mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-09 07:47:34 +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...
928 lines
35 KiB
C#
928 lines
35 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Destructible;
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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.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Shared.Containers.ItemSlots
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{
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/// <summary>
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/// A class that handles interactions related to inserting/ejecting items into/from an item slot.
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/// </summary>
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/// <remarks>
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/// Note when using popups on entities with many slots with InsertOnInteract, EjectOnInteract or EjectOnUse:
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/// A single use will try to insert to/eject from every slot and generate a popup for each that fails.
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/// </remarks>
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public sealed partial class ItemSlotsSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeLock();
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SubscribeLocalEvent<ItemSlotsComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentInit>(Oninitialize);
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SubscribeLocalEvent<ItemSlotsComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<ItemSlotsComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<ItemSlotsComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<AlternativeVerb>>(AddAlternativeVerbs);
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SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<InteractionVerb>>(AddInteractionVerbsVerbs);
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SubscribeLocalEvent<ItemSlotsComponent, BreakageEventArgs>(OnBreak);
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SubscribeLocalEvent<ItemSlotsComponent, DestructionEventArgs>(OnBreak);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentGetState>(GetItemSlotsState);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentHandleState>(HandleItemSlotsState);
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SubscribeLocalEvent<ItemSlotsComponent, ItemSlotButtonPressedEvent>(HandleButtonPressed);
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}
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#region ComponentManagement
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/// <summary>
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/// Spawn in starting items for any item slots that should have one.
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/// </summary>
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private void OnMapInit(EntityUid uid, ItemSlotsComponent itemSlots, MapInitEvent args)
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{
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (slot.HasItem || string.IsNullOrEmpty(slot.StartingItem))
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continue;
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var item = Spawn(slot.StartingItem, Transform(uid).Coordinates);
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if (slot.ContainerSlot != null)
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_containers.Insert(item, slot.ContainerSlot);
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}
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}
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/// <summary>
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/// Ensure item slots have containers.
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/// </summary>
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private void Oninitialize(EntityUid uid, ItemSlotsComponent itemSlots, ComponentInit args)
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{
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foreach (var (id, slot) in itemSlots.Slots)
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{
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slot.ContainerSlot = _containers.EnsureContainer<ContainerSlot>(uid, id);
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}
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}
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/// <summary>
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/// Given a new item slot, store it in the <see cref="ItemSlotsComponent"/> and ensure the slot has an item
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/// container.
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/// </summary>
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public void AddItemSlot(EntityUid uid, string id, ItemSlot slot, ItemSlotsComponent? itemSlots = null)
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{
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itemSlots ??= EnsureComp<ItemSlotsComponent>(uid);
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DebugTools.AssertOwner(uid, itemSlots);
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if (itemSlots.Slots.TryGetValue(id, out var existing))
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{
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if (existing.Local)
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Log.Error(
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$"Duplicate item slot key. Entity: {Comp<MetaDataComponent>(uid).EntityName} ({uid}), key: {id}");
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else
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// server state takes priority
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slot.CopyFrom(existing);
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}
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slot.ContainerSlot = _containers.EnsureContainer<ContainerSlot>(uid, id);
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itemSlots.Slots[id] = slot;
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Dirty(uid, itemSlots);
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}
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/// <summary>
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/// Remove an item slot. This should generally be called whenever a component that added a slot is being
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/// removed.
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/// </summary>
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public void RemoveItemSlot(EntityUid uid, ItemSlot slot, ItemSlotsComponent? itemSlots = null)
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{
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if (Terminating(uid) || slot.ContainerSlot == null)
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return;
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_containers.ShutdownContainer(slot.ContainerSlot);
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// Don't log missing resolves. when an entity has all of its components removed, the ItemSlotsComponent may
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// have been removed before some other component that added an item slot (and is now trying to remove it).
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if (!Resolve(uid, ref itemSlots, logMissing: false))
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return;
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itemSlots.Slots.Remove(slot.ContainerSlot.ID);
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if (itemSlots.Slots.Count == 0)
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RemComp(uid, itemSlots);
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else
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Dirty(uid, itemSlots);
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}
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public bool TryGetSlot(EntityUid uid,
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string slotId,
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[NotNullWhen(true)] out ItemSlot? itemSlot,
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ItemSlotsComponent? component = null)
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{
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itemSlot = null;
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if (!Resolve(uid, ref component, false)) // Goobstation - sane API
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return false;
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return component.Slots.TryGetValue(slotId, out itemSlot);
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}
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#endregion
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#region Interactions
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/// <summary>
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/// Attempt to take an item from a slot, if any are set to EjectOnInteract.
