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* Simplified HandIsEmpty implementation previous implementation called GetHeldItem, which itself calls TryGetHeldItem. Refactored to just call TryGetHeldItem directly. also added doc comment * whoops
576 lines
20 KiB
C#
576 lines
20 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Cloning.Events;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Storage.EntitySystems;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Hands.EntitySystems;
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public abstract partial class SharedHandsSystem
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{
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[Dependency] private ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private ActionBlockerSystem _actionBlocker = default!;
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[Dependency] protected SharedContainerSystem ContainerSystem = default!;
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[Dependency] private SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private InventorySystem _inventory = default!;
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[Dependency] private SharedStorageSystem _storage = default!;
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[Dependency] protected SharedTransformSystem TransformSystem = default!;
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[Dependency] private SharedVirtualItemSystem _virtualSystem = default!;
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[Dependency] private EntityWhitelistSystem _entityWhitelist = default!;
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public event Action<Entity<HandsComponent>, string, HandLocation>? OnPlayerAddHand;
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public event Action<Entity<HandsComponent>, string>? OnPlayerRemoveHand;
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protected event Action<Entity<HandsComponent>?>? OnHandSetActive;
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protected byte ActiveHandIdIndex;
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public override void Initialize()
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{
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base.Initialize();
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InitializeInteractions();
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InitializeDrop();
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InitializePickup();
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InitializeRelay();
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InitializeEventListeners();
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SubscribeLocalEvent<HandsComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<HandsComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<HandsComponent, CloningEvent>(OnClone);
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// Needed for manual delta states.
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EntityManager.ComponentFactory.RegisterNetworkedFields<HandsComponent>(
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nameof(HandsComponent.ActiveHandId),
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nameof(HandsComponent.Hands),
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nameof(HandsComponent.SortedHands),
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nameof(HandsComponent.ShowInHands),
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nameof(HandsComponent.HandDisplacement),
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nameof(HandsComponent.LeftHandDisplacement),
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nameof(HandsComponent.RightHandDisplacement),
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nameof(HandsComponent.CanBeStripped));
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ActiveHandIdIndex = 0; // Corresponds to HandsComponentActiveHandDeltaState
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<SharedHandsSystem>();
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}
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private void OnInit(Entity<HandsComponent> ent, ref ComponentInit args)
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{
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var container = EnsureComp<ContainerManagerComponent>(ent);
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foreach (var id in ent.Comp.Hands.Keys)
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{
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var slot = ContainerSystem.EnsureContainer<ContainerSlot>(ent, id, container);
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slot.OccludesLight = false;
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}
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}
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private void OnMapInit(Entity<HandsComponent> ent, ref MapInitEvent args)
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{
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foreach (var (handId, hand) in ent.Comp.StartingHands)
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AddHand(ent.AsNullable(), handId, hand);
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if (ent.Comp.ActiveHandId == null)
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SetActiveHand(ent.AsNullable(), ent.Comp.SortedHands.FirstOrDefault());
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}
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private void OnClone(Entity<HandsComponent> ent, ref CloningEvent args)
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{
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if (!args.Settings.EventComponents.Contains(Factory.GetRegistration(ent.Comp.GetType()).Name))
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return;
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var targetComp = EnsureComp<HandsComponent>(args.CloneUid);
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// Don't copy the Hands or SortedHands datafields since those are dynamically added and removed on map init or through other components
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// targetComp.StartingHands = ent.Comp.StartingHands;
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// A lot of hand related stuff is done via organs.
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// Because of that we cannot sanely clone hands, but we can still clone over displacements etc.
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// Organ cloning logic cannot be worked on until body system work progresses enough to allow us to do that.
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// TODO: Clone hands properly once we can do organ cloning.
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targetComp.DisableExplosionRecursion = ent.Comp.DisableExplosionRecursion;
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targetComp.BaseThrowspeed = ent.Comp.BaseThrowspeed;
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targetComp.ThrowRange = ent.Comp.ThrowRange;
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targetComp.ShowInHands = ent.Comp.ShowInHands;
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targetComp.ThrowCooldown = ent.Comp.ThrowCooldown;
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targetComp.HandDisplacement = ent.Comp.HandDisplacement;
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targetComp.LeftHandDisplacement = ent.Comp.LeftHandDisplacement;
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targetComp.RightHandDisplacement = ent.Comp.RightHandDisplacement;
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targetComp.CanBeStripped = ent.Comp.CanBeStripped;
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Dirty(args.CloneUid, targetComp);
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}
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/// <summary>
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/// Adds a hand with the given container id and supplied location to the specified entity.
