mirror of
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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
454 lines
16 KiB
C#
454 lines
16 KiB
C#
using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Destructible;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mech.Components;
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using Content.Shared.Mech.Equipment.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Mech.EntitySystems;
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/// <summary>
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/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="MechComponent"/>
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/// </summary>
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public abstract class SharedMechSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly AccessReaderSystem _access = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
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SubscribeLocalEvent<MechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
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SubscribeLocalEvent<MechComponent, InteractNoHandEvent>(RelayInteractionEvent);
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SubscribeLocalEvent<MechComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<MechComponent, DestructionEventArgs>(OnDestruction);
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SubscribeLocalEvent<MechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
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SubscribeLocalEvent<MechPilotComponent, GetMeleeWeaponEvent>(OnGetMeleeWeapon);
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SubscribeLocalEvent<MechPilotComponent, CanAttackFromContainerEvent>(OnCanAttackFromContainer);
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SubscribeLocalEvent<MechPilotComponent, AttackAttemptEvent>(OnAttackAttempt);
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}
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private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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CycleEquipment(uid);
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}
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private void OnEjectPilotEvent(EntityUid uid, MechComponent component, MechEjectPilotEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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TryEject(uid, component);
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}
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private void RelayInteractionEvent(EntityUid uid, MechComponent component, InteractNoHandEvent args)
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{
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var pilot = component.PilotSlot.ContainedEntity;
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if (pilot == null)
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return;
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// TODO why is this being blocked?
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if (!_timing.IsFirstTimePredicted)
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return;
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if (component.CurrentSelectedEquipment != null)
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{
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RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
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}
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}
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private void OnStartup(EntityUid uid, MechComponent component, ComponentStartup args)
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{
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component.PilotSlot = _container.EnsureContainer<ContainerSlot>(uid, component.PilotSlotId);
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component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
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component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
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UpdateAppearance(uid, component);
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}
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private void OnDestruction(EntityUid uid, MechComponent component, DestructionEventArgs args)
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{
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BreakMech(uid, component);
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}
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private void OnGetAdditionalAccess(EntityUid uid, MechComponent component, ref GetAdditionalAccessEvent args)
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{
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var pilot = component.PilotSlot.ContainedEntity;
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if (pilot == null)
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return;
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args.Entities.Add(pilot.Value);
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_access.FindAccessItemsInventory(pilot.Value, out var items);
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args.Entities.UnionWith(items);
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}
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private void SetupUser(EntityUid mech, EntityUid pilot, MechComponent? component = null)
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{
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if (!Resolve(mech, ref component))
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return;
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var rider = EnsureComp<MechPilotComponent>(pilot);
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// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
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var irelay = EnsureComp<InteractionRelayComponent>(pilot);
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_mover.SetRelay(pilot, mech);
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_interaction.SetRelay(pilot, mech, irelay);
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rider.Mech = mech;
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Dirty(pilot, rider);
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if (_net.IsClient)
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return;
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_actions.AddAction(pilot, ref component.MechCycleActionEntity, component.MechCycleAction, mech);
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_actions.AddAction(pilot, ref component.MechUiActionEntity, component.MechUiAction, mech);
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_actions.AddAction(pilot, ref component.MechEjectActionEntity, component.MechEjectAction, mech);
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}
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private void RemoveUser(EntityUid mech, EntityUid pilot)
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{
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if (!RemComp<MechPilotComponent>(pilot))
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return;
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RemComp<RelayInputMoverComponent>(pilot);
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RemComp<InteractionRelayComponent>(pilot);
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_actions.RemoveProvidedActions(pilot, mech);
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}
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/// <summary>
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/// Destroys the mech, removing the user and ejecting all installed equipment.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public virtual void BreakMech(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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TryEject(uid, component);
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var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
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foreach (var ent in equipment)
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{
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RemoveEquipment(uid, ent, component, forced: true);
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}
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component.Broken = true;
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UpdateAppearance(uid, component);
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}
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/// <summary>
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/// Cycles through the currently selected equipment.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public void CycleEquipment(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
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var equipmentIndex = -1;
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if (component.CurrentSelectedEquipment != null)
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{
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bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
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equipmentIndex = allEquipment.FindIndex(StartIndex);
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}
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equipmentIndex++;
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component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
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? null
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: allEquipment[equipmentIndex];
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var popupString = component.CurrentSelectedEquipment != null
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? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
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: Loc.GetString("mech-equipment-select-none-popup");
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if (_timing.IsFirstTimePredicted)
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_popup.PopupEntity(popupString, uid);
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Dirty(component);
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}
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/// <summary>
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/// Inserts an equipment item into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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public void InsertEquipment(EntityUid uid, EntityUid toInsert, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Resolve(toInsert, ref equipmentComponent))
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return;
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if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
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return;
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if (component.EquipmentWhitelist != null && !component.EquipmentWhitelist.IsValid(toInsert))
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return;
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equipmentComponent.EquipmentOwner = uid;
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component.EquipmentContainer.Insert(toInsert, EntityManager);
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var ev = new MechEquipmentInsertedEvent(uid);
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RaiseLocalEvent(toInsert, ref ev);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Removes an equipment item from a mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toRemove"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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/// <param name="forced">Whether or not the removal can be cancelled</param>
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public void RemoveEquipment(EntityUid uid, EntityUid toRemove, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null, bool forced = false)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Resolve(toRemove, ref equipmentComponent))
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return;
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if (!forced)
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{
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var attemptev = new AttemptRemoveMechEquipmentEvent();
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RaiseLocalEvent(toRemove, ref attemptev);
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if (attemptev.Cancelled)
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return;
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}
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var ev = new MechEquipmentRemovedEvent(uid);
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RaiseLocalEvent(toRemove, ref ev);
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if (component.CurrentSelectedEquipment == toRemove)
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CycleEquipment(uid, component);
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equipmentComponent.EquipmentOwner = null;
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component.EquipmentContainer.Remove(toRemove, EntityManager);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Attempts to change the amount of energy in the mech.