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/// </summary>
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private void OnInteractHand(EntityUid uid, ItemSlotsComponent itemSlots, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (!slot.EjectOnInteract || slot.Item == null || !CanEject(uid, args.User, slot, popup: args.User))
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continue;
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args.Handled = true;
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TryEjectToHands(uid, slot, args.User, true);
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break;
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}
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}
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/// <summary>
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/// Attempt to eject an item from the first valid item slot.
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/// </summary>
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private void OnUseInHand(EntityUid uid, ItemSlotsComponent itemSlots, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (!slot.EjectOnUse || slot.Item == null || !CanEject(uid, args.User, slot, popup: args.User))
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continue;
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args.Handled = true;
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TryEjectToHands(uid, slot, args.User, true);
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break;
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}
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}
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/// <summary>
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/// Tries to insert a held item in any fitting item slot. If a valid slot already contains an item, it will
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/// swap it out and place the old one in the user's hand.
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/// </summary>
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/// <remarks>
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/// This only handles the event if the user has an applicable entity that can be inserted. This allows for
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/// other interactions to still happen (e.g., open UI, or toggle-open), despite the user holding an item.
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/// Maybe this is undesirable.
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/// </remarks>
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private void OnInteractUsing(EntityUid uid, ItemSlotsComponent itemSlots, 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.User, out HandsComponent? hands))
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return;
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if (itemSlots.Slots.Count == 0)
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return;
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// If any slot can be inserted into don't show popup.
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// If any whitelist passes, but slot is locked, then show locked.
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// If whitelist fails all, show whitelist fail.
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// valid, insertable slots (if any)
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var slots = new List<ItemSlot>();
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string? whitelistFailPopup = null;
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string? lockedFailPopup = null;
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (!slot.InsertOnInteract)
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continue;
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if (CanInsert(uid, args.Used, args.User, slot, slot.Swap))
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{
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slots.Add(slot);
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}
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else
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{
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var allowed = CanInsertWhitelist(args.Used, slot);
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if (lockedFailPopup == null && slot.LockedFailPopup != null && allowed && slot.Locked)
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lockedFailPopup = slot.LockedFailPopup;
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if (whitelistFailPopup == null && slot.WhitelistFailPopup != null)
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whitelistFailPopup = slot.WhitelistFailPopup;
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}
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}
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if (slots.Count == 0)
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{
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// it's a bit weird that the popupMessage is stored with the item slots themselves, but in practice
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// the popup messages will just all be the same, so it's probably fine.
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//
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// doing a check to make sure that they're all the same or something is probably frivolous
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if (lockedFailPopup != null)
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_popupSystem.PopupClient(Loc.GetString(lockedFailPopup), uid, args.User);
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else if (whitelistFailPopup != null)
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_popupSystem.PopupClient(Loc.GetString(whitelistFailPopup), uid, args.User);
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return;
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}
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// Drop the held item onto the floor. Return if the user cannot drop.
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if (!_handsSystem.TryDrop(args.User, args.Used))
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return;
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slots.Sort(SortEmpty);
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foreach (var slot in slots)
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{
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if (slot.Item != null)
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_handsSystem.TryPickupAnyHand(args.User, slot.Item.Value, handsComp: hands);
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Insert(uid, slot, args.Used, args.User, excludeUserAudio: true);
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if (slot.InsertSuccessPopup.HasValue)
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_popupSystem.PopupClient(Loc.GetString(slot.InsertSuccessPopup), uid, args.User);
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args.Handled = true;
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return;
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}
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}
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#endregion
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#region Insert
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/// <summary>
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/// Insert an item into a slot. This does not perform checks, so make sure to also use <see
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/// cref="CanInsert"/> or just use <see cref="TryInsert"/> instead.
