Predict folding (#19663)
This commit is contained in:
@@ -1,10 +0,0 @@
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using Content.Shared.Foldable;
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using JetBrains.Annotations;
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namespace Content.Client.Foldable;
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[UsedImplicitly]
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public sealed class FoldableSystem : SharedFoldableSystem
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{
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// classic.
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}
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@@ -1,89 +0,0 @@
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using System.Linq;
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using Content.Server.Storage.Components;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Foldable;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.Utility;
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namespace Content.Server.Foldable
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{
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[UsedImplicitly]
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public sealed class FoldableSystem : SharedFoldableSystem
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{
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[Dependency] private readonly SharedContainerSystem _container = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
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}
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public bool TryToggleFold(EntityUid uid, FoldableComponent comp)
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{
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return TrySetFolded(uid, comp, !comp.IsFolded);
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}
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public bool CanToggleFold(EntityUid uid, FoldableComponent? fold = null)
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{
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if (!Resolve(uid, ref fold))
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return false;
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// Can't un-fold in any container (locker, hands, inventory, whatever).
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if (_container.IsEntityInContainer(uid))
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return false;
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// If an entity is buckled to the object we can't pick it up or fold it
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if (TryComp(uid, out StrapComponent? strap) && strap.BuckledEntities.Any())
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return false;
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if (!TryComp(uid, out EntityStorageComponent? storage))
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return true;
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if (storage.Open)
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return false;
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return !storage.Contents.ContainedEntities.Any();
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}
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/// <summary>
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/// Try to fold/unfold
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/// </summary>
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public bool TrySetFolded(EntityUid uid, FoldableComponent comp, bool state)
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{
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if (state == comp.IsFolded)
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return false;
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if (!CanToggleFold(uid, comp))
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return false;
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SetFolded(uid, comp, state);
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return true;
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}
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#region Verb
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private void AddFoldVerb(EntityUid uid, FoldableComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || !CanToggleFold(uid, component))
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return;
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AlternativeVerb verb = new()
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{
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Act = () => TryToggleFold(uid, component),
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Text = component.IsFolded ? Loc.GetString("unfold-verb") : Loc.GetString("fold-verb"),
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Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
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// If the object is unfolded and they click it, they want to fold it, if it's folded, they want to pick it up
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Priority = component.IsFolded ? 0 : 2,
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};
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args.Verbs.Add(verb);
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}
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#endregion
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}
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}
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@@ -11,7 +11,7 @@ namespace Content.Shared.Foldable;
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/// </remarks>
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/// </remarks>
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[RegisterComponent]
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[RegisterComponent]
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[NetworkedComponent]
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[NetworkedComponent]
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[Access(typeof(SharedFoldableSystem))]
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[Access(typeof(FoldableSystem))]
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public sealed partial class FoldableComponent : Component
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public sealed partial class FoldableComponent : Component
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{
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{
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[DataField("folded")]
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[DataField("folded")]
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163
Content.Shared/Foldable/FoldableSystem.cs
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163
Content.Shared/Foldable/FoldableSystem.cs
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@@ -0,0 +1,163 @@
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using System.Linq;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Storage.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Foldable;
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public sealed class FoldableSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
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SubscribeLocalEvent<FoldableComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<FoldableComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
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SubscribeLocalEvent<FoldableComponent, ContainerGettingInsertedAttemptEvent>(OnInsertEvent);
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SubscribeLocalEvent<FoldableComponent, StoreMobInItemContainerAttemptEvent>(OnStoreThisAttempt);
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SubscribeLocalEvent<FoldableComponent, StorageOpenAttemptEvent>(OnFoldableOpenAttempt);
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}
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private void OnGetState(EntityUid uid, FoldableComponent component, ref ComponentGetState args)
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{
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args.State = new FoldableComponentState(component.IsFolded);
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}
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private void OnHandleState(EntityUid uid, FoldableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FoldableComponentState state)
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return;
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if (state.IsFolded != component.IsFolded)
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SetFolded(uid, component, state.IsFolded);
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}
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private void OnFoldableInit(EntityUid uid, FoldableComponent component, ComponentInit args)
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{
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SetFolded(uid, component, component.IsFolded);
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}
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private void OnFoldableOpenAttempt(EntityUid uid, FoldableComponent component, ref StorageOpenAttemptEvent args)
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{
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if (component.IsFolded)
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args.Cancelled = true;
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}
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public void OnStoreThisAttempt(EntityUid uid, FoldableComponent comp, ref StoreMobInItemContainerAttemptEvent args)
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{
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args.Handled = true;
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if (comp.IsFolded)
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args.Cancelled = true;
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}
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/// <summary>
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/// Returns false if the entity isn't foldable.
