Files
tbd-station-14/Content.Shared/Actions/SharedActionsSystem.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

876 lines
30 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.ActionBlocker;
using Content.Shared.Actions.Events;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Mind;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Content.Shared.Rejuvenate;
namespace Content.Shared.Actions;
public abstract class SharedActionsSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly RotateToFaceSystem _rotateToFaceSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InstantActionComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<EntityTargetActionComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<WorldTargetActionComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<ActionsComponent, DidEquipEvent>(OnDidEquip);
SubscribeLocalEvent<ActionsComponent, DidEquipHandEvent>(OnHandEquipped);
SubscribeLocalEvent<ActionsComponent, DidUnequipEvent>(OnDidUnequip);
SubscribeLocalEvent<ActionsComponent, DidUnequipHandEvent>(OnHandUnequipped);
SubscribeLocalEvent<ActionsComponent, RejuvenateEvent>(OnRejuventate);
SubscribeLocalEvent<ActionsComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ActionsComponent, ComponentGetState>(OnActionsGetState);
SubscribeLocalEvent<InstantActionComponent, ComponentGetState>(OnInstantGetState);
SubscribeLocalEvent<EntityTargetActionComponent, ComponentGetState>(OnEntityTargetGetState);
SubscribeLocalEvent<WorldTargetActionComponent, ComponentGetState>(OnWorldTargetGetState);
SubscribeLocalEvent<InstantActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeLocalEvent<EntityTargetActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeLocalEvent<WorldTargetActionComponent, GetActionDataEvent>(OnGetActionData);
SubscribeAllEvent<RequestPerformActionEvent>(OnActionRequest);
}
private void OnInit(EntityUid uid, BaseActionComponent component, MapInitEvent args)
{
if (component.Charges != null)
component.MaxCharges = component.Charges.Value;
}
private void OnShutdown(EntityUid uid, ActionsComponent component, ComponentShutdown args)
{
foreach (var act in component.Actions)
{
RemoveAction(uid, act, component);
}
}
private void OnInstantGetState(EntityUid uid, InstantActionComponent component, ref ComponentGetState args)
{
args.State = new InstantActionComponentState(component, EntityManager);
}
private void OnEntityTargetGetState(EntityUid uid, EntityTargetActionComponent component, ref ComponentGetState args)
{
args.State = new EntityTargetActionComponentState(component, EntityManager);
}
private void OnWorldTargetGetState(EntityUid uid, WorldTargetActionComponent component, ref ComponentGetState args)
{
args.State = new WorldTargetActionComponentState(component, EntityManager);
}
private void OnGetActionData<T>(EntityUid uid, T component, ref GetActionDataEvent args) where T : BaseActionComponent
{
args.Action = component;
}
public bool TryGetActionData(
[NotNullWhen(true)] EntityUid? uid,
[NotNullWhen(true)] out BaseActionComponent? result,
bool logError = true)
{
result = null;
if (!Exists(uid))
return false;
var ev = new GetActionDataEvent();
RaiseLocalEvent(uid.Value, ref ev);
result = ev.Action;
if (result != null)
return true;
if (logError)
Log.Error($"Failed to get action from action entity: {ToPrettyString(uid.Value)}");
return false;
}
public bool ResolveActionData(
[NotNullWhen(true)] EntityUid? uid,
[NotNullWhen(true)] ref BaseActionComponent? result,
bool logError = true)
{
if (result != null)
{
DebugTools.AssertOwner(uid, result);
return true;
}
return TryGetActionData(uid, out result, logError);
}
public void SetCooldown(EntityUid? actionId, TimeSpan start, TimeSpan end)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action))
return;
action.Cooldown = (start, end);
Dirty(actionId.Value, action);
}
