Removed old Loc.GetString() use instances (#4155)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
@@ -1,8 +1,8 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Actions.Components;
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using Robust.Shared.GameObjects;
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using System.Collections.Generic;
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using System.Linq;
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namespace Content.Client.Actions.Assignments
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{
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@@ -70,8 +70,6 @@ namespace Content.Client.Actions.Assignments
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}
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}
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foreach (var (item, itemStates) in itemActionStates)
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{
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foreach (var itemActionState in itemStates)
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@@ -94,10 +92,13 @@ namespace Content.Client.Actions.Assignments
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// which once had an associated item but have been revoked (based on our newly provided action states)
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// so we can dissociate them from the item. If the provided action states do not
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// have a state for this action type + item, we can assume that the action has been revoked for that item.
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var assignmentsWithoutItem = new List<KeyValuePair<ActionAssignment,List<(byte Hotbar, byte Slot)>>>();
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var assignmentsWithoutItem = new List<KeyValuePair<ActionAssignment, List<(byte Hotbar, byte Slot)>>>();
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foreach (var assignmentEntry in _assignments)
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{
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if (!assignmentEntry.Key.TryGetItemActionWithItem(out var actionType, out var item)) continue;
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if (!assignmentEntry.Key.TryGetItemActionWithItem(out var actionType, out var item))
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{
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continue;
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}
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// we have this assignment currently tied to an item,
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// check if it no longer has an associated item in our dict of states
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@@ -110,8 +111,10 @@ namespace Content.Client.Actions.Assignments
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continue;
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}
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}
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assignmentsWithoutItem.Add(assignmentEntry);
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}
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// reassign without the item for each assignment we found that no longer has an associated item
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foreach (var (assignment, slots) in assignmentsWithoutItem)
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{
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@@ -158,7 +161,7 @@ namespace Content.Client.Actions.Assignments
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}
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else
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{
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var newList = new List<(byte Hotbar, byte Slot)> {(hotbar, slot)};
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var newList = new List<(byte Hotbar, byte Slot)> { (hotbar, slot) };
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_assignments[actionType] = newList;
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}
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}
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@@ -179,7 +182,12 @@ namespace Content.Client.Actions.Assignments
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// remove this particular assignment from our data structures
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// (keeping in mind something can be assigned multiple slots)
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var currentAction = _slots[hotbar, slot];
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if (!currentAction.HasValue) return;
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if (!currentAction.HasValue)
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{
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return;
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}
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if (preventAutoPopulate)
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{
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var assignment = currentAction.Value;
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@@ -199,6 +207,7 @@ namespace Content.Client.Actions.Assignments
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actionTypes.Add(itemActionType);
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}
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}
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var assignmentList = _assignments[currentAction.Value];
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assignmentList = assignmentList.Where(a => a.Hotbar != hotbar || a.Slot != slot).ToList();
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if (!assignmentList.Any())
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@@ -209,6 +218,7 @@ namespace Content.Client.Actions.Assignments
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{
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_assignments[currentAction.Value] = assignmentList;
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}
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_slots[hotbar, slot] = null;
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}
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@@ -223,7 +233,11 @@ namespace Content.Client.Actions.Assignments
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/// if this assignment has been prevented from auto population.</param>
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public void AutoPopulate(ActionAssignment toAssign, byte currentHotbar, bool force = true)
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{
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if (ShouldPreventAutoPopulate(toAssign, force)) return;
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if (ShouldPreventAutoPopulate(toAssign, force))
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{
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return;
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}
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// if the assignment to make is an item action with an associated item,
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// then first look for currently assigned item actions without an item, to replace with this
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// assignment
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@@ -240,7 +254,7 @@ namespace Content.Client.Actions.Assignments
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{
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var cost = possibility.Slot + _numSlots * (currentHotbar >= possibility.Hotbar
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? currentHotbar - possibility.Hotbar
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: (_numHotbars - currentHotbar) + possibility.Hotbar);
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: _numHotbars - currentHotbar + possibility.Hotbar);
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if (cost < minCost)
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{
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hotbar = possibility.Hotbar;
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@@ -273,8 +287,10 @@ namespace Content.Client.Actions.Assignments
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AssignSlot(hotbar, slot, toAssign);
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return;
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}
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continue;
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}
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// slot's empty, assign
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AssignSlot(hotbar, slot, toAssign);
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return;
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@@ -285,7 +301,10 @@ namespace Content.Client.Actions.Assignments
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private bool ShouldPreventAutoPopulate(ActionAssignment assignment, bool force)
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{
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if (force) return false;
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if (force)
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{
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return false;
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}
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if (assignment.TryGetAction(out var actionType))
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{
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