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* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com>
829 lines
33 KiB
C#
829 lines
33 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Destructible;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Utility;
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namespace Content.Shared.Containers.ItemSlots
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{
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/// <summary>
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/// A class that handles interactions related to inserting/ejecting items into/from an item slot.
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/// </summary>
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/// <remarks>
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/// Note when using popups on entities with many slots with InsertOnInteract, EjectOnInteract or EjectOnUse:
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/// A single use will try to insert to/eject from every slot and generate a popup for each that fails.
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/// </remarks>
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public sealed partial class ItemSlotsSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeLock();
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SubscribeLocalEvent<ItemSlotsComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentInit>(Oninitialize);
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SubscribeLocalEvent<ItemSlotsComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<ItemSlotsComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<ItemSlotsComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<AlternativeVerb>>(AddAlternativeVerbs);
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SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<InteractionVerb>>(AddInteractionVerbsVerbs);
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SubscribeLocalEvent<ItemSlotsComponent, BreakageEventArgs>(OnBreak);
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SubscribeLocalEvent<ItemSlotsComponent, DestructionEventArgs>(OnBreak);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentGetState>(GetItemSlotsState);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentHandleState>(HandleItemSlotsState);
|
|
|
|
SubscribeLocalEvent<ItemSlotsComponent, ItemSlotButtonPressedEvent>(HandleButtonPressed);
|
|
}
|
|
|
|
#region ComponentManagement
|
|
/// <summary>
|
|
/// Spawn in starting items for any item slots that should have one.
|
|
/// </summary>
|
|
private void OnMapInit(EntityUid uid, ItemSlotsComponent itemSlots, MapInitEvent args)
|
|
{
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (slot.HasItem || string.IsNullOrEmpty(slot.StartingItem))
|
|
continue;
|
|
|
|
var item = EntityManager.SpawnEntity(slot.StartingItem, EntityManager.GetComponent<TransformComponent>(uid).Coordinates);
|
|
if (slot.ContainerSlot != null)
|
|
_containers.Insert(item, slot.ContainerSlot);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensure item slots have containers.
|
|
/// </summary>
|
|
private void Oninitialize(EntityUid uid, ItemSlotsComponent itemSlots, ComponentInit args)
|
|
{
|
|
foreach (var (id, slot) in itemSlots.Slots)
|
|
{
|
|
slot.ContainerSlot = _containers.EnsureContainer<ContainerSlot>(uid, id);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Given a new item slot, store it in the <see cref="ItemSlotsComponent"/> and ensure the slot has an item
|
|
/// container.
|
|
/// </summary>
|
|
public void AddItemSlot(EntityUid uid, string id, ItemSlot slot, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
itemSlots ??= EnsureComp<ItemSlotsComponent>(uid);
|
|
DebugTools.AssertOwner(uid, itemSlots);
|
|
|
|
if (itemSlots.Slots.TryGetValue(id, out var existing))
|
|
{
|
|
if (existing.Local)
|
|
Log.Error($"Duplicate item slot key. Entity: {EntityManager.GetComponent<MetaDataComponent>(uid).EntityName} ({uid}), key: {id}");
|
|
else
|
|
// server state takes priority
|
|
slot.CopyFrom(existing);
|
|
}
|
|
|
|
slot.ContainerSlot = _containers.EnsureContainer<ContainerSlot>(uid, id);
|
|
slot.ContainerSlot.OccludesLight = slot.OccludesLight; // Lavaland Change
|
|
itemSlots.Slots[id] = slot;
|
|
Dirty(uid, itemSlots);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove an item slot. This should generally be called whenever a component that added a slot is being
|
|
/// removed.
|
|
/// </summary>
|
|
public void RemoveItemSlot(EntityUid uid, ItemSlot slot, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
if (Terminating(uid) || slot.ContainerSlot == null)
|
|
return;
|
|
|
|
_containers.ShutdownContainer(slot.ContainerSlot);
|
|
|
|
// Don't log missing resolves. when an entity has all of its components removed, the ItemSlotsComponent may
|
|
// have been removed before some other component that added an item slot (and is now trying to remove it).