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/// </summary>
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/// <param name="uid">The mech itself</param>
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/// <param name="delta">The change in energy</param>
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/// <param name="component"></param>
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/// <returns>If the energy was successfully changed.</returns>
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public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (component.Energy + delta < 0)
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return false;
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component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
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Dirty(component);
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UpdateUserInterface(uid, component);
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return true;
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}
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/// <summary>
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/// Sets the integrity of the mech.
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/// </summary>
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/// <param name="uid">The mech itself</param>
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/// <param name="value">The value the integrity will be set at</param>
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/// <param name="component"></param>
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public void SetIntegrity(EntityUid uid, FixedPoint2 value, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
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if (component.Integrity <= 0)
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{
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BreakMech(uid, component);
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}
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else if (component.Broken)
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{
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component.Broken = false;
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UpdateAppearance(uid, component);
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}
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Dirty(component);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Checks if the pilot is present
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/// </summary>
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/// <param name="component"></param>
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/// <returns>Whether or not the pilot is present</returns>
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public bool IsEmpty(MechComponent component)
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{
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return component.PilotSlot.ContainedEntity == null;
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}
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/// <summary>
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/// Checks if an entity can be inserted into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <returns></returns>
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public bool CanInsert(EntityUid uid, EntityUid toInsert, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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return IsEmpty(component) && _actionBlocker.CanMove(toInsert);
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}
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/// <summary>
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/// Updates the user interface
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/// </summary>
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/// <remarks>
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/// This is defined here so that UI updates can be accessed from shared.
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/// </remarks>
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public virtual void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
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{
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}
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/// <summary>
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/// Attempts to insert a pilot into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <returns>Whether or not the entity was inserted</returns>
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public bool TryInsert(EntityUid uid, EntityUid? toInsert, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
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return false;
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if (!CanInsert(uid, toInsert.Value, component))
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return false;
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SetupUser(uid, toInsert.Value);
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component.PilotSlot.Insert(toInsert.Value, EntityManager);
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UpdateAppearance(uid, component);
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return true;
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}
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/// <summary>
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/// Attempts to eject the current pilot from the mech
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns>Whether or not the pilot was ejected.</returns>
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public bool TryEject(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (component.PilotSlot.ContainedEntity == null)
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return false;
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var pilot = component.PilotSlot.ContainedEntity.Value;
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RemoveUser(uid, pilot);
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_container.RemoveEntity(uid, pilot);
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UpdateAppearance(uid, component);
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return true;
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}
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private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<MechComponent>(component.Mech, out var mech))
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return;
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var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
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args.Weapon = weapon;
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args.Handled = true;
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}
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private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
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{
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args.CanAttack = true;
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}
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private void OnAttackAttempt(EntityUid uid, MechPilotComponent component, AttackAttemptEvent args)
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{
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if (args.Target == component.Mech)
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args.Cancel();
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}
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private void UpdateAppearance(EntityUid uid, MechComponent? component = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref component, ref appearance, false))
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return;
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_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
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_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
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}
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}
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/// <summary>
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/// Event raised when the battery is successfully removed from the mech,
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/// on both success and failure
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class RemoveBatteryEvent : SimpleDoAfterEvent
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{
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}
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/// <summary>
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|
/// Event raised when a person removes someone from a mech,
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/// on both success and failure
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class MechExitEvent : SimpleDoAfterEvent
|
|
{
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}
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/// <summary>
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|
/// Event raised when a person enters a mech, on both success and failure
|
|
/// </summary>
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|
[Serializable, NetSerializable]
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|
public sealed partial class MechEntryEvent : SimpleDoAfterEvent
|
|
{
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}
|