* checkpoint * pt 2 * pt... i forgot * pt 4 * patch * More test fixes * optimization!!! * the REAL hand system * fix RetractableItemActionSystem.cs oversight * the review * test * remove test usage of body prototype * Update Content.IntegrationTests/Tests/Interaction/InteractionTest.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * hellcode * hellcode 2 * Minor cleanup * test * Chasing the last of the bugs * changes --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
572 lines
22 KiB
C#
572 lines
22 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Armor;
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using Content.Shared.Clothing.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Strip;
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using Content.Shared.Strip.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Inventory;
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public abstract partial class InventorySystem
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{
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SharedItemSystem _item = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly SharedStrippableSystem _strippable = default!;
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[ValidatePrototypeId<ItemSizePrototype>]
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private const string PocketableItemSize = "Small";
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private void InitializeEquip()
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{
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//these events ensure that the client also gets its proper events raised when getting its containerstate updated
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SubscribeLocalEvent<InventoryComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
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SubscribeLocalEvent<InventoryComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
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SubscribeAllEvent<UseSlotNetworkMessage>(OnUseSlot);
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}
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private void OnEntRemoved(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args)
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{
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if (!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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var unequippedEvent = new DidUnequipEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(uid, unequippedEvent, true);
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var gotUnequippedEvent = new GotUnequippedEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(args.Entity, gotUnequippedEvent, true);
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}
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private void OnEntInserted(EntityUid uid, InventoryComponent component, EntInsertedIntoContainerMessage args)
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{
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if (!TryGetSlot(uid, args.Container.ID, out var slotDef, inventory: component))
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return;
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var equippedEvent = new DidEquipEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(uid, equippedEvent, true);
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var gotEquippedEvent = new GotEquippedEvent(uid, args.Entity, slotDef);
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RaiseLocalEvent(args.Entity, gotEquippedEvent, true);
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}
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/// <summary>
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/// Will attempt to equip or unequip an item to/from the clicked slot. If the user clicked on an occupied slot
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/// with some entity, will instead attempt to interact with this entity.
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/// </summary>
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private void OnUseSlot(UseSlotNetworkMessage ev, EntitySessionEventArgs eventArgs)
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{
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if (eventArgs.SenderSession.AttachedEntity is not { Valid: true } actor)
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return;
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if (!TryComp(actor, out InventoryComponent? inventory) || !TryComp<HandsComponent>(actor, out var hands))
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return;
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var held = _handsSystem.GetActiveItem((actor, hands));
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TryGetSlotEntity(actor, ev.Slot, out var itemUid, inventory);
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// attempt to perform some interaction
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if (held != null && itemUid != null)
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{
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_interactionSystem.InteractUsing(actor, held.Value, itemUid.Value,
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Transform(itemUid.Value).Coordinates);
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return;
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}
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// unequip the item.
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if (itemUid != null)
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{
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if (!TryUnequip(actor, ev.Slot, out var item, predicted: true, inventory: inventory, checkDoafter: true, triggerHandContact: true))
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return;
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_handsSystem.PickupOrDrop(actor, item.Value);
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return;
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}
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// finally, just try to equip the held item.
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if (held == null)
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return;
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// before we drop the item, check that it can be equipped in the first place.
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if (!CanEquip(actor, held.Value, ev.Slot, out var reason))
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{
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_popup.PopupCursor(Loc.GetString(reason));
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return;
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}
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if (!_handsSystem.CanDropHeld(actor, hands.ActiveHandId!, checkActionBlocker: false))
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return;
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RaiseLocalEvent(held.Value, new HandDeselectedEvent(actor));
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TryEquip(actor, actor, held.Value, ev.Slot, predicted: true, inventory: inventory, force: true, checkDoafter: true, triggerHandContact: true);
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}
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public bool TryEquip(EntityUid uid, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null, bool checkDoafter = false, bool triggerHandContact = false) =>
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TryEquip(uid, uid, itemUid, slot, silent, force, predicted, inventory, clothing, checkDoafter, triggerHandContact);
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public bool TryEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, bool silent = false, bool force = false, bool predicted = false,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null, bool checkDoafter = false, bool triggerHandContact = false)
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{
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if (!Resolve(target, ref inventory, false))
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{
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if(!silent)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-equip-cannot"));
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return false;
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}
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// Not required to have, since pockets can take any item.
