* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Shared.Utility;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.AI.Operators.Inventory
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{
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public class PickupEntityOperator : AiOperator
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{
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// Input variables
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private readonly IEntity _owner;
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private readonly IEntity _target;
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public PickupEntityOperator(IEntity owner, IEntity target)
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{
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_owner = owner;
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_target = target;
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}
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public override Outcome Execute(float frameTime)
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{
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if (_target.Deleted ||
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!_target.HasComponent<ItemComponent>() ||
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_target.IsInContainer() ||
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!_owner.InRangeUnobstructed(_target, popup: true))
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{
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return Outcome.Failed;
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}
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if (!_owner.TryGetComponent(out HandsComponent? handsComponent))
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{
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return Outcome.Failed;
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}
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var emptyHands = false;
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foreach (var hand in handsComponent.ActivePriorityEnumerable())
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{
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if (handsComponent.GetItem(hand) == null)
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{
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if (handsComponent.ActiveHand != hand)
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{
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handsComponent.ActiveHand = hand;
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}
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emptyHands = true;
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break;
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}
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}
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if (!emptyHands)
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{
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return Outcome.Failed;
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}
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var interactionSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InteractionSystem>();
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interactionSystem.Interaction(_owner, _target);
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return Outcome.Success;
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}
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}
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}
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