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...
468 lines
16 KiB
C#
468 lines
16 KiB
C#
using System.IO;
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using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.Mapping;
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using Content.Shared.Maps;
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using JetBrains.Annotations;
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using Robust.Client.Player;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Serialization.Markdown;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Serialization.Markdown.Sequence;
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using Robust.Shared.Serialization.Markdown.Value;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.Actions
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{
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[UsedImplicitly]
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public sealed class ActionsSystem : SharedActionsSystem
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{
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public delegate void OnActionReplaced(EntityUid actionId);
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[Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IResourceManager _resources = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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public event Action<EntityUid>? OnActionAdded;
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public event Action<EntityUid>? OnActionRemoved;
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public event Action? ActionsUpdated;
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public event Action<ActionsComponent>? LinkActions;
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public event Action? UnlinkActions;
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public event Action? ClearAssignments;
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public event Action<List<SlotAssignment>>? AssignSlot;
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private readonly List<EntityUid> _removed = new();
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private readonly List<Entity<ActionComponent>> _added = new();
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public static readonly EntProtoId MappingEntityAction = "BaseMappingEntityAction";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActionsComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<ActionsComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<ActionsComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<ActionComponent, AfterAutoHandleStateEvent>(OnActionAutoHandleState);
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SubscribeLocalEvent<EntityTargetActionComponent, ActionTargetAttemptEvent>(OnEntityTargetAttempt);
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SubscribeLocalEvent<WorldTargetActionComponent, ActionTargetAttemptEvent>(OnWorldTargetAttempt);
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}
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private void OnActionAutoHandleState(Entity<ActionComponent> ent, ref AfterAutoHandleStateEvent args)
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{
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UpdateAction(ent);
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}
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public override void UpdateAction(Entity<ActionComponent> ent)
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{
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// TODO: Decouple this.
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ent.Comp.IconColor = _sharedCharges.GetCurrentCharges(ent.Owner) == 0 ? ent.Comp.DisabledIconColor : ent.Comp.OriginalIconColor;
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base.UpdateAction(ent);
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if (_playerManager.LocalEntity != ent.Comp.AttachedEntity)
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return;
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ActionsUpdated?.Invoke();
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}
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private void OnHandleState(Entity<ActionsComponent> ent, ref ComponentHandleState args)
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{
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if (args.Current is not ActionsComponentState state)
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return;
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var (uid, comp) = ent;
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_added.Clear();
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_removed.Clear();
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var stateEnts = EnsureEntitySet<ActionsComponent>(state.Actions, uid);
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foreach (var act in comp.Actions)
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{
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if (!stateEnts.Contains(act) && !IsClientSide(act))
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_removed.Add(act);
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}
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comp.Actions.ExceptWith(_removed);
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foreach (var actionId in stateEnts)
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{
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if (!actionId.IsValid())
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continue;
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if (!comp.Actions.Add(actionId))
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continue;
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if (GetAction(actionId) is {} action)
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_added.Add(action);
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}
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if (_playerManager.LocalEntity != uid)
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return;
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foreach (var action in _removed)
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{
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OnActionRemoved?.Invoke(action);
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}
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_added.Sort(ActionComparer);
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foreach (var action in _added)
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{
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OnActionAdded?.Invoke(action);
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}
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ActionsUpdated?.Invoke();
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}
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public static int ActionComparer(Entity<ActionComponent> a, Entity<ActionComponent> b)
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{
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var priorityA = a.Comp?.Priority ?? 0;
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var priorityB = b.Comp?.Priority ?? 0;
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if (priorityA != priorityB)
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return priorityA - priorityB;
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priorityA = a.Comp?.Container?.Id ?? 0;
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priorityB = b.Comp?.Container?.Id ?? 0;
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return priorityA - priorityB;
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}
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protected override void ActionAdded(Entity<ActionsComponent> performer, Entity<ActionComponent> action)
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{
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if (_playerManager.LocalEntity != performer.Owner)
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return;
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OnActionAdded?.Invoke(action);
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ActionsUpdated?.Invoke();
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}
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protected override void ActionRemoved(Entity<ActionsComponent> performer, Entity<ActionComponent> action)
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{
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if (_playerManager.LocalEntity != performer.Owner)
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return;
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OnActionRemoved?.Invoke(action);
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ActionsUpdated?.Invoke();
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}
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public IEnumerable<Entity<ActionComponent>> GetClientActions()
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{
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if (_playerManager.LocalEntity is not { } user)
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return Enumerable.Empty<Entity<ActionComponent>>();
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return GetActions(user);
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}
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private void OnPlayerAttached(EntityUid uid, ActionsComponent component, LocalPlayerAttachedEvent args)
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{
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LinkAllActions(component);
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}
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private void OnPlayerDetached(EntityUid uid, ActionsComponent component, LocalPlayerDetachedEvent? args = null)
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{
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UnlinkAllActions();
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}
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public void UnlinkAllActions()
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{
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UnlinkActions?.Invoke();
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}
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public void LinkAllActions(ActionsComponent? actions = null)
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{
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if (_playerManager.LocalEntity is not { } user ||
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!Resolve(user, ref actions, false))
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{
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return;
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}
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LinkActions?.Invoke(actions);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<ActionsSystem>();
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}
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public void TriggerAction(Entity<ActionComponent> action)
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{
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if (_playerManager.LocalEntity is not { } user)
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return;
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// TODO: unhardcode this somehow
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if (!HasComp<InstantActionComponent>(action))
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return;
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if (action.Comp.ClientExclusive)
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{
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PerformAction(user, action);
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}
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else
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{
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var request = new RequestPerformActionEvent(GetNetEntity(action));
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RaisePredictiveEvent(request);
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}
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}
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/// <summary>
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/// Load actions and their toolbar assignments from a file.