public void SetCooldown(EntityUid? actionId, TimeSpan cooldown)
{
var start = GameTiming.CurTime;
SetCooldown(actionId, start, start + cooldown);
}
public void ClearCooldown(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action))
return;
if (action.Cooldown is not { } cooldown)
return;
action.Cooldown = (cooldown.Start, GameTiming.CurTime);
Dirty(actionId.Value, action);
}
public void StartUseDelay(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action) || action.UseDelay == null)
return;
action.Cooldown = (GameTiming.CurTime, GameTiming.CurTime + action.UseDelay.Value);
Dirty(actionId.Value, action);
}
public void SetUseDelay(EntityUid? actionId, TimeSpan? delay)
{
if (!TryGetActionData(actionId, out var action) || action.UseDelay == delay)
return;
action.UseDelay = delay;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void ReduceUseDelay(EntityUid? actionId, TimeSpan? lowerDelay)
{
if (!TryGetActionData(actionId, out var action))
return;
if (action.UseDelay != null && lowerDelay != null)
action.UseDelay = action.UseDelay - lowerDelay;
if (action.UseDelay < TimeSpan.Zero)
action.UseDelay = null;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
private void OnRejuventate(EntityUid uid, ActionsComponent component, RejuvenateEvent args)
{
foreach (var act in component.Actions)
{
ClearCooldown(act);
}
}
#region ComponentStateManagement
protected virtual void UpdateAction(EntityUid? actionId, BaseActionComponent? action = null)
{
// See client-side code.
}
public void SetToggled(EntityUid? actionId, bool toggled)
{
if (!TryGetActionData(actionId, out var action) ||
action.Toggled == toggled)
{
return;
}
action.Toggled = toggled;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void SetEnabled(EntityUid? actionId, bool enabled)
{
if (!TryGetActionData(actionId, out var action) ||
action.Enabled == enabled)
{
return;
}
action.Enabled = enabled;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void SetCharges(EntityUid? actionId, int? charges)
{
if (!TryGetActionData(actionId, out var action) ||
action.Charges == charges)
{
return;
}
action.Charges = charges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public int? GetCharges(EntityUid? actionId)
{
if (!TryGetActionData(actionId, out var action))
return null;
return action.Charges;
}
public void AddCharges(EntityUid? actionId, int addCharges)
{
if (!TryGetActionData(actionId, out var action) || action.Charges == null || addCharges < 1)
return;
action.Charges += addCharges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void RemoveCharges(EntityUid? actionId, int? removeCharges)
{
if (!TryGetActionData(actionId, out var action) || action.Charges == null)
return;
if (removeCharges == null)
action.Charges = removeCharges;
else
action.Charges -= removeCharges;
if (action.Charges is < 0)
action.Charges = null;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
public void ResetCharges(EntityUid? actionId)
{
if (!TryGetActionData(actionId, out var action))
return;
action.Charges = action.MaxCharges;
UpdateAction(actionId, action);
Dirty(actionId.Value, action);
}
private void OnActionsGetState(EntityUid uid, ActionsComponent component, ref ComponentGetState args)
{
args.State = new ActionsComponentState(GetNetEntitySet(component.Actions));
}
#endregion
#region Execution
/// <summary>
/// When receiving a request to perform an action, this validates whether the action is allowed. If it is, it
/// will raise the relevant <see cref="InstantActionEvent"/>
/// </summary>
private void OnActionRequest(RequestPerformActionEvent ev, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not { } user)
return;
if (!TryComp(user, out ActionsComponent? component))
return;
var actionEnt = GetEntity(ev.Action);
if (!TryComp(actionEnt, out MetaDataComponent? metaData))
return;
var name = Name(actionEnt, metaData);
// Does the user actually have the requested action?