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/// </summary>
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public bool IsFolded(EntityUid uid, FoldableComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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return component.IsFolded;
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}
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/// <summary>
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/// Set the folded state of the given <see cref="FoldableComponent"/>
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/// </summary>
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public void SetFolded(EntityUid uid, FoldableComponent component, bool folded)
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{
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component.IsFolded = folded;
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Dirty(uid, component);
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_appearance.SetData(uid, FoldedVisuals.State, folded);
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_buckle.StrapSetEnabled(uid, !component.IsFolded);
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}
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private void OnInsertEvent(EntityUid uid, FoldableComponent component, ContainerGettingInsertedAttemptEvent args)
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{
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if (!component.IsFolded)
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args.Cancel();
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}
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public bool TryToggleFold(EntityUid uid, FoldableComponent comp)
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{
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return TrySetFolded(uid, comp, !comp.IsFolded);
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}
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public bool CanToggleFold(EntityUid uid, FoldableComponent? fold = null)
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{
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if (!Resolve(uid, ref fold))
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return false;
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// Can't un-fold in any container (locker, hands, inventory, whatever).
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if (_container.IsEntityInContainer(uid))
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return false;
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// If an entity is buckled to the object we can't pick it up or fold it
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if (TryComp(uid, out StrapComponent? strap) && strap.BuckledEntities.Any())
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return false;
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if (TryComp(uid, out SharedEntityStorageComponent? storage))
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{
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if (storage.Open || storage.Contents.ContainedEntities.Any())
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return false;
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}
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return true;
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}
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/// <summary>
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/// Try to fold/unfold
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/// </summary>
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public bool TrySetFolded(EntityUid uid, FoldableComponent comp, bool state)
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{
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if (state == comp.IsFolded)
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return false;
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if (!CanToggleFold(uid, comp))
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return false;
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SetFolded(uid, comp, state);
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return true;
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}
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#region Verb
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private void AddFoldVerb(EntityUid uid, FoldableComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || !CanToggleFold(uid, component))
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return;
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AlternativeVerb verb = new()
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{
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Act = () => TryToggleFold(uid, component),
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Text = component.IsFolded ? Loc.GetString("unfold-verb") : Loc.GetString("fold-verb"),
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Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
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// If the object is unfolded and they click it, they want to fold it, if it's folded, they want to pick it up
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Priority = component.IsFolded ? 0 : 2,
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};
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args.Verbs.Add(verb);
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}
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#endregion
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[Serializable, NetSerializable]
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public enum FoldedVisuals : byte
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{
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State
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}
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}
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@@ -1,95 +0,0 @@
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using Content.Shared.Buckle;
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using Content.Shared.Storage.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Foldable;
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[UsedImplicitly]
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public abstract class SharedFoldableSystem : EntitySystem
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{
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FoldableComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<FoldableComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
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SubscribeLocalEvent<FoldableComponent, ContainerGettingInsertedAttemptEvent>(OnInsertEvent);
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SubscribeLocalEvent<FoldableComponent, StoreMobInItemContainerAttemptEvent>(OnStoreThisAttempt);
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SubscribeLocalEvent<FoldableComponent, StorageOpenAttemptEvent>(OnFoldableOpenAttempt);
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}
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private void OnGetState(EntityUid uid, FoldableComponent component, ref ComponentGetState args)
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{
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args.State = new FoldableComponentState(component.IsFolded);
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}
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private void OnHandleState(EntityUid uid, FoldableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FoldableComponentState state)
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return;
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if (state.IsFolded != component.IsFolded)
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SetFolded(uid, component, state.IsFolded);
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}
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private void OnFoldableInit(EntityUid uid, FoldableComponent component, ComponentInit args)
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{
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SetFolded(uid, component, component.IsFolded);
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}
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private void OnFoldableOpenAttempt(EntityUid uid, FoldableComponent component, ref StorageOpenAttemptEvent args)
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{
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if (component.IsFolded)
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args.Cancelled = true;
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}
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public void OnStoreThisAttempt(EntityUid uid, FoldableComponent comp, ref StoreMobInItemContainerAttemptEvent args)
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{
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args.Handled = true;
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if (comp.IsFolded)
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args.Cancelled = true;
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}
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/// <summary>
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/// Returns false if the entity isn't foldable.
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/// </summary>
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public bool IsFolded(EntityUid uid, FoldableComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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return component.IsFolded;
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}
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/// <summary>
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/// Set the folded state of the given <see cref="FoldableComponent"/>
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/// </summary>
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public virtual void SetFolded(EntityUid uid, FoldableComponent component, bool folded)
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{
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component.IsFolded = folded;
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Dirty(component);
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Appearance.SetData(uid, FoldedVisuals.State, folded);
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_buckle.StrapSetEnabled(uid, !component.IsFolded);
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}
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private void OnInsertEvent(EntityUid uid, FoldableComponent component, ContainerGettingInsertedAttemptEvent args)
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{
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if (!component.IsFolded)
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args.Cancel();
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}
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[Serializable, NetSerializable]
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public enum FoldedVisuals : byte
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{
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State
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}
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}
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@@ -23,7 +23,7 @@ public abstract partial class SharedFultonSystem : EntitySystem
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedFoldableSystem _foldable = default!;
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[Dependency] private readonly FoldableSystem _foldable = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStackSystem _stack = default!;
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[Dependency] private readonly SharedStackSystem _stack = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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Reference in New Issue
Block a user