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...
274 lines
9.5 KiB
C#
274 lines
9.5 KiB
C#
using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Verbs;
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using Content.Shared.Examine;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Storage;
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using JetBrains.Annotations;
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using Robust.Shared.Collections;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Item;
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public abstract class SharedItemSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] protected readonly SharedContainerSystem Container = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ItemComponent, GetVerbsEvent<InteractionVerb>>(AddPickupVerb);
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SubscribeLocalEvent<ItemComponent, InteractHandEvent>(OnHandInteract);
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SubscribeLocalEvent<ItemComponent, AfterAutoHandleStateEvent>(OnItemAutoState);
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SubscribeLocalEvent<ItemComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<ItemToggleSizeComponent, ItemToggledEvent>(OnItemToggle);
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}
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private void OnItemAutoState(EntityUid uid, ItemComponent component, ref AfterAutoHandleStateEvent args)
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{
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SetHeldPrefix(uid, component.HeldPrefix, force: true, component);
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}
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#region Public API
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public void SetSize(EntityUid uid, ProtoId<ItemSizePrototype> size, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Size == size)
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return;
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component.Size = size;
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Dirty(uid, component);
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var ev = new ItemSizeChangedEvent(uid);
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RaiseLocalEvent(uid, ref ev, broadcast: true);
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}
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public void SetShape(EntityUid uid, List<Box2i>? shape, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Shape == shape)
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return;
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component.Shape = shape;
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Dirty(uid, component);
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var ev = new ItemSizeChangedEvent(uid);
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RaiseLocalEvent(uid, ref ev, broadcast: true);
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}
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/// <summary>
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/// Sets the offset used for the item's sprite inside the storage UI.
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/// Dirties.
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/// </summary>
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[PublicAPI]
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public void SetStoredOffset(EntityUid uid, Vector2i newOffset, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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component.StoredOffset = newOffset;
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Dirty(uid, component);
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}
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public void SetHeldPrefix(EntityUid uid, string? heldPrefix, bool force = false, ItemComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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if (!force && component.HeldPrefix == heldPrefix)
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return;
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component.HeldPrefix = heldPrefix;
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Dirty(uid, component);
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VisualsChanged(uid);
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}
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/// <summary>
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/// Copy all item specific visuals from another item.
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/// </summary>
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public void CopyVisuals(EntityUid uid, ItemComponent otherItem, ItemComponent? item = null)
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{
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if (!Resolve(uid, ref item))
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return;
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item.RsiPath = otherItem.RsiPath;
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item.InhandVisuals = otherItem.InhandVisuals;
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item.HeldPrefix = otherItem.HeldPrefix;
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Dirty(uid, item);
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VisualsChanged(uid);
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}
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#endregion
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private void OnHandInteract(EntityUid uid, ItemComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = _handsSystem.TryPickup(args.User, uid, null, animateUser: false);
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}
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private void AddPickupVerb(EntityUid uid, ItemComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null ||
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args.Using != null ||
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!args.CanAccess ||
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!args.CanInteract ||
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!_handsSystem.CanPickupAnyHand(args.User, args.Target, handsComp: args.Hands, item: component))
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return;
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InteractionVerb verb = new();
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verb.Act = () => _handsSystem.TryPickupAnyHand(args.User, args.Target, checkActionBlocker: false,
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handsComp: args.Hands, item: component);
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verb.Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/pickup.svg.192dpi.png"));
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// if the item already in a container (that is not the same as the user's), then change the text.
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// this occurs when the item is in their inventory or in an open backpack
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Container.TryGetContainingContainer((args.User, null, null), out var userContainer);
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if (Container.TryGetContainingContainer((args.Target, null, null), out var container) && container != userContainer)
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verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory");
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else
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verb.Text = Loc.GetString("pick-up-verb-get-data-text");
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args.Verbs.Add(verb);
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}
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private void OnExamine(EntityUid uid, ItemComponent component, ExaminedEvent args)
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{
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// show at end of message generally
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args.PushMarkup(Loc.GetString("item-component-on-examine-size",
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("size", GetItemSizeLocale(component.Size))), priority: -1);
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}
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public ItemSizePrototype GetSizePrototype(ProtoId<ItemSizePrototype> id)
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{
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return _prototype.Index(id);
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}
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/// <summary>
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/// Notifies any entity that is holding or wearing this item that they may need to update their sprite.