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/// </summary>
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/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
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/// Useful for predicted interactions</param>
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private void Insert(EntityUid uid,
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ItemSlot slot,
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EntityUid item,
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EntityUid? user,
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bool excludeUserAudio = false)
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{
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bool? inserted = slot.ContainerSlot != null ? _containers.Insert(item, slot.ContainerSlot) : null;
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// ContainerSlot automatically raises a directed EntInsertedIntoContainerMessage
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// Logging
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if (inserted != null && inserted.Value && user != null)
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_adminLogger.Add(LogType.Action,
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LogImpact.Low,
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$"{ToPrettyString(user.Value)} inserted {ToPrettyString(item)} into {slot.ContainerSlot?.ID + " slot of "}{ToPrettyString(uid)}");
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_audioSystem.PlayPredicted(slot.InsertSound, uid, excludeUserAudio ? user : null);
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}
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/// <summary>
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/// Check whether a given item can be inserted into a slot. Unless otherwise specified, this will return
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/// false if the slot is already filled.
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/// </summary>
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public bool CanInsert(EntityUid uid,
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EntityUid usedUid,
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EntityUid? user,
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ItemSlot slot,
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bool swap = false)
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{
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if (slot.ContainerSlot == null)
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return false;
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if (slot.HasItem && (!swap || swap && !CanEject(uid, user, slot)))
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return false;
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if (!CanInsertWhitelist(usedUid, slot))
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return false;
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if (slot.Locked)
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|
return false;
|
|
|
|
var ev = new ItemSlotInsertAttemptEvent(uid, usedUid, user, slot);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
RaiseLocalEvent(usedUid, ref ev);
|
|
if (ev.Cancelled)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return _containers.CanInsert(usedUid, slot.ContainerSlot, assumeEmpty: swap);
|
|
}
|
|
|
|
private bool CanInsertWhitelist(EntityUid usedUid, ItemSlot slot)
|
|
{
|
|
if (_whitelistSystem.IsWhitelistFail(slot.Whitelist, usedUid)
|
|
|| _whitelistSystem.IsBlacklistPass(slot.Blacklist, usedUid))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert item into a specific slot.
|
|
/// </summary>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsert(EntityUid uid,
|
|
string id,
|
|
EntityUid item,
|
|
EntityUid? user,
|
|
ItemSlotsComponent? itemSlots = null,
|
|
bool excludeUserAudio = false)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return false;
|
|
|
|
if (!itemSlots.Slots.TryGetValue(id, out var slot))
|
|
return false;
|
|
|
|
return TryInsert(uid, slot, item, user, excludeUserAudio: excludeUserAudio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert item into a specific slot.
|
|
/// </summary>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsert(EntityUid uid,
|
|
ItemSlot slot,
|
|
EntityUid item,
|
|
EntityUid? user,
|
|
bool excludeUserAudio = false)
|
|
{
|
|
if (!CanInsert(uid, item, user, slot))
|
|
return false;
|
|
|
|
Insert(uid, slot, item, user, excludeUserAudio: excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert item into a specific slot from an entity's hand.
|
|
/// Does not check action blockers.
|
|
/// </summary>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsertFromHand(EntityUid uid,
|
|
ItemSlot slot,
|
|
EntityUid user,
|
|
HandsComponent? hands = null,
|
|
bool excludeUserAudio = false)
|
|
{
|
|
if (!Resolve(user, ref hands, false))
|
|
return false;
|
|
|
|
if (!_handsSystem.TryGetActiveItem((user, hands), out var held))
|
|
return false;
|
|
|
|
if (!CanInsert(uid, held.Value, user, slot))
|
|
return false;
|
|
|
|
// hands.Drop(item) checks CanDrop action blocker
|
|
if (!_handsSystem.TryDrop(user, hands.ActiveHandId!))
|
|
return false;
|
|
|
|
Insert(uid, slot, held.Value, user, excludeUserAudio: excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert an item into any empty slot.
|
|
/// </summary>
|
|
/// <param name="ent">The entity that has the item slots.</param>
|
|
/// <param name="item">The item to be inserted.</param>
|
|
/// <param name="user">The entity performing the interaction.</param>
|
|
/// <param name="excludeUserAudio">
|
|
/// If true, will exclude the user when playing sound. Does nothing client-side.
