* temp commit to save progress * adds objectives * refactors mind.addobjective a bit * better names for my testobjectives which i'll remove later on anyways * nullable errors * some misc fixes * no sorted or set, what was i thinking here? * removes unused imports * added commands * fully implements stealcondition * started uiwork * moved prototypeicon to engine * removes objective class & uiwork * refactors ui to only update when opened adds progresstexturerect * adds some margin * removes some testing code * ignores objectiveprototypes on clientside * fixes * removes using statements for exp * gets the job * always show issuer * locs & _ * giving commands some love * Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs Co-authored-by: Exp <theexp111@gmail.com> * makes commands use new thingy * string interpolation * good catch exp * loc'd * linq gone * runtime * moves function from engine * oopsie * Update Content.Server/Objectives/Conditions/StealCondition.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * makes messages directed * base call & validation * shuffle once * No? Money down! Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: Exp <theexp111@gmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
24 lines
817 B
C#
24 lines
817 B
C#
using Robust.Server.GameObjects.Components.Container;
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namespace Content.Server.GameObjects.Components.ContainerExt
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{
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public static class ContainerExt
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{
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public static int CountPrototypeOccurencesRecursive(this ContainerManagerComponent mgr, string prototypeId)
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{
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int total = 0;
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foreach (var container in mgr.GetAllContainers())
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{
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foreach (var entity in container.ContainedEntities)
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{
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if (entity.Prototype?.ID == prototypeId) total++;
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if(!entity.TryGetComponent<ContainerManagerComponent>(out var component)) continue;
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total += component.CountPrototypeOccurencesRecursive(prototypeId);
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}
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}
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return total;
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}
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}
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}
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