|
|
if (!Resolve(uid, ref itemSlots, logMissing: false))
|
|
return;
|
|
|
|
itemSlots.Slots.Remove(slot.ContainerSlot.ID);
|
|
|
|
if (itemSlots.Slots.Count == 0)
|
|
EntityManager.RemoveComponent(uid, itemSlots);
|
|
else
|
|
Dirty(uid, itemSlots);
|
|
}
|
|
|
|
public bool TryGetSlot(EntityUid uid, string slotId, [NotNullWhen(true)] out ItemSlot? itemSlot, ItemSlotsComponent? component = null)
|
|
{
|
|
itemSlot = null;
|
|
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
|
|
return component.Slots.TryGetValue(slotId, out itemSlot);
|
|
}
|
|
#endregion
|
|
|
|
#region Interactions
|
|
/// <summary>
|
|
/// Attempt to take an item from a slot, if any are set to EjectOnInteract.
|
|
/// </summary>
|
|
private void OnInteractHand(EntityUid uid, ItemSlotsComponent itemSlots, InteractHandEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (!slot.EjectOnInteract || slot.Item == null || !CanEject(uid, args.User, slot, popup: args.User))
|
|
continue;
|
|
|
|
args.Handled = true;
|
|
TryEjectToHands(uid, slot, args.User, true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to eject an item from the first valid item slot.
|
|
/// </summary>
|
|
private void OnUseInHand(EntityUid uid, ItemSlotsComponent itemSlots, UseInHandEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (!slot.EjectOnUse || slot.Item == null || !CanEject(uid, args.User, slot, popup: args.User))
|
|
continue;
|
|
|
|
args.Handled = true;
|
|
TryEjectToHands(uid, slot, args.User, true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert a held item in any fitting item slot. If a valid slot already contains an item, it will
|
|
/// swap it out and place the old one in the user's hand.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This only handles the event if the user has an applicable entity that can be inserted. This allows for
|
|
/// other interactions to still happen (e.g., open UI, or toggle-open), despite the user holding an item.
|
|
/// Maybe this is undesirable.
|
|
/// </remarks>
|
|
private void OnInteractUsing(EntityUid uid, ItemSlotsComponent itemSlots, InteractUsingEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!EntityManager.TryGetComponent(args.User, out HandsComponent? hands))
|
|
return;
|
|
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (!slot.InsertOnInteract)
|
|
continue;
|
|
|
|
if (!CanInsert(uid, args.Used, args.User, slot, swap: slot.Swap, popup: args.User))
|
|
continue;
|
|
|
|
// Drop the held item onto the floor. Return if the user cannot drop.
|
|
if (!_handsSystem.TryDrop(args.User, args.Used, handsComp: hands))
|
|
return;
|
|
|
|
if (slot.Item != null)
|
|
_handsSystem.TryPickupAnyHand(args.User, slot.Item.Value, handsComp: hands);
|
|
|
|
Insert(uid, slot, args.Used, args.User, excludeUserAudio: true);
|
|
|
|
if (slot.InsertSuccessPopup.HasValue)
|
|
_popupSystem.PopupClient(Loc.GetString(slot.InsertSuccessPopup), uid, args.User);
|
|
|
|
args.Handled = true;
|
|
return;
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Insert
|
|
/// <summary>
|
|
/// Insert an item into a slot. This does not perform checks, so make sure to also use <see
|
|
/// cref="CanInsert"/> or just use <see cref="TryInsert"/> instead.