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/// </summary>
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public void LoadActionAssignments(string path, bool userData)
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{
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if (_playerManager.LocalEntity is not { } user)
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return;
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var file = new ResPath(path).ToRootedPath();
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TextReader reader = userData
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? _resources.UserData.OpenText(file)
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: _resources.ContentFileReadText(file);
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var yamlStream = new YamlStream();
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yamlStream.Load(reader);
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if (yamlStream.Documents[0].RootNode.ToDataNode() is not SequenceDataNode sequence)
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return;
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var actions = EnsureComp<ActionsComponent>(user);
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ClearActions(); // DeltaV - this is needed here for mapping XX commands to work properly
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ClearAssignments?.Invoke();
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var assignments = new List<SlotAssignment>();
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foreach (var entry in sequence.Sequence)
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{
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if (entry is not MappingDataNode map)
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continue;
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if (!map.TryGet("assignments", out var assignmentNode))
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continue;
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var actionId = EntityUid.Invalid;
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if (map.TryGet<ValueDataNode>("action", out var actionNode))
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{
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var id = new EntProtoId(actionNode.Value);
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actionId = Spawn(id);
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}
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else if (map.TryGet<ValueDataNode>("entity", out var entityNode))
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{
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var id = new EntProtoId(entityNode.Value);
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var proto = _proto.Index(id);
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actionId = Spawn(MappingEntityAction);
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SetIcon(actionId, new SpriteSpecifier.EntityPrototype(id));
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SetEvent(actionId, new StartPlacementActionEvent()
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{
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PlacementOption = "SnapgridCenter",
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EntityType = id
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});
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_metaData.SetEntityName(actionId, proto.Name);
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}
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else if (map.TryGet<ValueDataNode>("tileId", out var tileNode))
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{
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var id = new ProtoId<ContentTileDefinition>(tileNode.Value);
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var proto = _proto.Index(id);
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actionId = Spawn(MappingEntityAction);
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if (proto.Sprite is {} sprite)
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SetIcon(actionId, new SpriteSpecifier.Texture(sprite));
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SetEvent(actionId, new StartPlacementActionEvent()
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{
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PlacementOption = "AlignTileAny",
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TileId = id
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});
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_metaData.SetEntityName(actionId, Loc.GetString(proto.Name));
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}
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else
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{
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Log.Error($"Mapping actions from {path} had unknown action data!");
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continue;
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}
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AddActionDirect((user, actions), actionId);
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}
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}
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// DeltaV - begin changes
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/// <summary>
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/// Load actions and their toolbar assignments from a file.