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// CanEquip will still check, so we don't have to worry about it.
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Resolve(itemUid, ref clothing, false);
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if (!TryGetSlotContainer(target, slot, out var slotContainer, out var slotDefinition, inventory))
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{
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if(!silent)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-equip-cannot"));
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return false;
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}
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if (!force && !CanEquip(actor, target, itemUid, slot, out var reason, slotDefinition, inventory, clothing))
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{
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if(!silent)
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_popup.PopupCursor(Loc.GetString(reason));
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return false;
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}
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if (checkDoafter &&
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clothing != null &&
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clothing.EquipDelay > TimeSpan.Zero &&
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(clothing.Slots & slotDefinition.SlotFlags) != 0 &&
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_containerSystem.CanInsert(itemUid, slotContainer))
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{
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var args = new DoAfterArgs(
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EntityManager,
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actor,
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clothing.EquipDelay,
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new ClothingEquipDoAfterEvent(slot),
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itemUid,
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target,
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itemUid)
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{
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BreakOnMove = true,
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NeedHand = true,
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};
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_doAfter.TryStartDoAfter(args);
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return false;
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}
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if (!_containerSystem.Insert(itemUid, slotContainer))
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{
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if(!silent)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"));
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return false;
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}
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if (!silent && clothing != null)
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{
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_audio.PlayPredicted(clothing.EquipSound, target, actor);
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}
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// If new gloves are equipped, trigger OnContactInteraction for held items
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if (triggerHandContact && !((slotDefinition.SlotFlags & SlotFlags.GLOVES) == 0))
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TriggerHandContactInteraction(target);
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Dirty(target, inventory);
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_movementSpeed.RefreshMovementSpeedModifiers(target);
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return true;
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}
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public bool CanAccess(EntityUid actor, EntityUid target, EntityUid itemUid)
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{
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// if the item is something like a hardsuit helmet, it may be contained within the hardsuit.
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// in that case, we check accesibility for the owner-entity instead.
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if (TryComp(itemUid, out AttachedClothingComponent? attachedComp))
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itemUid = attachedComp.AttachedUid;
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// Can the actor reach the target?
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if (actor != target && !(_interactionSystem.InRangeUnobstructed(actor, target) && _containerSystem.IsInSameOrParentContainer(actor, target)))
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return false;
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// Can the actor reach the item?
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if (_interactionSystem.InRangeAndAccessible(actor, itemUid))
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return true;
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// Is the actor currently stripping the target? Here we could check if the actor has the stripping UI open, but
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// that requires server/client specific code.
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// Uhhh TODO, fix this. This doesn't even fucking check if the target item is IN the targets inventory.