|
|
/// </summary>
|
|
/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
|
|
/// Useful for predicted interactions</param>
|
|
private void Insert(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
|
|
{
|
|
bool? inserted = slot.ContainerSlot != null ? _containers.Insert(item, slot.ContainerSlot) : null;
|
|
// ContainerSlot automatically raises a directed EntInsertedIntoContainerMessage
|
|
|
|
// Logging
|
|
if (inserted != null && inserted.Value && user != null)
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user.Value)} inserted {ToPrettyString(item)} into {slot.ContainerSlot?.ID + " slot of "}{ToPrettyString(uid)}");
|
|
|
|
_audioSystem.PlayPredicted(slot.InsertSound, uid, excludeUserAudio ? user : null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether a given item can be inserted into a slot. Unless otherwise specified, this will return
|
|
/// false if the slot is already filled.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If a popup entity is given, and if the item slot is set to generate a popup message when it fails to
|
|
/// pass the whitelist or due to slot being locked, then this will generate an appropriate popup.
|
|
/// </remarks>
|
|
public bool CanInsert(EntityUid uid, EntityUid usedUid, EntityUid? user, ItemSlot slot, bool swap = false, EntityUid? popup = null)
|
|
{
|
|
if (slot.ContainerSlot == null)
|
|
return false;
|
|
|
|
if (_whitelistSystem.IsWhitelistFail(slot.Whitelist, usedUid) || _whitelistSystem.IsBlacklistPass(slot.Blacklist, usedUid))
|
|
{
|
|
if (popup.HasValue && slot.WhitelistFailPopup.HasValue)
|
|
_popupSystem.PopupClient(Loc.GetString(slot.WhitelistFailPopup), uid, popup.Value);
|
|
return false;
|
|
}
|
|
|
|
if (slot.Locked)
|
|
{
|
|
if (popup.HasValue && slot.LockedFailPopup.HasValue)
|
|
_popupSystem.PopupClient(Loc.GetString(slot.LockedFailPopup), uid, popup.Value);
|
|
return false;
|
|
}
|
|
|
|
if (slot.HasItem && (!swap || (swap && !CanEject(uid, user, slot))))
|
|
return false;
|
|
|
|
var ev = new ItemSlotInsertAttemptEvent(uid, usedUid, user, slot);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
RaiseLocalEvent(usedUid, ref ev);
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
return _containers.CanInsert(usedUid, slot.ContainerSlot, assumeEmpty: swap);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert item into a specific slot.
|
|
/// </summary>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsert(EntityUid uid, string id, EntityUid item, EntityUid? user, ItemSlotsComponent? itemSlots = null, bool excludeUserAudio = false)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return false;
|
|
|
|
if (!itemSlots.Slots.TryGetValue(id, out var slot))
|
|
return false;
|
|
|
|
return TryInsert(uid, slot, item, user, excludeUserAudio: excludeUserAudio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert item into a specific slot.
|
|
/// </summary>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsert(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
|
|
{
|
|
if (!CanInsert(uid, item, user, slot))
|
|
return false;
|
|
|
|
Insert(uid, slot, item, user, excludeUserAudio: excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert item into a specific slot from an entity's hand.
|
|
/// Does not check action blockers.
|
|
/// </summary>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsertFromHand(EntityUid uid, ItemSlot slot, EntityUid user, HandsComponent? hands = null, bool excludeUserAudio = false)
|
|
{
|
|
if (!Resolve(user, ref hands, false))
|
|
return false;
|
|
|
|
if (hands.ActiveHand?.HeldEntity is not { } held)
|
|
return false;
|
|
|
|
if (!CanInsert(uid, held, user, slot))
|
|
return false;
|
|
|
|
// hands.Drop(item) checks CanDrop action blocker
|
|
if (!_handsSystem.TryDrop(user, hands.ActiveHand))
|
|
return false;
|
|
|
|
Insert(uid, slot, held, user, excludeUserAudio: excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to insert an item into any empty slot.
|
|
/// </summary>
|
|
/// <param name="ent">The entity that has the item slots.</param>
|
|
/// <param name="item">The item to be inserted.</param>
|
|
/// <param name="user">The entity performing the interaction.</param>
|
|
/// <param name="excludeUserAudio">
|
|
/// If true, will exclude the user when playing sound. Does nothing client-side.