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/// </summary>
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/// <remarks>
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/// This is used for updating both inhand sprites and clothing sprites, but it's here just cause it needs to
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/// be in one place.
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/// </remarks>
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public virtual void VisualsChanged(EntityUid owner)
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{
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}
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[PublicAPI]
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public string GetItemSizeLocale(ProtoId<ItemSizePrototype> size)
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{
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return Loc.GetString(GetSizePrototype(size).Name);
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}
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[PublicAPI]
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public int GetItemSizeWeight(ProtoId<ItemSizePrototype> size)
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{
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return GetSizePrototype(size).Weight;
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}
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/// <summary>
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/// Gets the default shape of an item.
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/// </summary>
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public IReadOnlyList<Box2i> GetItemShape(Entity<ItemComponent?> uid)
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{
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if (!Resolve(uid, ref uid.Comp))
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return new Box2i[] { };
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return uid.Comp.Shape ?? GetSizePrototype(uid.Comp.Size).DefaultShape;
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}
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/// <summary>
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/// Gets the default shape of an item.
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/// </summary>
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public IReadOnlyList<Box2i> GetItemShape(ItemComponent component)
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{
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return component.Shape ?? GetSizePrototype(component.Size).DefaultShape;
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}
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/// <summary>
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/// Gets the shape of an item, adjusting for rotation and offset.
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/// </summary>
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public IReadOnlyList<Box2i> GetAdjustedItemShape(Entity<ItemComponent?> entity, ItemStorageLocation location)
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{
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return GetAdjustedItemShape(entity, location.Rotation, location.Position);
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}
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/// <summary>
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/// Gets the shape of an item, adjusting for rotation and offset.
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/// </summary>
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public IReadOnlyList<Box2i> GetAdjustedItemShape(Entity<ItemComponent?> entity, Angle rotation, Vector2i position)
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{
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if (!Resolve(entity, ref entity.Comp))
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return [];
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var adjustedShapes = new List<Box2i>();
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GetAdjustedItemShape(adjustedShapes, entity, rotation, position);
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return adjustedShapes;
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}
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public void GetAdjustedItemShape(List<Box2i> adjustedShapes, Entity<ItemComponent?> entity, Angle rotation, Vector2i position)
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{
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var shapes = GetItemShape(entity);
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var boundingShape = shapes.GetBoundingBox();
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var boundingCenter = ((Box2) boundingShape).Center;
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var matty = Matrix3Helpers.CreateTransform(boundingCenter, rotation);
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var drift = boundingShape.BottomLeft - matty.TransformBox(boundingShape).BottomLeft;
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foreach (var shape in shapes)
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{
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var transformed = matty.TransformBox(shape).Translated(drift);
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var floored = new Box2i(transformed.BottomLeft.Floored(), transformed.TopRight.Floored());
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var translated = floored.Translated(position);
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adjustedShapes.Add(translated);
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}
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}
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/// <summary>
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/// Used to update the Item component on item toggle (specifically size).
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/// </summary>
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private void OnItemToggle(EntityUid uid, ItemToggleSizeComponent itemToggleSize, ItemToggledEvent args)
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{
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if (!TryComp(uid, out ItemComponent? item))
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return;
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if (args.Activated)
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{
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if (itemToggleSize.ActivatedShape != null)
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{
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// Set the deactivated shape to the default item's shape before it gets changed.
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itemToggleSize.DeactivatedShape ??= new List<Box2i>(GetItemShape(item));
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Dirty(uid, itemToggleSize);
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SetShape(uid, itemToggleSize.ActivatedShape, item);
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}
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if (itemToggleSize.ActivatedSize != null)
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{
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// Set the deactivated size to the default item's size before it gets changed.
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itemToggleSize.DeactivatedSize ??= item.Size;
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Dirty(uid, itemToggleSize);
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SetSize(uid, (ProtoId<ItemSizePrototype>) itemToggleSize.ActivatedSize, item);
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}
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}
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else
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{
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if (itemToggleSize.DeactivatedShape != null)
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{
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SetShape(uid, itemToggleSize.DeactivatedShape, item);
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}
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if (itemToggleSize.DeactivatedSize != null)
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{
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SetSize(uid, (ProtoId<ItemSizePrototype>) itemToggleSize.DeactivatedSize, item);
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}
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}
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}
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}
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