Deploy foldable (#30000)
* Deploy foldable * Add NetworkedComponent and access to the component * Add handled to afterinteract * Use drop target location instead of setcoordinates * Put back in hand after failed deploy This prevents dropping the bed when clicking while inside a locker. * Created BaseDeployFoldable for folding chairs, body bags, and rollerbeds
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Content.Shared/Foldable/DeployFoldableComponent.cs
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Content.Shared/Foldable/DeployFoldableComponent.cs
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using Robust.Shared.GameStates;
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namespace Content.Shared.Foldable;
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(DeployFoldableSystem))]
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public sealed partial class DeployFoldableComponent : Component;
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Content.Shared/Foldable/DeployFoldableSystem.cs
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Content.Shared/Foldable/DeployFoldableSystem.cs
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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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namespace Content.Shared.Foldable;
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public sealed class DeployFoldableSystem : EntitySystem
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{
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly FoldableSystem _foldable = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeployFoldableComponent, AfterInteractEvent>(OnAfterInteract);
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}
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private void OnAfterInteract(Entity<DeployFoldableComponent> ent, ref AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (!TryComp<FoldableComponent>(ent, out var foldable))
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return;
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if (!TryComp(args.User, out HandsComponent? hands)
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|| !_hands.TryDrop(args.User, args.Used, targetDropLocation: args.ClickLocation, handsComp: hands))
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return;
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if (!_foldable.TrySetFolded(ent, foldable, false))
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{
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_hands.TryPickup(args.User, args.Used, handsComp: hands);
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return;
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}
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args.Handled = true;
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}
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}
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- type: entity
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- type: entity
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id: BodyBag
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id: BodyBag
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parent: BaseFoldable
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parent: BaseDeployFoldable
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name: body bag
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name: body bag
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description: A plastic bag designed for the storage and transportation of cadavers to stop body decomposition.
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description: A plastic bag designed for the storage and transportation of cadavers to stop body decomposition.
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components:
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components:
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@@ -323,7 +323,7 @@
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node: chair
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node: chair
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- type: entity
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- type: entity
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parent: [SeatBase, BaseFoldable]
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parent: [SeatBase, BaseDeployFoldable]
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id: ChairFolding
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id: ChairFolding
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name: folding chair
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name: folding chair
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description: If you carry six of these you become the coolest kid at church.
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description: If you carry six of these you become the coolest kid at church.
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@@ -1,6 +1,6 @@
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- type: entity
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- type: entity
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id: RollerBed
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id: RollerBed
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parent: [BaseItem, BaseFoldable]
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parent: [BaseItem, BaseDeployFoldable]
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name: rollerbed
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name: rollerbed
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description: Used to carry patients around without damaging them.
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description: Used to carry patients around without damaging them.
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components:
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components:
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@@ -13,3 +13,11 @@
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unfoldedLayer:
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unfoldedLayer:
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True: {visible: false}
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True: {visible: false}
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False: {visible: true}
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False: {visible: true}
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- type: entity
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abstract: true
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parent: BaseFoldable
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id: BaseDeployFoldable
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name: "deploy foldable"
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components:
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- type: DeployFoldable
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