|
|
/// Useful for predicted interactions
|
|
/// </param>
|
|
/// <returns>False if failed to insert item</returns>
|
|
public bool TryInsertEmpty(Entity<ItemSlotsComponent?> ent,
|
|
EntityUid item,
|
|
EntityUid? user,
|
|
bool excludeUserAudio = false)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
TryComp(user, out HandsComponent? handsComp);
|
|
|
|
if (!TryGetAvailableSlot(ent,
|
|
item,
|
|
user == null ? null : (user.Value, handsComp),
|
|
out var itemSlot,
|
|
emptyOnly: true))
|
|
return false;
|
|
|
|
if (user != null && !_handsSystem.TryDrop(user.Value, item, handsComp: handsComp))
|
|
return false;
|
|
|
|
Insert(ent, itemSlot, item, user, excludeUserAudio: excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get any slot that the <paramref name="item"/> can be inserted into.
|
|
/// </summary>
|
|
/// <param name="ent">Entity that <paramref name="item"/> is being inserted into.</param>
|
|
/// <param name="item">Entity being inserted into <paramref name="ent"/>.</param>
|
|
/// <param name="userEnt">Entity inserting <paramref name="item"/> into <paramref name="ent"/>.</param>
|
|
/// <param name="itemSlot">The ItemSlot on <paramref name="ent"/> to insert <paramref name="item"/> into.</param>
|
|
/// <param name="emptyOnly"> True only returns slots that are empty.
|
|
/// False returns any slot that is able to receive <paramref name="item"/>.</param>
|
|
/// <returns>True when a slot is found. Otherwise, false.</returns>
|
|
public bool TryGetAvailableSlot(Entity<ItemSlotsComponent?> ent,
|
|
EntityUid item,
|
|
Entity<HandsComponent?>? userEnt,
|
|
[NotNullWhen(true)] out ItemSlot? itemSlot,
|
|
bool emptyOnly = false)
|
|
{
|
|
itemSlot = null;
|
|
|
|
if (userEnt is { } user
|
|
&& Resolve(user, ref user.Comp)
|
|
&& _handsSystem.IsHolding(user, item))
|
|
{
|
|
if (!_handsSystem.CanDrop(user, item, user.Comp))
|
|
return false;
|
|
}
|
|
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
var slots = new List<ItemSlot>();
|
|
foreach (var slot in ent.Comp.Slots.Values)
|
|
{
|
|
if (emptyOnly && slot.ContainerSlot?.ContainedEntity != null)
|
|
continue;
|
|
|
|
if (CanInsert(ent, item, userEnt, slot))
|
|
slots.Add(slot);
|
|
}
|
|
|
|
if (slots.Count == 0)
|
|
return false;
|
|
|
|
slots.Sort(SortEmpty);
|
|
|
|
itemSlot = slots[0];
|
|
return true;
|
|
}
|
|
|
|
private static int SortEmpty(ItemSlot a, ItemSlot b)
|
|
{
|
|
var aEnt = a.ContainerSlot?.ContainedEntity;
|
|
var bEnt = b.ContainerSlot?.ContainedEntity;
|
|
if (aEnt == null && bEnt == null)
|
|
return a.Priority.CompareTo(b.Priority);
|
|
|
|
if (aEnt == null)
|
|
return -1;
|
|
|
|
return 1;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Eject
|
|
|
|
/// <summary>
|
|
/// Check whether an ejection from a given slot may happen.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If a popup entity is given, this will generate a popup message if any are configured on the the item slot.
|
|
/// </remarks>
|
|
public bool CanEject(EntityUid uid, EntityUid? user, ItemSlot slot, EntityUid? popup = null)
|
|
{
|
|
if (slot.Locked)
|
|
{
|
|
if (popup.HasValue && slot.LockedFailPopup.HasValue)
|
|
_popupSystem.PopupClient(Loc.GetString(slot.LockedFailPopup), uid, popup.Value);
|
|
return false;
|
|
}
|
|
|
|
if (slot.ContainerSlot?.ContainedEntity is not {} item)
|
|
return false;
|
|
|
|
var ev = new ItemSlotEjectAttemptEvent(uid, item, user, slot);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
RaiseLocalEvent(item, ref ev);
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
return _containers.CanRemove(item, slot.ContainerSlot);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Eject an item from a slot. This does not perform checks (e.g., is the slot locked?), so you should
|
|
/// probably just use <see cref="TryEject"/> instead.