if (!component.Actions.Contains(actionEnt))
{
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} attempted to perform an action that they do not have: {name}.");
return;
}
if (!TryGetActionData(actionEnt, out var action))
return;
DebugTools.Assert(action.AttachedEntity == user);
if (!action.Enabled)
return;
var curTime = GameTiming.CurTime;
// TODO: Check for charge recovery timer
if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)
return;
// TODO: Replace with individual charge recovery when we have the visuals to aid it
if (action is { Charges: < 1, RenewCharges: true })
ResetCharges(actionEnt);
BaseActionEvent? performEvent = null;
// Validate request by checking action blockers and the like:
switch (action)
{
case EntityTargetActionComponent entityAction:
if (ev.EntityTarget is not { Valid: true } netTarget)
{
Log.Error($"Attempted to perform an entity-targeted action without a target! Action: {name}");
return;
}
var entityTarget = GetEntity(netTarget);
var targetWorldPos = _transformSystem.GetWorldPosition(entityTarget);
_rotateToFaceSystem.TryFaceCoordinates(user, targetWorldPos);
if (!ValidateEntityTarget(user, entityTarget, entityAction))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action (provided by {ToPrettyString(action.Container ?? user):provider}) targeted at {ToPrettyString(entityTarget):target}.");
if (entityAction.Event != null)
{
entityAction.Event.Target = entityTarget;
Dirty(actionEnt, entityAction);
performEvent = entityAction.Event;
}
break;
case WorldTargetActionComponent worldAction:
if (ev.EntityCoordinatesTarget is not { } netCoordinatesTarget)
{
Log.Error($"Attempted to perform a world-targeted action without a target! Action: {name}");
return;
}
var entityCoordinatesTarget = GetCoordinates(netCoordinatesTarget);
_rotateToFaceSystem.TryFaceCoordinates(user, entityCoordinatesTarget.ToMapPos(EntityManager, _transformSystem));
if (!ValidateWorldTarget(user, entityCoordinatesTarget, worldAction))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action (provided by {ToPrettyString(action.Container ?? user):provider}) targeted at {entityCoordinatesTarget:target}.");
if (worldAction.Event != null)
{
worldAction.Event.Target = entityCoordinatesTarget;
Dirty(actionEnt, worldAction);
performEvent = worldAction.Event;
}
break;
case InstantActionComponent instantAction:
if (action.CheckCanInteract && !_actionBlockerSystem.CanInteract(user, null))
return;
_adminLogger.Add(LogType.Action,
$"{ToPrettyString(user):user} is performing the {name:action} action provided by {ToPrettyString(action.Container ?? user):provider}.");
performEvent = instantAction.Event;
break;
}
if (performEvent != null)
performEvent.Performer = user;
// All checks passed. Perform the action!
PerformAction(user, component, actionEnt, action, performEvent, curTime);
}
public bool ValidateEntityTarget(EntityUid user, EntityUid target, EntityTargetActionComponent action)
{
if (!target.IsValid() || Deleted(target))
return false;
if (action.Whitelist != null && !action.Whitelist.IsValid(target, EntityManager))
return false;
if (action.CheckCanInteract && !_actionBlockerSystem.CanInteract(user, target))
return false;
if (user == target)
return action.CanTargetSelf;
if (!action.CheckCanAccess)
{
// even if we don't check for obstructions, we may still need to check the range.
var xform = Transform(user);
var targetXform = Transform(target);
if (xform.MapID != targetXform.MapID)
return false;
if (action.Range <= 0)
return true;
var distance = (_transformSystem.GetWorldPosition(xform) - _transformSystem.GetWorldPosition(targetXform)).Length();
return distance <= action.Range;
}
if (_interactionSystem.InRangeUnobstructed(user, target, range: action.Range)
&& _containerSystem.IsInSameOrParentContainer(user, target))
{
return true;
}
return _interactionSystem.CanAccessViaStorage(user, target);
}
public bool ValidateWorldTarget(EntityUid user, EntityCoordinates coords, WorldTargetActionComponent action)
{
if (action.CheckCanInteract && !_actionBlockerSystem.CanInteract(user, null))
return false;
if (!action.CheckCanAccess)
{
// even if we don't check for obstructions, we may still need to check the range.
