Files
wwdpublic/Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
Spatison 8a95ee85bf Upstream 28.02-03.03 (#268)
* More Tajaran Markings (#1834)

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# Description

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Description.
Adds separate eye colors to Tajaran and makes most of the markings from
"Fashion Update: Earrings & Makeup" available to Tajarans
---

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---

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<details><summary><h1>Media</h1></summary>
<p>

![image1](https://github.com/user-attachments/assets/4ceace8e-c1bd-4ee8-833a-19cf2cf9626d)

![image2](https://github.com/user-attachments/assets/7b2d6d25-4335-4f5e-96eb-8f0ae187e459)

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</details>

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# Changelog

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🆑 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)

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# Description

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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

---

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![image](https://github.com/user-attachments/assets/e1e36ae6-8888-4d60-b946-50c90af16f9f)

![image](https://github.com/user-attachments/assets/887aa64f-53cd-4e91-bea5-23f83243bfbc)

https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588

![image](https://github.com/user-attachments/assets/15dcb85c-7675-4477-bda3-c790e26aebd6)

</p>
</details>

---

# Changelog

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🆑
- 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)

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# Description

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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.

---

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<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/18e93d53-9537-49fd-9dfb-b4983d2630f0)

![image](https://github.com/user-attachments/assets/91ceaaca-7441-4afc-be2e-489b00c320d4)

![image](https://github.com/user-attachments/assets/e03cc8b6-6b07-449b-918f-2eb7783dcfac)

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

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🆑
- 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>

![image](https://github.com/user-attachments/assets/c57f48d7-ecf9-4099-998f-4ea3e3e95008)

![image](https://github.com/user-attachments/assets/b0fcd092-4072-4c2f-a61d-9118bc1ab140)

![image](https://github.com/user-attachments/assets/9fc2049f-1197-4eb8-93ea-7c2be2531085)

</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)

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# Description

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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

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Space cleanup
- [x] Psionic Registry Computers
- [x] AI Satellite & Related Stuff

---

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<details><summary><h1>Media</h1></summary>
<p>

![Arena](https://github.com/user-attachments/assets/883ce04f-70c4-4628-8b2c-2ad75439421a)

</p>
</details>

---

# Changelog

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🆑
- 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

![dqt2naw4ox651](https://github.com/user-attachments/assets/9a97cea7-d2c8-47df-85e1-de243409bbe6)
# 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

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# Description

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Ports Lavaland and required systems from Goobstation.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [X] Port over _Lavaland
- [x] Port over required codepatches
- [-] Test locally (Should be fine)
- [X] Pass tests

---

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<details><summary><h1>Media</h1></summary>
<p>

![No](https://github.com/user-attachments/assets/cfede61a-80c9-4ecd-9473-5170d080ac34)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- 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>
2025-03-03 18:02:48 +02:00

829 lines
33 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Destructible;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Shared.Containers.ItemSlots
{
/// <summary>
/// A class that handles interactions related to inserting/ejecting items into/from an item slot.
/// </summary>
/// <remarks>
/// Note when using popups on entities with many slots with InsertOnInteract, EjectOnInteract or EjectOnUse:
/// A single use will try to insert to/eject from every slot and generate a popup for each that fails.
/// </remarks>
public sealed partial class ItemSlotsSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
public override void Initialize()
{
base.Initialize();
InitializeLock();
SubscribeLocalEvent<ItemSlotsComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ItemSlotsComponent, ComponentInit>(Oninitialize);
SubscribeLocalEvent<ItemSlotsComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<ItemSlotsComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<ItemSlotsComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<AlternativeVerb>>(AddAlternativeVerbs);
SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<InteractionVerb>>(AddInteractionVerbsVerbs);
SubscribeLocalEvent<ItemSlotsComponent, BreakageEventArgs>(OnBreak);
SubscribeLocalEvent<ItemSlotsComponent, DestructionEventArgs>(OnBreak);
SubscribeLocalEvent<ItemSlotsComponent, ComponentGetState>(GetItemSlotsState);
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);
}
}
}