584 lines
23 KiB
C#
584 lines
23 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Acts;
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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.Interaction.Events;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Content.Shared.Verbs;
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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.Player;
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using Robust.Shared.Timing;
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using System.Diagnostics.CodeAnalysis;
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namespace Content.Shared.Containers.ItemSlots
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{
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/// <summary>
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/// A class that handles interactions related to inserting/ejecting items into/from an item slot.
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/// </summary>
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public sealed class ItemSlotsSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = 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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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ItemSlotsComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentInit>(Oninitialize);
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SubscribeLocalEvent<ItemSlotsComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<ItemSlotsComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<ItemSlotsComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<AlternativeVerb>>(AddEjectVerbs);
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SubscribeLocalEvent<ItemSlotsComponent, GetVerbsEvent<InteractionVerb>>(AddInteractionVerbsVerbs);
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SubscribeLocalEvent<ItemSlotsComponent, BreakageEventArgs>(OnBreak);
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SubscribeLocalEvent<ItemSlotsComponent, DestructionEventArgs>(OnBreak);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentGetState>(GetItemSlotsState);
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SubscribeLocalEvent<ItemSlotsComponent, ComponentHandleState>(HandleItemSlotsState);
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SubscribeLocalEvent<ItemSlotsComponent, ItemSlotButtonPressedEvent>(HandleButtonPressed);
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}
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#region ComponentManagement
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/// <summary>
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/// Spawn in starting items for any item slots that should have one.
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/// </summary>
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private void OnMapInit(EntityUid uid, ItemSlotsComponent itemSlots, MapInitEvent args)
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{
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (slot.HasItem || string.IsNullOrEmpty(slot.StartingItem))
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continue;
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var item = EntityManager.SpawnEntity(slot.StartingItem, EntityManager.GetComponent<TransformComponent>(itemSlots.Owner).Coordinates);
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slot.ContainerSlot?.Insert(item);
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}
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}
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/// <summary>
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/// Ensure item slots have containers.
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/// </summary>
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private void Oninitialize(EntityUid uid, ItemSlotsComponent itemSlots, ComponentInit args)
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{
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foreach (var (id, slot) in itemSlots.Slots)
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{
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slot.ContainerSlot = ContainerHelpers.EnsureContainer<ContainerSlot>(itemSlots.Owner, id);
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}
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}
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/// <summary>
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/// Given a new item slot, store it in the <see cref="ItemSlotsComponent"/> and ensure the slot has an item
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/// container.
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/// </summary>
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public void AddItemSlot(EntityUid uid, string id, ItemSlot slot)
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{
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var itemSlots = EntityManager.EnsureComponent<ItemSlotsComponent>(uid);
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slot.ContainerSlot = ContainerHelpers.EnsureContainer<ContainerSlot>(itemSlots.Owner, id);
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if (itemSlots.Slots.ContainsKey(id))
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Logger.Error($"Duplicate item slot key. Entity: {EntityManager.GetComponent<MetaDataComponent>(itemSlots.Owner).EntityName} ({uid}), key: {id}");
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itemSlots.Slots[id] = slot;
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}
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/// <summary>
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/// Remove an item slot. This should generally be called whenever a component that added a slot is being
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/// removed.
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/// </summary>
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public void RemoveItemSlot(EntityUid uid, ItemSlot slot, ItemSlotsComponent? itemSlots = null)
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{
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if (slot.ContainerSlot == null)
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return;
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slot.ContainerSlot.Shutdown();
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// Don't log missing resolves. when an entity has all of its components removed, the ItemSlotsComponent may
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// have been removed before some other component that added an item slot (and is now trying to remove it).
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if (!Resolve(uid, ref itemSlots, logMissing: false))
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return;
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itemSlots.Slots.Remove(slot.ContainerSlot.ID);
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if (itemSlots.Slots.Count == 0)
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EntityManager.RemoveComponent(uid, itemSlots);
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}
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#endregion
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#region Interactions
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/// <summary>
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/// Attempt to take an item from a slot, if any are set to EjectOnInteract.
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/// </summary>
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private void OnInteractHand(EntityUid uid, ItemSlotsComponent itemSlots, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (slot.Locked || !slot.EjectOnInteract || slot.Item == null)
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continue;
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args.Handled = true;
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TryEjectToHands(uid, slot, args.User);
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break;
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}
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}
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/// <summary>
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/// Attempt to eject an item from the first valid item slot.
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/// </summary>
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private void OnUseInHand(EntityUid uid, ItemSlotsComponent itemSlots, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (slot.Locked || !slot.EjectOnUse || slot.Item == null)
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continue;
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args.Handled = true;
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TryEjectToHands(uid, slot, args.User);
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break;
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}
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}
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/// <summary>
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/// Tries to insert a held item in any fitting item slot. If a valid slot already contains an item, it will
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/// swap it out and place the old one in the user's hand.