var xform = Transform(user);
if (xform.MapID != coords.GetMapId(EntityManager))
return false;
if (action.Range <= 0)
return true;
return coords.InRange(EntityManager, _transformSystem, Transform(user).Coordinates, action.Range);
}
return _interactionSystem.InRangeUnobstructed(user, coords, range: action.Range);
}
public void PerformAction(EntityUid performer, ActionsComponent? component, EntityUid actionId, BaseActionComponent action, BaseActionEvent? actionEvent, TimeSpan curTime, bool predicted = true)
{
var handled = false;
var toggledBefore = action.Toggled;
// Note that attached entity and attached container are allowed to be null here.
if (action.AttachedEntity != null && action.AttachedEntity != performer)
{
Log.Error($"{ToPrettyString(performer)} is attempting to perform an action {ToPrettyString(actionId)} that is attached to another entity {ToPrettyString(action.AttachedEntity.Value)}");
return;
}
if (actionEvent != null)
{
// This here is required because of client-side prediction (RaisePredictiveEvent results in event re-use).
actionEvent.Handled = false;
var target = performer;
if (!action.RaiseOnUser && action.Container != null && !HasComp<MindComponent>(action.Container))
target = action.Container.Value;
RaiseLocalEvent(target, (object) actionEvent, broadcast: true);
handled = actionEvent.Handled;
}
_audio.PlayPredicted(action.Sound, performer,predicted ? performer : null);
handled |= action.Sound != null;
if (!handled)
return; // no interaction occurred.
// reduce charges, start cooldown, and mark as dirty (if required).
var dirty = toggledBefore == action.Toggled;
if (action.Charges != null)
{
dirty = true;
action.Charges--;
if (action is { Charges: 0, RenewCharges: false })
action.Enabled = false;
}
action.Cooldown = null;
if (action is { UseDelay: not null, Charges: null or < 1 })
{
dirty = true;
action.Cooldown = (curTime, curTime + action.UseDelay.Value);
}
Dirty(actionId, action);
if (dirty && component != null)
Dirty(performer, component);
}
#endregion
#region AddRemoveActions
public EntityUid? AddAction(EntityUid performer,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
EntityUid? actionId = null;
AddAction(performer, ref actionId, out _, actionPrototypeId, container, component);
return actionId;
}
/// <summary>
/// Adds an action to an action holder. If the given entity does not exist, it will attempt to spawn one.
/// If the holder has no actions component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="actionId">Action entity to add</param>
/// <param name="component">The <see cref="performer"/>'s action component of </param>
/// <param name="actionPrototypeId">The action entity prototype id to use if <see cref="actionId"/> is invalid.</param>
/// <param name="container">The entity that contains/enables this action (e.g., flashlight).</param>
public bool AddAction(EntityUid performer,
[NotNullWhen(true)] ref EntityUid? actionId,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
return AddAction(performer, ref actionId, out _, actionPrototypeId, container, component);
}
/// <inheritdoc cref="AddAction(Robust.Shared.GameObjects.EntityUid,ref System.Nullable{Robust.Shared.GameObjects.EntityUid},string?,Robust.Shared.GameObjects.EntityUid,Content.Shared.Actions.ActionsComponent?)"/>
public bool AddAction(EntityUid performer,
[NotNullWhen(true)] ref EntityUid? actionId,
[NotNullWhen(true)] out BaseActionComponent? action,
string? actionPrototypeId,
EntityUid container = default,
ActionsComponent? component = null)
{
if (!container.IsValid())
container = performer;
if (!_actionContainer.EnsureAction(container, ref actionId, out action, actionPrototypeId))
return false;
return AddActionDirect(performer, actionId.Value, component, action);
}
/// <summary>
/// Adds a pre-existing action.
/// </summary>
public bool AddAction(EntityUid performer,
EntityUid actionId,
EntityUid container,
ActionsComponent? comp = null,
BaseActionComponent? action = null,
ActionsContainerComponent? containerComp = null
)
{
if (!ResolveActionData(actionId, ref action))
return false;
if (action.Container != container
|| !Resolve(container, ref containerComp)
|| !containerComp.Container.Contains(actionId))
{
Log.Error($"Attempted to add an action with an invalid container: {ToPrettyString(actionId)}");
return false;
}
return AddActionDirect(performer, actionId, comp, action);
}
/// <summary>
/// Adds a pre-existing action. This also bypasses the requirement that the given action must be stored in a
/// valid action container.
