using Content.Server.Storage.Components; using Content.Shared.Examine; using Content.Shared.Inventory; using Content.Shared.Item; using Content.Shared.Item.ItemToggle; using Content.Shared.Item.ItemToggle.Components; using Content.Shared.Whitelist; using Robust.Shared.Map; using Robust.Shared.Physics.Components; using Robust.Shared.Timing; namespace Content.Shared.Storage.EntitySystems; /// /// /// public sealed class MagnetPickupSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly EntityLookupSystem _lookup = default!; [Dependency] private readonly InventorySystem _inventory = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedStorageSystem _storage = default!; [Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!; [Dependency] private readonly ItemToggleSystem _itemToggle = default!; // WD EDIT [Dependency] private readonly SharedItemSystem _item = default!; // White Dream private static readonly TimeSpan ScanDelay = TimeSpan.FromSeconds(1); private EntityQuery _physicsQuery; public override void Initialize() { base.Initialize(); _physicsQuery = GetEntityQuery(); SubscribeLocalEvent(OnItemToggled); // White Dream SubscribeLocalEvent(OnExamined); // WD EDIT SubscribeLocalEvent(OnMagnetMapInit); } private void OnMagnetMapInit(EntityUid uid, MagnetPickupComponent component, MapInitEvent args) { component.NextScan = _timing.CurTime; } //WD EDIT start private void OnExamined(Entity entity, ref ExaminedEvent args) { var onMsg = _itemToggle.IsActivated(entity.Owner) ? Loc.GetString("comp-magnet-pickup-examined-on") : Loc.GetString("comp-magnet-pickup-examined-off"); args.PushMarkup(onMsg); } private void OnItemToggled(Entity entity, ref ItemToggledEvent args) { _item.SetHeldPrefix(entity.Owner, args.Activated ? "on" : "off"); } //WD EDIT end public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); var currentTime = _timing.CurTime; while (query.MoveNext(out var uid, out var comp, out var storage, out var xform, out var meta)) { // WD EDIT START if (!TryComp(uid, out var toggle)) continue; if (!_itemToggle.IsActivated((uid, toggle))) continue; // WD EDIT END if (comp.NextScan > currentTime) continue; comp.NextScan += ScanDelay; // WD EDIT START. Added ForcePickup. if (!comp.ForcePickup && !_inventory.TryGetContainingSlot((uid, xform, meta), out _)) continue; //WD EDIT END. // No space if (!_storage.HasSpace((uid, storage))) continue; var parentUid = xform.ParentUid; var playedSound = false; var finalCoords = xform.Coordinates; var moverCoords = _transform.GetMoverCoordinates(uid, xform); foreach (var near in _lookup.GetEntitiesInRange(uid, comp.Range, LookupFlags.Dynamic | LookupFlags.Sundries)) { if (_whitelistSystem.IsWhitelistFail(storage.Whitelist, near)) continue; if (!_physicsQuery.TryGetComponent(near, out var physics) || physics.BodyStatus != BodyStatus.OnGround) continue; if (near == parentUid) continue; // TODO: Probably move this to storage somewhere when it gets cleaned up // TODO: This sucks but you need to fix a lot of stuff to make it better // the problem is that stack pickups delete the original entity, which is fine, but due to // game state handling we can't show a lerp animation for it. var nearXform = Transform(near); var nearMap = _transform.GetMapCoordinates(near, xform: nearXform); var nearCoords = _transform.ToCoordinates(moverCoords.EntityId, nearMap); if (!_storage.Insert(uid, near, out var stacked, storageComp: storage, playSound: !playedSound)) continue; // Play pickup animation for either the stack entity or the original entity. _storage.PlayPickupAnimation(stacked ?? near, nearCoords, finalCoords, nearXform.LocalRotation); playedSound = true; } } } }