|
|
/// </summary>
|
|
/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
|
|
/// Useful for predicted interactions</param>
|
|
private void Eject(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
|
|
{
|
|
bool? ejected = slot.ContainerSlot != null ? _containers.Remove(item, slot.ContainerSlot) : null;
|
|
// ContainerSlot automatically raises a directed EntRemovedFromContainerMessage
|
|
|
|
// Logging
|
|
if (ejected != null && ejected.Value && user != null)
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(user.Value)} ejected {ToPrettyString(item)} from {slot.ContainerSlot?.ID + " slot of "}{ToPrettyString(uid)}");
|
|
|
|
_audioSystem.PlayPredicted(slot.EjectSound, uid, excludeUserAudio ? user : null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to eject an item from a slot.
|
|
/// </summary>
|
|
/// <returns>False if item slot is locked or has no item inserted</returns>
|
|
public bool TryEject(EntityUid uid, ItemSlot slot, EntityUid? user, [NotNullWhen(true)] out EntityUid? item, bool excludeUserAudio = false)
|
|
{
|
|
item = null;
|
|
|
|
// This handles logic with the slot itself
|
|
if (!CanEject(uid, user, slot))
|
|
return false;
|
|
|
|
item = slot.Item;
|
|
|
|
// This handles user logic
|
|
if (user != null && item != null && !_actionBlockerSystem.CanPickup(user.Value, item.Value))
|
|
return false;
|
|
|
|
Eject(uid, slot, item!.Value, user, excludeUserAudio);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to eject item from a slot.
|
|
/// </summary>
|
|
/// <returns>False if the id is not valid, the item slot is locked, or it has no item inserted</returns>
|
|
public bool TryEject(EntityUid uid, string id, EntityUid? user,
|
|
[NotNullWhen(true)] out EntityUid? item, ItemSlotsComponent? itemSlots = null, bool excludeUserAudio = false)
|
|
{
|
|
item = null;
|
|
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return false;
|
|
|
|
if (!itemSlots.Slots.TryGetValue(id, out var slot))
|
|
return false;
|
|
|
|
return TryEject(uid, slot, user, out item, excludeUserAudio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to eject item from a slot directly into a user's hands. If they have no hands, the item will still
|
|
/// be ejected onto the floor.
|
|
/// </summary>
|
|
/// <returns>
|
|
/// False if the id is not valid, the item slot is locked, or it has no item inserted. True otherwise, even
|
|
/// if the user has no hands.
|
|
/// </returns>
|
|
public bool TryEjectToHands(EntityUid uid, ItemSlot slot, EntityUid? user, bool excludeUserAudio = false)
|
|
{
|
|
if (!TryEject(uid, slot, user, out var item, excludeUserAudio))
|
|
return false;
|
|
|
|
if (user != null)
|
|
_handsSystem.PickupOrDrop(user.Value, item.Value);
|
|
|
|
return true;
|
|
}
|
|
#endregion
|
|
|
|
#region Verbs
|
|
private void AddAlternativeVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
if (args.Hands == null || !args.CanAccess ||!args.CanInteract)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Add the insert-item verbs
|
|
if (args.Using != null && _actionBlockerSystem.CanDrop(args.User))
|
|
{
|
|
var canInsertAny = false;
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
// Disable slot insert if InsertOnInteract is true
|
|
if (slot.InsertOnInteract || !CanInsert(uid, args.Using.Value, args.User, slot))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: Name(args.Using.Value);
|
|
|
|
AlternativeVerb verb = new()
|
|
{
|
|
IconEntity = GetNetEntity(args.Using),
|
|
Act = () => Insert(uid, slot, args.Using.Value, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.InsertVerbText != null)
|
|
{
|
|
verb.Text = Loc.GetString(slot.InsertVerbText);
|
|
verb.Icon = new SpriteSpecifier.Texture(
|
|
new("/Textures/Interface/VerbIcons/insert.svg.192dpi.png"));
|
|
}
|
|
else if (slot.EjectOnInteract)
|
|
{
|
|
// Inserting/ejecting is a primary interaction for this entity. Instead of using the insert
|
|
// category, we will use a single "Place <item>" verb.