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return actor != target &&
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HasComp<StrippableComponent>(target) &&
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HasComp<StrippingComponent>(actor) &&
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HasComp<HandsComponent>(actor);
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}
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public bool CanEquip(EntityUid uid, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason,
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SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null,
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ClothingComponent? clothing = null, ItemComponent? item = null) =>
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CanEquip(uid, uid, itemUid, slot, out reason, slotDefinition, inventory, clothing, item);
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public bool CanEquip(EntityUid actor, EntityUid target, EntityUid itemUid, string slot, [NotNullWhen(false)] out string? reason, SlotDefinition? slotDefinition = null,
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InventoryComponent? inventory = null, ClothingComponent? clothing = null, ItemComponent? item = null)
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{
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reason = "inventory-component-can-equip-cannot";
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if (!Resolve(target, ref inventory, false))
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return false;
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Resolve(itemUid, ref clothing, ref item, false);
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if (slotDefinition == null && !TryGetSlot(target, slot, out slotDefinition, inventory: inventory))
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return false;
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DebugTools.Assert(slotDefinition.Name == slot);
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if (slotDefinition.DependsOn != null)
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{
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if (!TryGetSlotEntity(target, slotDefinition.DependsOn, out EntityUid? slotEntity, inventory))
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return false;
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if (slotDefinition.DependsOnComponents is { } componentRegistry)
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{
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foreach (var (_, entry) in componentRegistry)
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{
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if (!HasComp(slotEntity, entry.Component.GetType()))
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return false;
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if (TryComp<AllowSuitStorageComponent>(slotEntity, out var comp) &&
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_whitelistSystem.IsWhitelistFailOrNull(comp.Whitelist, itemUid))
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return false;
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}
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}
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}
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var fittingInPocket = slotDefinition.SlotFlags.HasFlag(SlotFlags.POCKET) &&
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item != null &&
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_item.GetSizePrototype(item.Size) <= _item.GetSizePrototype(PocketableItemSize);
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if (clothing == null && !fittingInPocket
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|| clothing != null && !clothing.Slots.HasFlag(slotDefinition.SlotFlags) && !fittingInPocket)
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{
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reason = "inventory-component-can-equip-does-not-fit";
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return false;
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}
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if (!CanAccess(actor, target, itemUid))
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{
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reason = "interaction-system-user-interaction-cannot-reach";
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return false;
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}
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if (_whitelistSystem.IsWhitelistFail(slotDefinition.Whitelist, itemUid) ||
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_whitelistSystem.IsBlacklistPass(slotDefinition.Blacklist, itemUid))
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{
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reason = "inventory-component-can-equip-does-not-fit";
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return false;
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}
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var attemptEvent = new IsEquippingAttemptEvent(actor, target, itemUid, slotDefinition);
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RaiseLocalEvent(actor, attemptEvent, true);
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if (attemptEvent.Cancelled)
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{
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reason = attemptEvent.Reason ?? reason;
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return false;
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}
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var targetAttemptEvent = new IsEquippingTargetAttemptEvent(actor, target, itemUid, slotDefinition);
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RaiseLocalEvent(target, targetAttemptEvent, true);
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if (targetAttemptEvent.Cancelled)
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{
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reason = targetAttemptEvent.Reason ?? reason;
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return false;
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}
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var itemAttemptEvent = new BeingEquippedAttemptEvent(actor, target, itemUid, slotDefinition);
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RaiseLocalEvent(itemUid, itemAttemptEvent, true);
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if (itemAttemptEvent.Cancelled)
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{
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reason = itemAttemptEvent.Reason ?? reason;
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return false;
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}
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return true;
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}
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public bool TryUnequip(
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EntityUid uid,
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string slot,
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bool silent = false,
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bool force = false,
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bool predicted = false,
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InventoryComponent? inventory = null,
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ClothingComponent? clothing = null,
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bool reparent = true,
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bool checkDoafter = false,
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bool triggerHandContact = false)
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{
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return TryUnequip(uid, uid, slot, silent, force, predicted, inventory, clothing, reparent, checkDoafter, triggerHandContact);
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}
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public bool TryUnequip(
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EntityUid actor,
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EntityUid target,
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string slot,
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bool silent = false,
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bool force = false,
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bool predicted = false,
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InventoryComponent? inventory = null,
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ClothingComponent? clothing = null,
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bool reparent = true,
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bool checkDoafter = false,
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bool triggerHandContact = false)
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{
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return TryUnequip(actor, target, slot, out _, silent, force, predicted, inventory, clothing, reparent, checkDoafter, triggerHandContact);
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}
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public bool TryUnequip(
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EntityUid uid,
