Storage system refactor & map init.
* Demonstrated map init working with guns, toolboxes, tool lockers. * Refactored EntityStorage and ServerStorage to have a common interface. * EntityStorage no longer uses ServerStorage PURELY for visuals. Use an appearance visualizer instead.
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@@ -26,19 +26,6 @@ namespace Content.Client.GameObjects.Components.Storage
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private int StorageCapacityMax;
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private StorageWindow Window;
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[ViewVariables] private string _closedState;
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[ViewVariables] private string _openState;
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public bool Open
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{
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get => _open;
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set
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{
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_open = value;
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SetDoorSprite(_open);
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}
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}
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public override void OnAdd()
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{
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base.OnAdd();
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@@ -56,20 +43,6 @@ namespace Content.Client.GameObjects.Components.Storage
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _closedState, "state_door_closed", null);
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serializer.DataField(ref _openState, "state_door_open", null);
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is StorageComponentState storageState))
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return;
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Open = storageState.Open;
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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@@ -125,27 +98,6 @@ namespace Content.Client.GameObjects.Components.Storage
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SendNetworkMessage(new RemoveEntityMessage(entityuid));
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}
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private void SetDoorSprite(bool open)
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{
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if(!Owner.TryGetComponent<ISpriteComponent>(out var spriteComp))
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return;
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if(!spriteComp.Running)
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return;
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if (spriteComp.BaseRSI == null)
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{
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return;
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}
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var baseName = spriteComp.LayerGetState(0).Name;
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var stateId = open ? _openState ?? $"{baseName}_open" : _closedState ?? $"{baseName}_door";
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if (spriteComp.BaseRSI.TryGetState(stateId, out _))
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spriteComp.LayerSetState(1, stateId);
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}
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/// <summary>
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/// GUI class for client storage component
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/// </summary>
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