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/// DeltaV - Load from an existing yaml stream instead
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/// </summary>
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public void LoadActionAssignments(YamlStream stream)
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{
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if (_playerManager.LocalEntity is not { } user)
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return;
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if (stream.Documents[0].RootNode.ToDataNode() is not SequenceDataNode sequence)
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return;
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var actions = EnsureComp<ActionsComponent>(user);
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// We need to clear previously loaded actions, otherwise they keep adding up, filling the screen
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ClearActions();
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ClearAssignments?.Invoke();
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foreach (var entry in sequence.Sequence)
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{
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if (entry is not MappingDataNode map)
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continue;
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if (!map.TryGet("assignments", out var assignmentNode))
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continue;
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var actionId = EntityUid.Invalid;
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if (map.TryGet<ValueDataNode>("action", out var actionNode))
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{
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var id = new EntProtoId(actionNode.Value);
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actionId = Spawn(id);
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}
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else if (map.TryGet<ValueDataNode>("entity", out var entityNode))
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{
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var id = new EntProtoId(entityNode.Value);
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var proto = _proto.Index(id);
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actionId = Spawn(MappingEntityAction);
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SetIcon(actionId, new SpriteSpecifier.EntityPrototype(id));
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SetEvent(actionId, new StartPlacementActionEvent()
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{
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PlacementOption = "SnapgridCenter",
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EntityType = id
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});
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_metaData.SetEntityName(actionId, proto.Name);
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}
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else if (map.TryGet<ValueDataNode>("tileId", out var tileNode))
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{
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var id = new ProtoId<ContentTileDefinition>(tileNode.Value);
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var proto = _proto.Index(id);
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actionId = Spawn(MappingEntityAction);
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if (proto.Sprite is {} sprite)
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SetIcon(actionId, new SpriteSpecifier.Texture(sprite));
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SetEvent(actionId, new StartPlacementActionEvent()
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{
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PlacementOption = "AlignTileAny",
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TileId = id
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});
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_metaData.SetEntityName(actionId, Loc.GetString(proto.Name));
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}
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else
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{
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Log.Error($"Mapping actions from yamlstream had unknown action data!");
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continue;
|
|
}
|
|
|
|
AddActionDirect((user, actions), actionId);
|
|
}
|
|
}
|
|
|
|
private void ClearActions()
|
|
{
|
|
var existingActions = GetClientActions().ToList();
|
|
|
|
foreach (var actionId in existingActions)
|
|
{
|
|
var meta = MetaData(actionId);
|
|
|
|
if (meta.EntityPrototype == null)
|
|
continue;
|
|
|
|
if (meta.EntityPrototype.ID == MappingEntityAction ||
|
|
meta.EntityPrototype.ID == "ActionMappingEraser")
|
|
{
|
|
RemoveAction(actionId.AsNullable());
|
|
}
|
|
}
|
|
}
|
|
// DeltaV - end changes
|
|
|
|
private void OnWorldTargetAttempt(Entity<WorldTargetActionComponent> ent, ref ActionTargetAttemptEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
var (uid, comp) = ent;
|
|
var action = args.Action;
|
|
var coords = args.Input.Coordinates;
|
|
var user = args.User;
|
|
|
|
if (!ValidateWorldTarget(user, coords, ent))
|
|
return;
|
|
|
|
// optionally send the clicked entity too, if it matches its whitelist etc
|
|
// this is the actual entity-world targeting magic
|
|
EntityUid? targetEnt = null;
|
|
if (TryComp<EntityTargetActionComponent>(ent, out var entity) &&
|
|
args.Input.EntityUid != null &&
|
|
ValidateEntityTarget(user, args.Input.EntityUid, (uid, entity)))
|
|
{
|
|
targetEnt = args.Input.EntityUid;
|
|
}
|
|
|
|
if (action.ClientExclusive)
|
|
{
|
|
// TODO: abstract away from single event or maybe just RaiseLocalEvent?
|
|
if (comp.Event is {} ev)
|
|
{
|
|
ev.Target = coords;
|
|
ev.Entity = targetEnt;
|
|
}
|
|
|
|
PerformAction((user, user.Comp), (uid, action));
|
|
}
|
|
else
|
|
RaisePredictiveEvent(new RequestPerformActionEvent(GetNetEntity(uid), GetNetEntity(targetEnt), GetNetCoordinates(coords)));
|
|
|
|
args.FoundTarget = true;
|
|
}
|
|
|
|
private void OnEntityTargetAttempt(Entity<EntityTargetActionComponent> ent, ref ActionTargetAttemptEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
if (args.Input.EntityUid is not { Valid: true } entity)
|
|
return;
|
|
|
|
// let world target component handle it
|
|
var (uid, comp) = ent;
|
|
if (comp.Event is not {} ev)
|
|
{
|
|
DebugTools.Assert(HasComp<WorldTargetActionComponent>(ent), $"Action {ToPrettyString(ent)} requires WorldTargetActionComponent for entity-world targeting");
|
|
return;
|
|
}
|
|
|
|
var action = args.Action;
|
|
var user = args.User;
|
|
|
|
if (!ValidateEntityTarget(user, entity, ent))
|
|
return;
|
|
|
|
if (action.ClientExclusive)
|
|
{
|
|
ev.Target = entity;
|
|
|
|
PerformAction((user, user.Comp), (uid, action));
|
|
}
|
|
else
|
|
{
|
|
RaisePredictiveEvent(new RequestPerformActionEvent(GetNetEntity(uid), GetNetEntity(entity)));
|
|
}
|
|
|
|
args.FoundTarget = true;
|
|
}
|
|
|
|
public record struct SlotAssignment(byte Hotbar, byte Slot, EntityUid ActionId);
|
|
}
|
|
}
|