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/// </summary>
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/// <remarks>
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/// This only handles the event if the user has an applicable entity that can be inserted. This allows for
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/// other interactions to still happen (e.g., open UI, or toggle-open), despite the user holding an item.
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/// Maybe this is undesirable.
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/// </remarks>
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private void OnInteractUsing(EntityUid uid, ItemSlotsComponent itemSlots, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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if (!EntityManager.TryGetComponent(args.User, out SharedHandsComponent hands))
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return;
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (!slot.InsertOnInteract)
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continue;
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if (!CanInsert(uid, args.Used, slot, swap: slot.Swap, popup: args.User))
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continue;
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// Drop the held item onto the floor. Return if the user cannot drop.
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if (!_handsSystem.TryDrop(args.User, args.Used, handsComp: hands))
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return;
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if (slot.Item != null)
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_handsSystem.TryPickupAnyHand(args.User, slot.Item.Value, handsComp: hands);
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Insert(uid, slot, args.Used, args.User, excludeUserAudio: true);
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args.Handled = true;
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return;
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}
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}
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#endregion
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#region Insert
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/// <summary>
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/// Insert an item into a slot. This does not perform checks, so make sure to also use <see
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/// cref="CanInsert"/> or just use <see cref="TryInsert"/> instead.
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/// </summary>
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/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
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/// Useful for predicted interactions</param>
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private void Insert(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
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{
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slot.ContainerSlot?.Insert(item);
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// ContainerSlot automatically raises a directed EntInsertedIntoContainerMessage
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PlaySound(uid, slot.InsertSound, slot.SoundOptions, excludeUserAudio ? user : null);
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}
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/// <summary>
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/// Plays a sound
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/// </summary>
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/// <param name="uid">Source of the sound</param>
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/// <param name="sound">The sound</param>
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/// <param name="excluded">Optional (server-side) argument used to prevent sending the audio to a specific
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/// user. When run client-side, exclusion does nothing.</param>
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private void PlaySound(EntityUid uid, SoundSpecifier? sound, AudioParams audioParams, EntityUid? excluded)
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{
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if (sound == null || !_gameTiming.IsFirstTimePredicted)
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return;
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var filter = Filter.Pvs(uid);
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if (excluded != null)
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filter = filter.RemoveWhereAttachedEntity(entity => entity == excluded.Value);
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SoundSystem.Play(filter, sound.GetSound(), uid, audioParams);
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}
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/// <summary>
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/// Check whether a given item can be inserted into a slot. Unless otherwise specified, this will return
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/// false if the slot is already filled.
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/// </summary>
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/// <remarks>
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/// If a popup entity is given, and if the item slot is set to generate a popup message when it fails to
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/// pass the whitelist, then this will generate a popup.
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/// </remarks>
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public bool CanInsert(EntityUid uid, EntityUid usedUid, ItemSlot slot, bool swap = false, EntityUid? popup = null)
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{
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if (slot.Locked)
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return false;
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if (!swap && slot.HasItem)
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return false;
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if (slot.Whitelist != null && !slot.Whitelist.IsValid(usedUid))
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{
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if (popup.HasValue && !string.IsNullOrWhiteSpace(slot.WhitelistFailPopup))
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_popupSystem.PopupEntity(Loc.GetString(slot.WhitelistFailPopup), uid, Filter.Entities(popup.Value));
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return false;
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}
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return slot.ContainerSlot?.CanInsertIfEmpty(usedUid, EntityManager) ?? false;
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}
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/// <summary>
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/// Tries to insert item into a specific slot.
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/// </summary>
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/// <returns>False if failed to insert item</returns>
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public bool TryInsert(EntityUid uid, string id, EntityUid item, EntityUid? user, ItemSlotsComponent? itemSlots = null)
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{
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if (!Resolve(uid, ref itemSlots))
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return false;
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if (!itemSlots.Slots.TryGetValue(id, out var slot))
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return false;
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return TryInsert(uid, slot, item, user);
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}
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/// <summary>
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/// Tries to insert item into a specific slot.
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/// </summary>
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/// <returns>False if failed to insert item</returns>
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public bool TryInsert(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user)
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{
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if (!CanInsert(uid, item, slot))
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return false;
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Insert(uid, slot, item, user);
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return true;
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}
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/// <summary>
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/// Tries to insert item into a specific slot from an entity's hand.
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/// Does not check action blockers.