/// </summary>
public bool AddActionDirect(EntityUid performer,
EntityUid actionId,
ActionsComponent? comp = null,
BaseActionComponent? action = null)
{
if (!ResolveActionData(actionId, ref action))
return false;
DebugTools.Assert(action.Container == null ||
(TryComp(action.Container, out ActionsContainerComponent? containerComp)
&& containerComp.Container.Contains(actionId)));
if (action.AttachedEntity != null)
RemoveAction(action.AttachedEntity.Value, actionId, action: action);
DebugTools.AssertOwner(performer, comp);
comp ??= EnsureComp<ActionsComponent>(performer);
action.AttachedEntity = performer;
comp.Actions.Add(actionId);
Dirty(actionId, action);
Dirty(performer, comp);
ActionAdded(performer, actionId, comp, action);
return true;
}
/// <summary>
/// This method gets called after a new action got added.
/// </summary>
protected virtual void ActionAdded(EntityUid performer, EntityUid actionId, ActionsComponent comp, BaseActionComponent action)
{
// See client-side system for UI code.
}
/// <summary>
/// Grant pre-existing actions. If the entity has no action component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="actions">The actions to add</param>
/// <param name="container">The entity that enables these actions (e.g., flashlight). May be null (innate actions).</param>
public void GrantActions(EntityUid performer, IEnumerable<EntityUid> actions, EntityUid container, ActionsComponent? comp = null, ActionsContainerComponent? containerComp = null)
{
if (!Resolve(container, ref containerComp))
return;
DebugTools.AssertOwner(performer, comp);
comp ??= EnsureComp<ActionsComponent>(performer);
foreach (var actionId in actions)
{
AddAction(performer, actionId, container, comp, containerComp: containerComp);
}
}
/// <summary>
/// Grants all actions currently contained in some action-container. If the target entity has no action
/// component, this will give them one.
/// </summary>
/// <param name="performer">Entity to receive the actions</param>
/// <param name="container">The entity that contains thee actions.</param>
public void GrantContainedActions(Entity<ActionsComponent?> performer, Entity<ActionsContainerComponent?> container)
{
if (!Resolve(container, ref container.Comp))
return;
performer.Comp ??= EnsureComp<ActionsComponent>(performer);
foreach (var actionId in container.Comp.Container.ContainedEntities)
{
if (TryGetActionData(actionId, out var action))
AddActionDirect(performer, actionId, performer.Comp, action);
}
}
/// <summary>
/// Grants the provided action from the container to the target entity. If the target entity has no action
/// component, this will give them one.
/// </summary>
/// <param name="performer"></param>
/// <param name="container"></param>
/// <param name="actionId"></param>
public void GrantContainedAction(Entity<ActionsComponent?> performer, Entity<ActionsContainerComponent?> container, EntityUid actionId)
{
if (!Resolve(container, ref container.Comp))
return;
performer.Comp ??= EnsureComp<ActionsComponent>(performer);
if (TryGetActionData(actionId, out var action))
AddActionDirect(performer, actionId, performer.Comp, action);
}
public IEnumerable<(EntityUid Id, BaseActionComponent Comp)> GetActions(EntityUid holderId, ActionsComponent? actions = null)
{
if (!Resolve(holderId, ref actions, false))
yield break;
foreach (var actionId in actions.Actions)
{
if (!TryGetActionData(actionId, out var action))
continue;
yield return (actionId, action);
}
}
/// <summary>
/// Remove any actions that were enabled by some other entity. Useful when unequiping items that grant actions.
/// </summary>
public void RemoveProvidedActions(EntityUid performer, EntityUid container, ActionsComponent? comp = null)
{
if (!Resolve(performer, ref comp, false))
return;
foreach (var actionId in comp.Actions.ToArray())
{
if (!TryGetActionData(actionId, out var action))
return;
if (action.Container == container)
RemoveAction(performer, actionId, comp);
}
}
/// <summary>
/// Removes a single provided action provided by another entity.