|
|
/// Useful for predicted interactions
|
|
/// </param>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsertEmpty(Entity<ItemSlotsComponent?> ent, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
if (!TryGetAvailableSlot(ent,
|
|
item,
|
|
user,
|
|
out var itemSlot,
|
|
emptyOnly: true))
|
|
return false;
|
|
|
|
if (user != null && !_handsSystem.TryDrop(user.Value, item))
|
|
return false;
|
|
|
|
Insert(ent, itemSlot, item, user, excludeUserAudio: excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get any slot that the <paramref name="item"/> can be inserted into.
|
|
/// </summary>
|
|
/// <param name="ent">Entity that <paramref name="item"/> is being inserted into.</param>
|
|
/// <param name="item">Entity being inserted into <paramref name="ent"/>.</param>
|
|
/// <param name="userEnt">Entity inserting <paramref name="item"/> into <paramref name="ent"/>.</param>
|
|
/// <param name="itemSlot">The ItemSlot on <paramref name="ent"/> to insert <paramref name="item"/> into.</param>
|
|
/// <param name="emptyOnly"> True only returns slots that are empty.
|
|
/// False returns any slot that is able to receive <paramref name="item"/>.</param>
|
|
/// <returns>True when a slot is found. Otherwise, false.</returns>
|
|
public bool TryGetAvailableSlot(Entity<ItemSlotsComponent?> ent,
|
|
EntityUid item,
|
|
Entity<HandsComponent?>? userEnt,
|
|
[NotNullWhen(true)] out ItemSlot? itemSlot,
|
|
bool emptyOnly = false,
|
|
bool excludeUserAudio = false) // DV - hand refactor fixes
|
|
{
|
|
itemSlot = null;
|
|
|
|
if (userEnt is { } user
|
|
&& Resolve(user, ref user.Comp)
|
|
&& _handsSystem.IsHolding(user, item))
|
|
{
|
|
if (!_handsSystem.CanDrop(user, item))
|
|
return false;
|
|
}
|
|
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
var slots = new List<ItemSlot>();
|
|
foreach (var slot in ent.Comp.Slots.Values)
|
|
{
|
|
if (slot.ContainerSlot?.ContainedEntity != null)
|
|
continue;
|
|
|
|
if (CanInsert(ent, item, userEnt, slot)) // DV - hand refactor fixes
|
|
slots.Add(slot);
|
|
}
|
|
|
|
if (slots.Count == 0)
|
|
return false;
|
|
|
|
if (userEnt != null && _handsSystem.IsHolding(userEnt.Value, item)) // DV - hand refactor fixes
|
|
{
|
|
if (!_handsSystem.TryDrop(userEnt.Value, item)) // DV - hand refactor fixes
|
|
return false;
|
|
}
|
|
|
|
slots.Sort(SortEmpty);
|
|
|
|
foreach (var slot in slots)
|
|
{
|
|
itemSlot = slot;
|
|
if (TryInsert(ent, slot, item, userEnt, excludeUserAudio: excludeUserAudio)) // DV - hand refactor fixes
|
|
return true;
|
|
}
|
|
|
|
itemSlot = null;
|
|
return false;
|
|
}
|
|
|
|
private static int SortEmpty(ItemSlot a, ItemSlot b)
|
|
{
|
|
var aEnt = a.ContainerSlot?.ContainedEntity;
|
|
var bEnt = b.ContainerSlot?.ContainedEntity;
|
|
if (aEnt == null && bEnt == null)
|
|
return a.Priority.CompareTo(b.Priority);
|
|
|
|
if (aEnt == null)
|
|
return -1;
|
|
|
|
return 1;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Eject
|
|
|
|
/// <summary>
|
|
/// Check whether an ejection from a given slot may happen.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If a popup entity is given, this will generate a popup message if any are configured on the the item slot.
