwield(uid, component, args.User)
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: () => TryWield(uid, component, args.User)
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};
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args.Verbs.Add(verb);
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}
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private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (!component.Wielded)
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{
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TryWield(uid, component, args.User);
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args.Handled = true; // always mark as handled or we will cycle ammo when wielding is blocked
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}
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else if (component.UnwieldOnUse)
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{
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TryUnwield(uid, component, args.User);
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args.Handled = true;
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}
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if (HasComp<UseDelayComponent>(uid) && !component.UseDelayOnWield)
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args.ApplyDelay = false;
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}
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private void OnBlockerEquipped(Entity<WieldingBlockerComponent> ent, ref GotEquippedEvent args)
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{
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if (ent.Comp.BlockEquipped)
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UnwieldAll(args.Equipee, force: true);
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}
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private void OnBlockerEquippedHand(Entity<WieldingBlockerComponent> ent, ref GotEquippedHandEvent args)
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{
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if (ent.Comp.BlockInHand)
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UnwieldAll(args.User, force: true);
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}
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private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref InventoryRelayedEvent<WieldAttemptEvent> args)
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{
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if (ent.Comp.BlockEquipped)
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{
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args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
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args.Args.Cancelled = true;
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}
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}
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private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref HeldRelayedEvent<WieldAttemptEvent> args)
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{
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if (ent.Comp.BlockInHand)
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{
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args.Args.Message = Loc.GetString("wieldable-component-blocked-wield", ("blocker", ent.Owner), ("item", args.Args.Wielded));
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args.Args.Cancelled = true;
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}
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}
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private void OnBlockerAttempt(Entity<WieldingBlockerComponent> ent, ref WieldAttemptEvent args)
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{
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args.Cancelled = true;
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}
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public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false)
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{
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// Do they have enough hands free?
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if (!TryComp<HandsComponent>(user, out var hands))
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{
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if (!quiet)
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_popup.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
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return false;
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}
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// Is it.. actually in one of their hands?
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if (!_hands.IsHolding((user, hands), uid, out _))
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{
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if (!quiet)
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_popup.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
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return false;
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}
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if (_hands.CountFreeableHands((user, hands)) < component.FreeHandsRequired)
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{
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if (!quiet)
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{
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var message = Loc.GetString("wieldable-component-not-enough-free-hands",
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("number", component.FreeHandsRequired), ("item", uid));
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_popup.PopupClient(message, user, user);
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}
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return false;
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}
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// Seems legit.
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return true;
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}
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/// <summary>
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/// Attempts to wield an item, starting a UseDelay after.
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/// </summary>
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/// <returns>True if the attempt wasn't blocked.</returns>
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public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user)
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{
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if (!CanWield(used, component, user))
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return false;
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if (TryComp(used, out UseDelayComponent? useDelay) && component.UseDelayOnWield)
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{
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if (!_delay.TryResetDelay((used, useDelay), true))
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return false;
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}
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var attemptEv = new WieldAttemptEvent(user, used);
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RaiseLocalEvent(user, ref attemptEv);
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if (attemptEv.Cancelled)
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|
{
|
|
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;
|
|
}
|
|
}
|