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wwdpublic/Content.Shared/Storage/EntitySystems/MagnetPickupSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

126 lines
5.0 KiB
C#

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;
/// <summary>
/// <see cref="MagnetPickupComponent"/>
/// </summary>
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 SharedItemToggleSystem _itemToggle = default!; // WD EDIT
[Dependency] private readonly SharedItemSystem _item = default!; // White Dream
private static readonly TimeSpan ScanDelay = TimeSpan.FromSeconds(1);
private EntityQuery<PhysicsComponent> _physicsQuery;
public override void Initialize()
{
base.Initialize();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeLocalEvent<MagnetPickupComponent, ItemToggledEvent>(OnItemToggled); // White Dream
SubscribeLocalEvent<MagnetPickupComponent, ExaminedEvent>(OnExamined); // WD EDIT
SubscribeLocalEvent<MagnetPickupComponent, MapInitEvent>(OnMagnetMapInit);
}
private void OnMagnetMapInit(EntityUid uid, MagnetPickupComponent component, MapInitEvent args)
{
component.NextScan = _timing.CurTime;
}
//WD EDIT start
private void OnExamined(Entity<MagnetPickupComponent> 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<MagnetPickupComponent> 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<MagnetPickupComponent, StorageComponent, TransformComponent, MetaDataComponent>();
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<ItemToggleComponent>(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 = EntityCoordinates.FromMap(moverCoords.EntityId, nearMap, _transform, EntityManager);
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;
}
}
}
}