|
|
/// </remarks>
|
|
public bool CanEject(EntityUid uid, EntityUid? user, ItemSlot slot, EntityUid? popup = null)
|
|
{
|
|
if (slot.Locked)
|
|
{
|
|
if (popup.HasValue && slot.LockedFailPopup.HasValue)
|
|
_popupSystem.PopupClient(Loc.GetString(slot.LockedFailPopup), uid, popup.Value);
|
|
return false;
|
|
}
|
|
|
|
if (slot.ContainerSlot?.ContainedEntity is not { } item)
|
|
return false;
|
|
|
|
var ev = new ItemSlotEjectAttemptEvent(uid, item, user, slot);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
RaiseLocalEvent(item, ref ev);
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
return _containers.CanRemove(item, slot.ContainerSlot);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Eject an item from a slot. This does not perform checks (e.g., is the slot locked?), so you should
|
|
/// probably just use <see cref="TryEject"/> instead.
|
|
/// </summary>
|
|
/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
|
|
/// Useful for predicted interactions</param>
|
|
private void Eject(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
|
|
{
|
|
bool? ejected = slot.ContainerSlot != null ? _containers.Remove(item, slot.ContainerSlot) : null;
|
|
// ContainerSlot automatically raises a directed EntRemovedFromContainerMessage
|
|
|
|
// Logging
|
|
if (ejected != null && ejected.Value && user != null)
|
|
_adminLogger.Add(LogType.Action,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(user.Value)} ejected {ToPrettyString(item)} from {slot.ContainerSlot?.ID + " slot of "}{ToPrettyString(uid)}");
|
|
|
|
_audioSystem.PlayPredicted(slot.EjectSound, uid, excludeUserAudio ? user : null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to eject an item from a slot.
|
|
/// </summary>
|
|
/// <returns>False if item slot is locked or has no item inserted</returns>
|
|
public bool TryEject(EntityUid uid,
|
|
ItemSlot slot,
|
|
EntityUid? user,
|
|
[NotNullWhen(true)] out EntityUid? item,
|
|
bool excludeUserAudio = false)
|
|
{
|
|
item = null;
|
|
|
|
// This handles logic with the slot itself
|
|
if (!CanEject(uid, user, slot))
|
|
return false;
|
|
|
|
item = slot.Item;
|
|
|
|
// This handles user logic
|
|
if (user != null && item != null && !_actionBlockerSystem.CanPickup(user.Value, item.Value))
|
|
return false;
|
|
|
|
Eject(uid, slot, item!.Value, user, excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to eject item from a slot.
|
|
/// </summary>
|
|
/// <returns>False if the id is not valid, the item slot is locked, or it has no item inserted</returns>
|
|
public bool TryEject(EntityUid uid,
|
|
string id,
|
|
EntityUid? user,
|
|
[NotNullWhen(true)] out EntityUid? item,
|
|
ItemSlotsComponent? itemSlots = null,
|
|
bool excludeUserAudio = false)
|
|
{
|
|
item = null;
|
|
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return false;
|
|
|
|
if (!itemSlots.Slots.TryGetValue(id, out var slot))
|
|
return false;
|
|
|
|
return TryEject(uid, slot, user, out item, excludeUserAudio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to eject item from a slot directly into a user's hands. If they have no hands, the item will still
|
|
/// be ejected onto the floor.
|
|
/// </summary>
|
|
/// <returns>
|
|
/// False if the id is not valid, the item slot is locked, or it has no item inserted. True otherwise, even
|
|
/// if the user has no hands.
|
|
/// </returns>
|
|
public bool TryEjectToHands(EntityUid uid, ItemSlot slot, EntityUid? user, bool excludeUserAudio = false)
|
|
{
|
|
if (!TryEject(uid, slot, user, out var item, excludeUserAudio))
|
|
return false;
|
|
|
|
if (user != null)
|
|
_handsSystem.PickupOrDrop(user.Value, item.Value);
|
|
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Verbs
|
|
|
|
private void AddAlternativeVerbs(EntityUid uid,
|
|
ItemSlotsComponent itemSlots,
|
|
GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Add the insert-item verbs
|
|
if (args.Using != null && _actionBlockerSystem.CanDrop(args.User))
|
|
{
|
|
var canInsertAny = false;
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
// Disable slot insert if InsertOnInteract is true
|
|
if (slot.InsertOnInteract || !CanInsert(uid, args.Using.Value, args.User, slot))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: Name(args.Using.Value);
|
|
|
|
AlternativeVerb verb = new()
|
|
{
|
|
IconEntity = GetNetEntity(args.Using),
|
|
Act = () => Insert(uid, slot, args.Using.Value, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.InsertVerbText != null)
|
|
{
|
|
verb.Text = Loc.GetString(slot.InsertVerbText);
|
|
verb.Icon = new SpriteSpecifier.Texture(
|
|
new("/Textures/Interface/VerbIcons/insert.svg.192dpi.png"));
|
|
}
|
|
else if (slot.EjectOnInteract)
|
|
{
|
|
// Inserting/ejecting is a primary interaction for this entity. Instead of using the insert
|
|
// category, we will use a single "Place <item>" verb.
