Add ContainerComp (#31311)
Applies EntProtoId changes upon insertion / removal from container. Can also be useful for borgs / mechs / vehicles in future but atm I just used it for AI.
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17
Content.Shared/Containers/ContainerCompComponent.cs
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17
Content.Shared/Containers/ContainerCompComponent.cs
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Containers;
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/// <summary>
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/// Applies container changes whenever an entity is inserted into the specified container on this entity.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ContainerCompComponent : Component
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{
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[DataField(required: true)]
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public EntProtoId Proto;
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[DataField(required: true)]
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public string Container = string.Empty;
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}
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44
Content.Shared/Containers/ContainerCompSystem.cs
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44
Content.Shared/Containers/ContainerCompSystem.cs
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Containers;
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/// <summary>
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/// Applies / removes an entity prototype from a child entity when it's inserted into a container.
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/// </summary>
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public sealed class ContainerCompSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ContainerCompComponent, EntInsertedIntoContainerMessage>(OnConInsert);
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SubscribeLocalEvent<ContainerCompComponent, EntRemovedFromContainerMessage>(OnConRemove);
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}
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private void OnConRemove(Entity<ContainerCompComponent> ent, ref EntRemovedFromContainerMessage args)
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{
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if (args.Container.ID != ent.Comp.Container)
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return;
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if (_proto.TryIndex(ent.Comp.Container, out var entProto))
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{
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foreach (var entry in entProto.Components.Values)
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{
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RemComp(args.Entity, entry.Component);
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}
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}
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}
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private void OnConInsert(Entity<ContainerCompComponent> ent, ref EntInsertedIntoContainerMessage args)
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{
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if (args.Container.ID != ent.Comp.Container)
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return;
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if (_proto.TryIndex(ent.Comp.Proto, out var entProto))
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{
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EntityManager.AddComponents(args.Entity, entProto.Components);
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}
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}
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}
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