|
|
verb.Text = Loc.GetString("place-item-verb-text", ("subject", verbSubject));
|
|
verb.Icon = new SpriteSpecifier.Texture(
|
|
new("/Textures/Interface/VerbIcons/drop.svg.192dpi.png"));
|
|
}
|
|
else
|
|
{
|
|
verb.Category = VerbCategory.Insert;
|
|
verb.Text = verbSubject;
|
|
}
|
|
|
|
verb.Priority = slot.Priority;
|
|
args.Verbs.Add(verb);
|
|
canInsertAny = true;
|
|
}
|
|
|
|
// If can insert then insert. Don't run eject verbs.
|
|
if (canInsertAny)
|
|
return;
|
|
}
|
|
|
|
// Add the eject-item verbs
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (slot.EjectOnInteract || slot.DisableEject)
|
|
// For this item slot, ejecting/inserting is a primary interaction. Instead of an eject category
|
|
// alt-click verb, there will be a "Take item" primary interaction verb.
|
|
continue;
|
|
|
|
if (!CanEject(uid, args.User, slot))
|
|
continue;
|
|
|
|
if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: EntityManager.GetComponent<MetaDataComponent>(slot.Item.Value).EntityName ?? string.Empty;
|
|
|
|
AlternativeVerb verb = new()
|
|
{
|
|
IconEntity = GetNetEntity(slot.Item),
|
|
Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.EjectVerbText == null)
|
|
{
|
|
verb.Text = verbSubject;
|
|
verb.Category = VerbCategory.Eject;
|
|
}
|
|
else
|
|
{
|
|
verb.Text = Loc.GetString(slot.EjectVerbText);
|
|
}
|
|
|
|
verb.Priority = slot.Priority;
|
|
args.Verbs.Add(verb);
|
|
}
|
|
}
|
|
|
|
private void AddInteractionVerbsVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetVerbsEvent<InteractionVerb> args)
|
|
{
|
|
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
// If there are any slots that eject on left-click, add a "Take <item>" verb.
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (!slot.EjectOnInteract || !CanEject(uid, args.User, slot))
|
|
continue;
|
|
|
|
if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: Name(slot.Item!.Value);
|
|
|
|
InteractionVerb takeVerb = new()
|
|
{
|
|
IconEntity = GetNetEntity(slot.Item),
|
|
Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.EjectVerbText == null)
|
|
takeVerb.Text = Loc.GetString("take-item-verb-text", ("subject", verbSubject));
|
|
else
|
|
takeVerb.Text = Loc.GetString(slot.EjectVerbText);
|
|
|
|
takeVerb.Priority = slot.Priority;
|
|
args.Verbs.Add(takeVerb);
|
|
}
|
|
|
|
// Next, add the insert-item verbs
|
|
if (args.Using == null || !_actionBlockerSystem.CanDrop(args.User))
|
|
return;
|
|
|
|
foreach (var slot in itemSlots.Slots.Values)
|
|
{
|
|
if (!slot.InsertOnInteract || !CanInsert(uid, args.Using.Value, args.User, slot))
|
|
continue;
|
|
|
|
var verbSubject = slot.Name != string.Empty
|
|
? Loc.GetString(slot.Name)
|
|
: Name(args.Using.Value);
|
|
|
|
InteractionVerb insertVerb = new()
|
|
{
|
|
IconEntity = GetNetEntity(args.Using),
|
|
Act = () => Insert(uid, slot, args.Using.Value, args.User, excludeUserAudio: true)
|
|
};
|
|
|
|
if (slot.InsertVerbText != null)
|
|
{
|
|
insertVerb.Text = Loc.GetString(slot.InsertVerbText);
|
|
insertVerb.Icon =
|
|
new SpriteSpecifier.Texture(
|
|
new ResPath("/Textures/Interface/VerbIcons/insert.svg.192dpi.png"));
|
|
}
|
|
else if(slot.EjectOnInteract)
|
|
{
|
|
// Inserting/ejecting is a primary interaction for this entity. Instead of using the insert
|
|
// category, we will use a single "Place <item>" verb.
