Serv3 rework content changes (#7145)
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@@ -35,13 +35,13 @@ namespace Content.Client.Actions
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[UsedImplicitly]
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public sealed class ActionsSystem : SharedActionsSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IUserInterfaceManager _uiManager = default!;
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[Dependency] private readonly IItemSlotManager _itemSlotManager = default!;
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[Dependency] private readonly ISerializationManager _serializationManager = default!;
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[Dependency] private readonly IResourceManager _resourceManager = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly IOverlayManager _overlayMan = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly InteractionOutlineSystem _interactionOutline = default!;
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[Dependency] private readonly TargetOutlineSystem _targetOutline = default!;
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@@ -427,7 +427,7 @@ namespace Content.Client.Actions
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{
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// The user is targeting with this action, but it is not valid. Maybe mark this click as
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// handled and prevent further interactions.
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return !action.InteractOnMiss;
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return !action.InteractOnMiss;
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}
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switch (action)
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@@ -611,7 +611,7 @@ namespace Content.Client.Actions
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/*public void SaveActionAssignments(string path)
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{
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// Currently only tested with temporary innate actions (i.e., mapping actions). No guarantee it works with
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// other actions. If its meant to be used for full game state saving/loading, the entity that provides
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// actions needs to keep the same uid.
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@@ -666,9 +666,7 @@ namespace Content.Client.Actions
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if (!map.TryGet("action", out var actionNode))
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continue;
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var action = _serializationManager.ReadValueCast<ActionType>(typeof(ActionType), actionNode);
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if (action == null)
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continue;
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var action = _serializationManager.Read<ActionType>(actionNode);
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if (Ui.Component.Actions.TryGetValue(action, out var existingAction))
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{
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@@ -681,9 +679,7 @@ namespace Content.Client.Actions
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if (!map.TryGet("assignments", out var assignmentNode))
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continue;
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var assignments = _serializationManager.ReadValueCast<List<(byte Hotbar, byte Slot)>>(typeof(List<(byte Hotbar, byte Slot)>), assignmentNode);
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if (assignments == null)
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continue;
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var assignments = _serializationManager.Read<List<(byte Hotbar, byte Slot)>>(assignmentNode);
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foreach (var index in assignments)
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{
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