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string slot,
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[NotNullWhen(true)] out EntityUid? removedItem,
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bool silent = false,
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bool force = false,
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bool predicted = false,
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InventoryComponent? inventory = null,
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ClothingComponent? clothing = null,
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bool reparent = true,
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bool checkDoafter = false,
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bool triggerHandContact = false)
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{
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return TryUnequip(uid, uid, slot, out removedItem, silent, force, predicted, inventory, clothing, reparent, checkDoafter, triggerHandContact);
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}
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public bool TryUnequip(
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EntityUid actor,
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EntityUid target,
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string slot,
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[NotNullWhen(true)] out EntityUid? removedItem,
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bool silent = false,
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bool force = false,
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bool predicted = false,
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InventoryComponent? inventory = null,
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ClothingComponent? clothing = null,
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bool reparent = true,
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bool checkDoafter = false,
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bool triggerHandContact = false)
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{
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var itemsDropped = 0;
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return TryUnequip(actor, target, slot, out removedItem, ref itemsDropped,
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silent, force, predicted, inventory, clothing, reparent, checkDoafter);
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}
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private bool TryUnequip(
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EntityUid actor,
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EntityUid target,
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string slot,
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[NotNullWhen(true)] out EntityUid? removedItem,
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ref int itemsDropped,
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bool silent = false,
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bool force = false,
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bool predicted = false,
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InventoryComponent? inventory = null,
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ClothingComponent? clothing = null,
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bool reparent = true,
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bool checkDoafter = false,
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bool triggerHandContact = false)
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{
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removedItem = null;
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if (TerminatingOrDeleted(target))
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return false;
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if (!Resolve(target, ref inventory, false))
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{
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if(!silent)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"));
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return false;
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}
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if (!TryGetSlotContainer(target, slot, out var slotContainer, out var slotDefinition, inventory))
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{
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if(!silent)
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_popup.PopupCursor(Loc.GetString("inventory-component-can-unequip-cannot"));
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return false;
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}
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removedItem = slotContainer.ContainedEntity;
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if (!removedItem.HasValue || TerminatingOrDeleted(removedItem.Value))
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return false;
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if (!force && !CanUnequip(actor, target, slot, out var reason, slotContainer, slotDefinition, inventory))
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{
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if(!silent)
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_popup.PopupCursor(Loc.GetString(reason));
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return false;
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}
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//we need to do this to make sure we are 100% removing this entity, since we are now dropping dependant slots
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if (!force && !_containerSystem.CanRemove(removedItem.Value, slotContainer))
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return false;
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if (checkDoafter &&
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Resolve(removedItem.Value, ref clothing, false) &&
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(clothing.Slots & slotDefinition.SlotFlags) != 0 &&
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clothing.UnequipDelay > TimeSpan.Zero)
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{
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var args = new DoAfterArgs(
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EntityManager,
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actor,
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clothing.UnequipDelay,
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new ClothingUnequipDoAfterEvent(slot),
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removedItem.Value,
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target,
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removedItem.Value)
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{
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BreakOnMove = true,
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NeedHand = true,
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};
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_doAfter.TryStartDoAfter(args);
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return false;
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}
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if (!_containerSystem.Remove(removedItem.Value, slotContainer, force: force, reparent: reparent))
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return false;
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// this is in order to keep track of whether this is the first instance of a recursion call
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var firstRun = itemsDropped == 0;
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++itemsDropped;
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foreach (var slotDef in inventory.Slots)
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{
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if (slotDef != slotDefinition && slotDef.DependsOn == slotDefinition.Name)
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{
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//this recursive call might be risky
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TryUnequip(actor, target, slotDef.Name, out _, ref itemsDropped, true, true, predicted, inventory, reparent: reparent);
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}
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}
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// we check if any items were dropped, and make a popup if they were.
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// the reason we check for > 1 is because the first item is always the one we are trying to unequip,
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// whereas we only want to notify for extra dropped items.
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if (!silent && _gameTiming.IsFirstTimePredicted && firstRun && itemsDropped > 1)
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_popup.PopupClient(Loc.GetString("inventory-component-dropped-from-unequip", ("items", itemsDropped - 1)), target, target);
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// TODO: Inventory needs a hot cleanup hoo boy
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// Check if something else (AKA toggleable) dumped it into a container.