|
|
verb.Text = Loc.GetString("place-item-verb-text", ("subject", verbSubject));
|
|
verb.Icon = new SpriteSpecifier.Texture(
|
|
new("/Textures/Interface/VerbIcons/drop.svg.192dpi.png"));
|
|
}
|
|
else
|
|
{
|
|
verb.Category = VerbCategory.Insert;
|
|
verb.Text = verbSubject;
|
|
}
|
|
|
|
verb.Priority = slot.Priority;
|
|
args.Verbs.Add(verb);
|
|
canInsertAny = true;
|
|
}
|
|
|
|
// If can insert then insert. Don't run eject verbs.
|
|
if (canInsertAny)
|
|
return;
|
|
}
|
|
|
|
// Add the eject-item verbs
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (slot.EjectOnInteract || slot.DisableEject)
|
|
// For this item slot, ejecting/inserting is a primary interaction. Instead of an eject category
|
|
// alt-click verb, there will be a "Take item" primary interaction verb.
|
|
continue;
|
|
|
|
if (!CanEject(uid, args.User, slot))
|
|
continue;
|
|
|
|
if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: Comp<MetaDataComponent>(slot.Item.Value).EntityName ?? string.Empty;
|
|
|
|
AlternativeVerb verb = new()
|
|
{
|
|
IconEntity = GetNetEntity(slot.Item),
|
|
Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.EjectVerbText == null)
|
|
{
|
|
verb.Text = verbSubject;
|
|
verb.Category = VerbCategory.Eject;
|
|
}
|
|
else
|
|
{
|
|
verb.Text = Loc.GetString(slot.EjectVerbText);
|
|
}
|
|
|
|
verb.Priority = slot.Priority;
|
|
args.Verbs.Add(verb);
|
|
}
|
|
}
|
|
|
|
private void AddInteractionVerbsVerbs(EntityUid uid,
|
|
ItemSlotsComponent itemSlots,
|
|
GetVerbsEvent<InteractionVerb> args)
|
|
{
|
|
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
// If there are any slots that eject on left-click, add a "Take <item>" verb.
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (!slot.EjectOnInteract || !CanEject(uid, args.User, slot))
|
|
continue;
|
|
|
|
if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: Name(slot.Item!.Value);
|
|
|
|
InteractionVerb takeVerb = new()
|
|
{
|
|
IconEntity = GetNetEntity(slot.Item),
|
|
Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.EjectVerbText == null)
|
|
takeVerb.Text = Loc.GetString("take-item-verb-text", ("subject", verbSubject));
|
|
else
|
|
takeVerb.Text = Loc.GetString(slot.EjectVerbText);
|
|
|
|
takeVerb.Priority = slot.Priority;
|
|
args.Verbs.Add(takeVerb);
|
|
}
|
|
|
|
// Next, add the insert-item verbs
|
|
if (args.Using == null || !_actionBlockerSystem.CanDrop(args.User))
|
|
return;
|
|
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (!slot.InsertOnInteract || !CanInsert(uid, args.Using.Value, args.User, slot))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: Name(args.Using.Value);
|
|
|
|
InteractionVerb insertVerb = new()
|
|
{
|
|
IconEntity = GetNetEntity(args.Using),
|
|
Act = () => Insert(uid, slot, args.Using.Value, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.InsertVerbText != null)
|
|
{
|
|
insertVerb.Text = Loc.GetString(slot.InsertVerbText);
|
|
insertVerb.Icon =
|
|
new SpriteSpecifier.Texture(
|
|
new ResPath("/Textures/Interface/VerbIcons/insert.svg.192dpi.png"));
|
|
}
|
|
else if (slot.EjectOnInteract)
|
|
{
|
|
// Inserting/ejecting is a primary interaction for this entity. Instead of using the insert
|
|
// category, we will use a single "Place <item>" verb.
