predict morgue and crematorium (#39293)
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185
Content.Shared/Storage/Components/EntityStorageComponent.cs
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185
Content.Shared/Storage/Components/EntityStorageComponent.cs
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using System.Numerics;
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using Content.Shared.Atmos;
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using Content.Shared.Physics;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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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.Storage.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class EntityStorageComponent : Component, IGasMixtureHolder
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{
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public readonly float MaxSize = 1.0f; // maximum width or height of an entity allowed inside the storage.
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public static readonly TimeSpan InternalOpenAttemptDelay = TimeSpan.FromSeconds(0.5);
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public TimeSpan NextInternalOpenAttempt;
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/// <summary>
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/// Collision masks that get removed when the storage gets opened.
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/// </summary>
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public readonly int MasksToRemove = (int)(
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CollisionGroup.MidImpassable |
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CollisionGroup.HighImpassable |
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CollisionGroup.LowImpassable);
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/// <summary>
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/// Collision masks that were removed from ANY layer when the storage was opened;
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/// </summary>
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[DataField]
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public int RemovedMasks;
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/// <summary>
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/// The total amount of items that can fit in one entitystorage
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/// </summary>
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[DataField]
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public int Capacity = 30;
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/// <summary>
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/// Whether or not the entity still has collision when open
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/// </summary>
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[DataField]
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public bool IsCollidableWhenOpen;
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/// <summary>
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/// If true, it opens the storage when the entity inside of it moves
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/// If false, it prevents the storage from opening when the entity inside of it moves.
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/// This is for objects that you want the player to move while inside, like large cardboard boxes, without opening the storage.
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/// </summary>
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[DataField]
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public bool OpenOnMove = true;
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//The offset for where items are emptied/vacuumed for the EntityStorage.
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[DataField]
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public Vector2 EnteringOffset = new(0, 0);
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//The collision groups checked, so that items are depositied or grabbed from inside walls.
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[DataField]
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public CollisionGroup EnteringOffsetCollisionFlags = CollisionGroup.Impassable | CollisionGroup.MidImpassable;
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/// <summary>
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/// How close you have to be to the "entering" spot to be able to enter
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/// </summary>
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[DataField]
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public float EnteringRange = 0.18f;
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/// <summary>
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/// Whether or not to show the contents when the storage is closed
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/// </summary>
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[DataField]
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public bool ShowContents;
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/// <summary>
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/// Whether or not light is occluded by the storage
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/// </summary>
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[DataField]
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public bool OccludesLight = true;
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/// <summary>
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/// Whether or not all the contents stored should be deleted with the entitystorage
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/// </summary>
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[DataField]
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public bool DeleteContentsOnDestruction;
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/// <summary>
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/// Whether or not the container is sealed and traps air inside of it
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/// </summary>
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[DataField]
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public bool Airtight = true;
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/// <summary>
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/// Whether or not the entitystorage is open or closed
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/// </summary>
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[DataField]
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public bool Open;
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/// <summary>
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/// The sound made when closed
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/// </summary>
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[DataField]
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public SoundSpecifier CloseSound = new SoundPathSpecifier("/Audio/Effects/closetclose.ogg");
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/// <summary>
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/// The sound made when open
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/// </summary>
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[DataField]
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public SoundSpecifier OpenSound = new SoundPathSpecifier("/Audio/Effects/closetopen.ogg");
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/// <summary>
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/// Whitelist for what entities are allowed to be inserted into this container. If this is not null, the
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/// standard requirement that the entity must be an item or mob is waived.
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/// </summary>
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[DataField]
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public EntityWhitelist? Whitelist;
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/// <summary>
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/// The contents of the storage
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/// </summary>
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[ViewVariables]
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public Container Contents = default!;
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/// <summary>
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/// Gas currently contained in this entity storage.
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/// None while open. Grabs gas from the atmosphere when closed, and exposes any entities inside to it.
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/// </summary>
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[DataField]
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public GasMixture Air { get; set; } = new(200);
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}
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[Serializable, NetSerializable]
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public sealed class EntityStorageComponentState : ComponentState
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{
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public bool Open;
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public int Capacity;
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public bool IsCollidableWhenOpen;
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public bool OpenOnMove;
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public float EnteringRange;
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public TimeSpan NextInternalOpenAttempt;
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public EntityStorageComponentState(bool open, int capacity, bool isCollidableWhenOpen, bool openOnMove, float enteringRange, TimeSpan nextInternalOpenAttempt)
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{
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Open = open;
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Capacity = capacity;
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IsCollidableWhenOpen = isCollidableWhenOpen;
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OpenOnMove = openOnMove;
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EnteringRange = enteringRange;
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NextInternalOpenAttempt = nextInternalOpenAttempt;
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}
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}
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/// <summary>
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/// Raised on the entity being inserted whenever checking if an entity can be inserted into an entity storage.
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/// </summary>
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[ByRefEvent]
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public record struct InsertIntoEntityStorageAttemptEvent(EntityUid ItemToInsert, bool Cancelled = false);
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/// <summary>
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/// Raised on the entity storage whenever checking if an entity can be inserted into it.
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/// </summary>
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[ByRefEvent]
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public record struct EntityStorageInsertedIntoAttemptEvent(EntityUid ItemToInsert, bool Cancelled = false);
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[ByRefEvent]
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public record struct StorageOpenAttemptEvent(EntityUid User, bool Silent, bool Cancelled = false);
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[ByRefEvent]
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public readonly record struct StorageBeforeOpenEvent;
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[ByRefEvent]
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public readonly record struct StorageAfterOpenEvent;
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[ByRefEvent]
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public record struct StorageCloseAttemptEvent(EntityUid? User, bool Cancelled = false);
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[ByRefEvent]
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public readonly record struct StorageBeforeCloseEvent(HashSet<EntityUid> Contents, HashSet<EntityUid> BypassChecks);
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[ByRefEvent]
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public readonly record struct StorageAfterCloseEvent;
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