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if (!_containerSystem.IsEntityInContainer(removedItem.Value))
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_transform.DropNextTo(removedItem.Value, target);
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if (!silent && Resolve(removedItem.Value, ref clothing, false) && clothing.UnequipSound != null)
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{
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_audio.PlayPredicted(clothing.UnequipSound, target, actor);
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}
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// If gloves are unequipped, OnContactInteraction should trigger for held items
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if (triggerHandContact && !((slotDefinition.SlotFlags & SlotFlags.GLOVES) == 0))
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TriggerHandContactInteraction(target);
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Dirty(target, inventory);
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|
|
|
_movementSpeed.RefreshMovementSpeedModifiers(target);
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CanUnequip(EntityUid uid, string slot, [NotNullWhen(false)] out string? reason,
|
|
ContainerSlot? containerSlot = null, SlotDefinition? slotDefinition = null,
|
|
InventoryComponent? inventory = null) =>
|
|
CanUnequip(uid, uid, slot, out reason, containerSlot, slotDefinition, inventory);
|
|
|
|
public bool CanUnequip(EntityUid actor, EntityUid target, string slot, [NotNullWhen(false)] out string? reason, ContainerSlot? containerSlot = null, SlotDefinition? slotDefinition = null, InventoryComponent? inventory = null)
|
|
{
|
|
reason = "inventory-component-can-unequip-cannot";
|
|
if (!Resolve(target, ref inventory, false))
|
|
return false;
|
|
|
|
if ((containerSlot == null || slotDefinition == null) && !TryGetSlotContainer(target, slot, out containerSlot, out slotDefinition, inventory))
|
|
return false;
|
|
|
|
if (containerSlot.ContainedEntity is not { } itemUid)
|
|
return false;
|
|
|
|
if (!_containerSystem.CanRemove(itemUid, containerSlot))
|
|
return false;
|
|
|
|
// make sure the user can actually reach the target
|
|
if (!CanAccess(actor, target, itemUid))
|
|
{
|
|
reason = "interaction-system-user-interaction-cannot-reach";
|
|
return false;
|
|
}
|
|
|
|
var attemptEvent = new IsUnequippingAttemptEvent(actor, target, itemUid, slotDefinition);
|
|
RaiseLocalEvent(actor, attemptEvent, true);
|
|
|
|
if (attemptEvent.Cancelled)
|
|
{
|
|
reason = attemptEvent.Reason ?? reason;
|
|
return false;
|
|
}
|
|
|
|
var targetAttemptEvent = new IsUnequippingTargetAttemptEvent(actor, target, itemUid, slotDefinition);
|
|
RaiseLocalEvent(target, targetAttemptEvent, true);
|
|
|
|
if (targetAttemptEvent.Cancelled)
|
|
{
|
|
reason = targetAttemptEvent.Reason ?? reason;
|
|
return false;
|
|
}
|
|
|
|
var itemAttemptEvent = new BeingUnequippedAttemptEvent(actor, target, itemUid, slotDefinition);
|
|
RaiseLocalEvent(itemUid, itemAttemptEvent, true);
|
|
if (itemAttemptEvent.Cancelled)
|
|
{
|
|
reason = itemAttemptEvent.Reason ?? reason;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryGetSlotEntity(EntityUid uid, string slot, [NotNullWhen(true)] out EntityUid? entityUid, InventoryComponent? inventoryComponent = null, ContainerManagerComponent? containerManagerComponent = null)
|
|
{
|
|
entityUid = null;
|
|
if (!Resolve(uid, ref inventoryComponent, ref containerManagerComponent, false)
|
|
|| !TryGetSlotContainer(uid, slot, out var container, out _, inventoryComponent, containerManagerComponent))
|
|
return false;
|
|
|
|
entityUid = container.ContainedEntity;
|
|
return entityUid != null;
|
|
}
|
|
|
|
public void TriggerHandContactInteraction(EntityUid uid)
|
|
{
|
|
foreach (var item in _handsSystem.EnumerateHeld(uid))
|
|
{
|
|
_interactionSystem.DoContactInteraction(uid, item);
|
|
}
|
|
}
|
|
}
|