/// </summary>
public void RemoveProvidedAction(EntityUid performer, EntityUid container, EntityUid actionId, ActionsComponent? comp = null)
{
if (!Resolve(performer, ref comp, false) || !TryGetActionData(actionId, out var action))
return;
if (action.Container == container)
RemoveAction(performer, actionId, comp);
}
public void RemoveAction(EntityUid? actionId)
{
if (actionId == null)
return;
if (!TryGetActionData(actionId, out var action))
return;
if (!TryComp(action.AttachedEntity, out ActionsComponent? comp))
return;
RemoveAction(action.AttachedEntity.Value, actionId, comp, action);
}
public void RemoveAction(EntityUid performer, EntityUid? actionId, ActionsComponent? comp = null, BaseActionComponent? action = null)
{
if (actionId == null)
return;
if (!ResolveActionData(actionId, ref action))
return;
if (action.AttachedEntity != performer)
{
DebugTools.Assert(!Resolve(performer, ref comp, false)
|| comp.LifeStage >= ComponentLifeStage.Stopping
|| !comp.Actions.Contains(actionId.Value));
if (!GameTiming.ApplyingState)
Log.Error($"Attempted to remove an action {ToPrettyString(actionId)} from an entity that it was never attached to: {ToPrettyString(performer)}");
return;
}
if (!Resolve(performer, ref comp, false))
{
DebugTools.Assert(action.AttachedEntity == null || TerminatingOrDeleted(action.AttachedEntity.Value));
action.AttachedEntity = null;
return;
}
if (action.AttachedEntity == null)
{
// action was already removed?
DebugTools.Assert(!comp.Actions.Contains(actionId.Value) || GameTiming.ApplyingState);
return;
}
comp.Actions.Remove(actionId.Value);
action.AttachedEntity = null;
Dirty(actionId.Value, action);
Dirty(performer, comp);
ActionRemoved(performer, actionId.Value, comp, action);
if (action.Temporary)
QueueDel(actionId.Value);
}
/// <summary>
/// This method gets called after an action got removed.
/// </summary>
protected virtual void ActionRemoved(EntityUid performer, EntityUid actionId, ActionsComponent comp, BaseActionComponent action)
{
// See client-side system for UI code.
}
#endregion
#region EquipHandlers
private void OnDidEquip(EntityUid uid, ActionsComponent component, DidEquipEvent args)
{
if (GameTiming.ApplyingState)
return;
var ev = new GetItemActionsEvent(_actionContainer, args.Equipee, args.Equipment, args.SlotFlags);
RaiseLocalEvent(args.Equipment, ev);
if (ev.Actions.Count == 0)
return;
GrantActions(args.Equipee, ev.Actions, args.Equipment, component);
}
private void OnHandEquipped(EntityUid uid, ActionsComponent component, DidEquipHandEvent args)
{
if (GameTiming.ApplyingState)
return;
var ev = new GetItemActionsEvent(_actionContainer, args.User, args.Equipped);
RaiseLocalEvent(args.Equipped, ev);
if (ev.Actions.Count == 0)
return;
GrantActions(args.User, ev.Actions, args.Equipped, component);
}
private void OnDidUnequip(EntityUid uid, ActionsComponent component, DidUnequipEvent args)
{
if (GameTiming.ApplyingState)
return;
RemoveProvidedActions(uid, args.Equipment, component);
}
private void OnHandUnequipped(EntityUid uid, ActionsComponent component, DidUnequipHandEvent args)
{
if (GameTiming.ApplyingState)
return;
RemoveProvidedActions(uid, args.Unequipped, component);
}
#endregion
public void SetEntityIcon(EntityUid uid, EntityUid? icon, BaseActionComponent? action = null)
{
if (!Resolve(uid, ref action))
return;
action.EntityIcon = icon;
Dirty(uid, action);
}
}