|
|
insertVerb.Text = Loc.GetString("place-item-verb-text", ("subject", verbSubject));
|
|
insertVerb.Icon =
|
|
new SpriteSpecifier.Texture(
|
|
new ResPath("/Textures/Interface/VerbIcons/drop.svg.192dpi.png"));
|
|
}
|
|
else
|
|
{
|
|
insertVerb.Category = VerbCategory.Insert;
|
|
insertVerb.Text = verbSubject;
|
|
}
|
|
|
|
insertVerb.Priority = slot.Priority;
|
|
args.Verbs.Add(insertVerb);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region BUIs
|
|
|
|
private void HandleButtonPressed(EntityUid uid, ItemSlotsComponent component, ItemSlotButtonPressedEvent args)
|
|
{
|
|
if (!component.Slots.TryGetValue(args.SlotId, out var slot))
|
|
return;
|
|
|
|
if (args.TryEject && slot.HasItem)
|
|
TryEjectToHands(uid, slot, args.Actor, true);
|
|
else if (args.TryInsert && !slot.HasItem)
|
|
TryInsertFromHand(uid, slot, args.Actor);
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Eject items from (some) slots when the entity is destroyed.
|
|
/// </summary>
|
|
private void OnBreak(EntityUid uid, ItemSlotsComponent component, EntityEventArgs args)
|
|
{
|
|
foreach (var slot in component.Slots.Values)
|
|
{
|
|
if (slot.EjectOnBreak && slot.HasItem)
|
|
{
|
|
SetLock(uid, slot, false, component);
|
|
TryEject(uid, slot, null, out var _);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the contents of some item slot.
|
|
/// </summary>
|
|
/// <returns>The item in the slot, or null if the slot is empty or the entity doesn't have an <see cref="ItemSlotsComponent"/>.</returns>
|
|
public EntityUid? GetItemOrNull(EntityUid uid, string id, ItemSlotsComponent? itemSlots = null)
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{
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if (!Resolve(uid, ref itemSlots, logMissing: false))
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return null;
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return itemSlots.Slots.GetValueOrDefault(id)?.Item;
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}
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/// <summary>
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/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
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/// </summary>
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public void SetLock(EntityUid uid, string id, bool locked, ItemSlotsComponent? itemSlots = null)
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{
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if (!Resolve(uid, ref itemSlots))
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return;
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if (!itemSlots.Slots.TryGetValue(id, out var slot))
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return;
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SetLock(uid, slot, locked, itemSlots);
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}
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/// <summary>
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/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
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/// </summary>
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public void SetLock(EntityUid uid, ItemSlot slot, bool locked, ItemSlotsComponent? itemSlots = null)
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{
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if (!Resolve(uid, ref itemSlots))
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return;
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slot.Locked = locked;
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Dirty(uid, itemSlots);
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}
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/// <summary>
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/// Update the locked state of the managed item slots.
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/// </summary>
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/// <remarks>
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/// Note that the slot's ContainerSlot performs its own networking, so we don't need to send information
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/// about the contained entity.
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/// </remarks>
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private void HandleItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ItemSlotsComponentState state)
|
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return;
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|
|
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foreach (var (key, slot) in component.Slots)
|
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{
|
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if (!state.Slots.ContainsKey(key))
|
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RemoveItemSlot(uid, slot, component);
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}
|
|
|
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foreach (var (serverKey, serverSlot) in state.Slots)
|
|
{
|
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if (component.Slots.TryGetValue(serverKey, out var itemSlot))
|
|
{
|
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itemSlot.CopyFrom(serverSlot);
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itemSlot.ContainerSlot = _containers.EnsureContainer<ContainerSlot>(uid, serverKey);
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}
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else
|
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{
|
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var slot = new ItemSlot(serverSlot);
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slot.Local = false;
|
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AddItemSlot(uid, serverKey, slot);
|
|
}
|
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}
|
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}
|
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|
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private void GetItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentGetState args)
|
|
{
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args.State = new ItemSlotsComponentState(component.Slots);
|
|
}
|
|
}
|
|
}
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