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/// </summary>
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/// <returns>False if failed to insert item</returns>
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public bool TryInsertFromHand(EntityUid uid, ItemSlot slot, EntityUid user, SharedHandsComponent? hands = null)
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{
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if (!Resolve(user, ref hands, false))
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return false;
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if (hands.ActiveHand?.HeldEntity is not EntityUid held)
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return false;
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if (!CanInsert(uid, held, slot))
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return false;
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// hands.Drop(item) checks CanDrop action blocker
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if (!_handsSystem.TryDrop(user, hands.ActiveHand))
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return false;
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Insert(uid, slot, held, user);
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return true;
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}
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#endregion
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#region Eject
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public bool CanEject(ItemSlot slot)
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{
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if (slot.Locked || slot.Item == null)
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return false;
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return slot.ContainerSlot?.CanRemove(slot.Item.Value, EntityManager) ?? false;
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}
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/// <summary>
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/// Eject an item into a slot. This does not perform checks (e.g., is the slot locked?), so you should
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/// probably just use <see cref="TryEject"/> instead.
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/// </summary>
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/// <param name="excludeUserAudio">If true, will exclude the user when playing sound. Does nothing client-side.
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/// Useful for predicted interactions</param>
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private void Eject(EntityUid uid, ItemSlot slot, EntityUid item, EntityUid? user, bool excludeUserAudio = false)
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{
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slot.ContainerSlot?.Remove(item);
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// ContainerSlot automatically raises a directed EntRemovedFromContainerMessage
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PlaySound(uid, slot.EjectSound, slot.SoundOptions, excludeUserAudio ? user : null);
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}
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/// <summary>
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/// Try to eject an item from a slot.
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/// </summary>
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/// <returns>False if item slot is locked or has no item inserted</returns>
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public bool TryEject(EntityUid uid, ItemSlot slot, EntityUid? user, [NotNullWhen(true)] out EntityUid? item, bool excludeUserAudio = false)
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{
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item = null;
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if (!CanEject(slot))
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return false;
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item = slot.Item;
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Eject(uid, slot, item!.Value, user, excludeUserAudio);
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return true;
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}
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/// <summary>
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/// Try to eject item from a slot.
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/// </summary>
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/// <returns>False if the id is not valid, the item slot is locked, or it has no item inserted</returns>
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public bool TryEject(EntityUid uid, string id, EntityUid user,
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[NotNullWhen(true)] out EntityUid? item, ItemSlotsComponent? itemSlots = null, bool excludeUserAudio = false)
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{
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item = null;
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if (!Resolve(uid, ref itemSlots))
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return false;
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if (!itemSlots.Slots.TryGetValue(id, out var slot))
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return false;
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return TryEject(uid, slot, user, out item, excludeUserAudio);
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}
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/// <summary>
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/// Try to eject item from a slot directly into a user's hands. If they have no hands, the item will still
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/// be ejected onto the floor.
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/// </summary>
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/// <returns>
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/// False if the id is not valid, the item slot is locked, or it has no item inserted. True otherwise, even
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/// if the user has no hands.
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/// </returns>
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public bool TryEjectToHands(EntityUid uid, ItemSlot slot, EntityUid? user, bool excludeUserAudio = false)
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{
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if (!TryEject(uid, slot, user, out var item, excludeUserAudio))
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return false;
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if (user != null)
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_handsSystem.PickupOrDrop(user.Value, item.Value);
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return true;
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}
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#endregion
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#region Verbs
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private void AddEjectVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetVerbsEvent<AlternativeVerb> args)
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{
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if (args.Hands == null || !args.CanAccess ||!args.CanInteract)
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{
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return;
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}
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (slot.EjectOnInteract)
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// For this item slot, ejecting/inserting is a primary interaction. Instead of an eject category
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// alt-click verb, there will be a "Take item" primary interaction verb.
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continue;
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if (!CanEject(slot))
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continue;
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if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
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continue;
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var verbSubject = slot.Name != string.Empty
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? Loc.GetString(slot.Name)
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: EntityManager.GetComponent<MetaDataComponent>(slot.Item.Value).EntityName ?? string.Empty;
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AlternativeVerb verb = new();
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verb.IconEntity = slot.Item;
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verb.Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true);
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if (slot.EjectVerbText == null)
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{
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verb.Text = verbSubject;
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verb.Category = VerbCategory.Eject;
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}
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else
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{
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verb.Text = Loc.GetString(slot.EjectVerbText);
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}
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args.Verbs.Add(verb);
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}
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}
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private void AddInteractionVerbsVerbs(EntityUid uid, ItemSlotsComponent itemSlots, GetVerbsEvent<InteractionVerb> args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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// If there are any slots that eject on left-click, add a "Take <item>" verb.