|
|
insertVerb.Text = Loc.GetString("place-item-verb-text", ("subject", verbSubject));
|
|
insertVerb.Icon =
|
|
new SpriteSpecifier.Texture(
|
|
new ResPath("/Textures/Interface/VerbIcons/drop.svg.192dpi.png"));
|
|
}
|
|
else
|
|
{
|
|
insertVerb.Category = VerbCategory.Insert;
|
|
insertVerb.Text = verbSubject;
|
|
}
|
|
|
|
insertVerb.Priority = slot.Priority;
|
|
args.Verbs.Add(insertVerb);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region BUIs
|
|
private void HandleButtonPressed(EntityUid uid, ItemSlotsComponent component, ItemSlotButtonPressedEvent args)
|
|
{
|
|
if (!component.Slots.TryGetValue(args.SlotId, out var slot))
|
|
return;
|
|
|
|
if (args.TryEject && slot.HasItem)
|
|
TryEjectToHands(uid, slot, args.Actor, true);
|
|
else if (args.TryInsert && !slot.HasItem)
|
|
TryInsertFromHand(uid, slot, args.Actor);
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Eject items from (some) slots when the entity is destroyed.
|
|
/// </summary>
|
|
private void OnBreak(EntityUid uid, ItemSlotsComponent component, EntityEventArgs args)
|
|
{
|
|
foreach (var slot in component.Slots.Values)
|
|
{
|
|
if (slot.EjectOnBreak && slot.HasItem)
|
|
{
|
|
SetLock(uid, slot, false, component);
|
|
TryEject(uid, slot, null, out var _);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the contents of some item slot.
|
|
/// </summary>
|
|
/// <returns>The item in the slot, or null if the slot is empty or the entity doesn't have an <see cref="ItemSlotsComponent"/>.</returns>
|
|
public EntityUid? GetItemOrNull(EntityUid uid, string id, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots, logMissing: false))
|
|
return null;
|
|
|
|
return itemSlots.Slots.GetValueOrDefault(id)?.Item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
|
|
/// </summary>
|
|
public void SetLock(EntityUid uid, string id, bool locked, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return;
|
|
|
|
if (!itemSlots.Slots.TryGetValue(id, out var slot))
|
|
return;
|
|
|
|
SetLock(uid, slot, locked, itemSlots);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
|
|
/// </summary>
|
|
public void SetLock(EntityUid uid, ItemSlot slot, bool locked, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return;
|
|
|
|
slot.Locked = locked;
|
|
Dirty(uid, itemSlots);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the locked state of the managed item slots.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that the slot's ContainerSlot performs its own networking, so we don't need to send information
|
|
/// about the contained entity.
|
|
/// </remarks>
|
|
private void HandleItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not ItemSlotsComponentState state)
|
|
return;
|
|
|
|
foreach (var (key, slot) in component.Slots)
|
|
{
|
|
if (!state.Slots.ContainsKey(key))
|
|
RemoveItemSlot(uid, slot, component);
|
|
}
|
|
|
|
foreach (var (serverKey, serverSlot) in state.Slots)
|
|
{
|
|
if (component.Slots.TryGetValue(serverKey, out var itemSlot))
|
|
{
|
|
itemSlot.CopyFrom(serverSlot);
|
|
itemSlot.ContainerSlot = _containers.EnsureContainer<ContainerSlot>(uid, serverKey);
|
|
}
|
|
else
|
|
{
|
|
var slot = new ItemSlot(serverSlot);
|
|
slot.Local = false;
|
|
AddItemSlot(uid, serverKey, slot);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void GetItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new ItemSlotsComponentState(component.Slots);
|
|
}
|
|
}
|
|
}
|