predict morgue and crematorium (#39293)
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83
Content.Shared/Morgue/SharedMorgueSystem.cs
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83
Content.Shared/Morgue/SharedMorgueSystem.cs
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using Content.Shared.Mobs.Components;
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using Content.Shared.Storage.Components;
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using Content.Shared.Examine;
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using Content.Shared.Morgue.Components;
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using Robust.Shared.Player;
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namespace Content.Shared.Morgue;
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public abstract class SharedMorgueSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MorgueComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<MorgueComponent, StorageAfterCloseEvent>(OnClosed);
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SubscribeLocalEvent<MorgueComponent, StorageAfterOpenEvent>(OnOpened);
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}
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/// <summary>
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/// Handles the examination text for looking at a morgue.
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/// </summary>
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private void OnExamine(Entity<MorgueComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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_appearance.TryGetData<MorgueContents>(ent.Owner, MorgueVisuals.Contents, out var contents);
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var text = contents switch
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{
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MorgueContents.HasSoul => "morgue-entity-storage-component-on-examine-details-body-has-soul",
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MorgueContents.HasContents => "morgue-entity-storage-component-on-examine-details-has-contents",
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MorgueContents.HasMob => "morgue-entity-storage-component-on-examine-details-body-has-no-soul",
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_ => "morgue-entity-storage-component-on-examine-details-empty"
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};
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args.PushMarkup(Loc.GetString(text));
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}
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private void OnClosed(Entity<MorgueComponent> ent, ref StorageAfterCloseEvent args)
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{
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CheckContents(ent.Owner, ent.Comp);
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}
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private void OnOpened(Entity<MorgueComponent> ent, ref StorageAfterOpenEvent args)
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{
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CheckContents(ent.Owner, ent.Comp);
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}
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/// <summary>
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/// Updates data in case something died/got deleted in the morgue.
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/// </summary>
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public void CheckContents(EntityUid uid, MorgueComponent? morgue = null, EntityStorageComponent? storage = null, AppearanceComponent? app = null)
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{
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if (!Resolve(uid, ref morgue, ref storage, ref app))
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return;
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if (storage.Contents.ContainedEntities.Count == 0)
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{
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_appearance.SetData(uid, MorgueVisuals.Contents, MorgueContents.Empty, app);
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return;
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}
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var hasMob = false;
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foreach (var ent in storage.Contents.ContainedEntities)
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{
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if (!hasMob && HasComp<MobStateComponent>(ent))
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hasMob = true;
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if (HasComp<ActorComponent>(ent))
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{
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_appearance.SetData(uid, MorgueVisuals.Contents, MorgueContents.HasSoul, app);
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return;
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}
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}
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_appearance.SetData(uid, MorgueVisuals.Contents, hasMob ? MorgueContents.HasMob : MorgueContents.HasContents, app);
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}
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}
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