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (!slot.EjectOnInteract || !CanEject(slot))
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continue;
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if (!_actionBlockerSystem.CanPickup(args.User, slot.Item!.Value))
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continue;
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var verbSubject = slot.Name != string.Empty
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? Loc.GetString(slot.Name)
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: EntityManager.GetComponent<MetaDataComponent>(slot.Item!.Value).EntityName ?? string.Empty;
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InteractionVerb takeVerb = new();
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takeVerb.IconEntity = slot.Item;
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takeVerb.Act = () => TryEjectToHands(uid, slot, args.User, excludeUserAudio: true);
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if (slot.EjectVerbText == null)
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takeVerb.Text = Loc.GetString("take-item-verb-text", ("subject", verbSubject));
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else
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takeVerb.Text = Loc.GetString(slot.EjectVerbText);
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args.Verbs.Add(takeVerb);
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}
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// Next, add the insert-item verbs
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if (args.Using == null || !_actionBlockerSystem.CanDrop(args.User))
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return;
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foreach (var slot in itemSlots.Slots.Values)
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{
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if (!CanInsert(uid, args.Using.Value, slot))
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continue;
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var verbSubject = slot.Name != string.Empty
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? Loc.GetString(slot.Name)
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: Name(args.Using.Value) ?? string.Empty;
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InteractionVerb insertVerb = new();
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insertVerb.IconEntity = args.Using;
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insertVerb.Act = () => Insert(uid, slot, args.Using.Value, args.User, excludeUserAudio: true);
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if (slot.InsertVerbText != null)
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{
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insertVerb.Text = Loc.GetString(slot.InsertVerbText);
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insertVerb.IconTexture = "/Textures/Interface/VerbIcons/insert.svg.192dpi.png";
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}
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else if(slot.EjectOnInteract)
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{
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// Inserting/ejecting is a primary interaction for this entity. Instead of using the insert
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// category, we will use a single "Place <item>" verb.
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insertVerb.Text = Loc.GetString("place-item-verb-text", ("subject", verbSubject));
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insertVerb.IconTexture = "/Textures/Interface/VerbIcons/drop.svg.192dpi.png";
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}
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else
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{
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insertVerb.Category = VerbCategory.Insert;
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insertVerb.Text = verbSubject;
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}
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args.Verbs.Add(insertVerb);
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}
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}
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#endregion
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#region BUIs
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private void HandleButtonPressed(EntityUid uid, ItemSlotsComponent component, ItemSlotButtonPressedEvent args)
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{
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if (!component.Slots.TryGetValue(args.SlotId, out var slot))
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return;
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|
|
if (args.TryEject && slot.HasItem)
|
|
TryEjectToHands(uid, slot, args.Session.AttachedEntity);
|
|
else if (args.TryInsert && !slot.HasItem && args.Session.AttachedEntity is EntityUid user)
|
|
TryInsertFromHand(uid, slot, user);
|
|
}
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Eject items from (some) slots when the entity is destroyed.
|
|
/// </summary>
|
|
private void OnBreak(EntityUid uid, ItemSlotsComponent component, EntityEventArgs args)
|
|
{
|
|
foreach (var slot in component.Slots.Values)
|
|
{
|
|
if (slot.EjectOnBreak && slot.HasItem)
|
|
TryEject(uid, slot, null, out var _);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the contents of some item slot.
|
|
/// </summary>
|
|
public EntityUid? GetItem(EntityUid uid, string id, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return null;
|
|
|
|
return itemSlots.Slots.GetValueOrDefault(id)?.Item;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
|
|
/// </summary>
|
|
public void SetLock(EntityUid uid, string id, bool locked, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return;
|
|
|
|
if (!itemSlots.Slots.TryGetValue(id, out var slot))
|
|
return;
|
|
|
|
SetLock(uid, slot, locked, itemSlots);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lock an item slot. This stops items from being inserted into or ejected from this slot.
|
|
/// </summary>
|
|
public void SetLock(EntityUid uid, ItemSlot slot, bool locked, ItemSlotsComponent? itemSlots = null)
|
|
{
|
|
if (!Resolve(uid, ref itemSlots))
|
|
return;
|
|
|
|
slot.Locked = locked;
|
|
itemSlots.Dirty();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the locked state of the managed item slots.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that the slot's ContainerSlot performs its own networking, so we don't need to send information
|
|
/// about the contained entity.
|
|
/// </remarks>
|
|
private void HandleItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not ItemSlotsComponentState state)
|
|
return;
|
|
|
|
foreach (var (id, locked) in state.SlotLocked)
|
|
{
|
|
component.Slots[id].Locked = locked;
|
|
}
|
|
}
|
|
|
|
private void GetItemSlotsState(EntityUid uid, ItemSlotsComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new ItemSlotsComponentState(component.Slots);
|
|
}
|
|
}
|
|
}
|