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/// </summary>
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public void AddHand(Entity<HandsComponent?> ent, string handName, HandLocation handLocation, LocId? emptyLabel = null, EntProtoId? emptyRepresentative = null, EntityWhitelist? whitelist = null, EntityWhitelist? blacklist = null)
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{
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AddHand(ent, handName, new Hand(handLocation, emptyLabel, emptyRepresentative, whitelist, blacklist));
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}
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/// <summary>
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/// Adds a hand with the given container id and supplied hand definition to the given entity.
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/// </summary>
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public void AddHand(Entity<HandsComponent?> ent, string handName, Hand hand)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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if (ent.Comp.Hands.ContainsKey(handName))
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return;
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var container = ContainerSystem.EnsureContainer<ContainerSlot>(ent, handName);
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container.OccludesLight = false;
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ent.Comp.Hands.Add(handName, hand);
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ent.Comp.SortedHands.Add(handName);
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// we use LINQ + ToList instead of the list sort because it's a stable sort vs the list sort
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ent.Comp.SortedHands = ent.Comp.SortedHands.OrderBy(handId => ent.Comp.Hands[handId].Location).ToList();
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Dirty(ent);
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OnPlayerAddHand?.Invoke((ent, ent.Comp), handName, hand.Location);
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if (ent.Comp.ActiveHandId == null)
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SetActiveHand(ent, handName);
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RaiseLocalEvent(ent, new HandCountChangedEvent(ent));
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}
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/// <summary>
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/// Removes the specified hand from the specified entity
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/// </summary>
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public virtual void RemoveHand(Entity<HandsComponent?> ent, string handName)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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OnPlayerRemoveHand?.Invoke((ent, ent.Comp), handName);
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TryDrop(ent, handName, null, false);
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if (ContainerSystem.TryGetContainer(ent, handName, out var container))
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ContainerSystem.ShutdownContainer(container);
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if (!ent.Comp.Hands.Remove(handName))
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return;
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ent.Comp.SortedHands.Remove(handName);
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if (ent.Comp.ActiveHandId == handName)
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TrySetActiveHand(ent, ent.Comp.SortedHands.FirstOrDefault());
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RaiseLocalEvent(ent, new HandCountChangedEvent(ent));
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Dirty(ent);
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}
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/// <summary>
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/// Gets rid of all the entity's hands.
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/// </summary>
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public void RemoveHands(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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var handIds = new List<string>(ent.Comp.Hands.Keys);
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foreach (var handId in handIds)
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{
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RemoveHand(ent, handId);
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}
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}
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private void HandleSetHand(RequestSetHandEvent msg, EntitySessionEventArgs eventArgs)
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{
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if (eventArgs.SenderSession.AttachedEntity == null)
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return;
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TrySetActiveHand(eventArgs.SenderSession.AttachedEntity.Value, msg.HandName);
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}
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/// <summary>
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/// Get any empty hand. Prioritizes the currently active hand.
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/// </summary>
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public bool TryGetEmptyHand(Entity<HandsComponent?> ent, [NotNullWhen(true)] out string? emptyHand)
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{
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emptyHand = null;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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foreach (var hand in EnumerateHands(ent))
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{
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if (HandIsEmpty(ent, hand))
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{
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emptyHand = hand;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Does this entity have any empty hands, and how many?
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/// </summary>
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public int GetEmptyHandCount(Entity<HandsComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, false) || entity.Comp.Count == 0)
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return 0;
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var hands = 0;
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foreach (var hand in EnumerateHands(entity))
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{
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if (!HandIsEmpty(entity, hand))
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continue;
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hands++;
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}
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return hands;
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}
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/// <summary>
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/// Attempts to retrieve the item held in the entity's active hand.
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/// </summary>
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public bool TryGetActiveItem(Entity<HandsComponent?> entity, [NotNullWhen(true)] out EntityUid? item)
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{
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item = null;
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if (!Resolve(entity, ref entity.Comp, false))
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return false;
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if (!TryGetHeldItem(entity, entity.Comp.ActiveHandId, out var held))
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return false;
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item = held;
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return true;
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}
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/// <summary>
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/// Gets active hand item if relevant otherwise gets the entity itself.
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/// </summary>
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public EntityUid GetActiveItemOrSelf(Entity<HandsComponent?> entity)
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{
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if (!TryGetActiveItem(entity, out var item))
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{
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return entity.Owner;
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}
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return item.Value;
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}
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/// <summary>
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/// Gets the current active hand's Id for the specified entity
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public string? GetActiveHand(Entity<HandsComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return null;
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return entity.Comp.ActiveHandId;
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}
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/// <summary>
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/// Gets the current active hand's held entity for the specified entity
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/// </summary>
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/// <param name="entity"></param>
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/// <returns></returns>
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public EntityUid? GetActiveItem(Entity<HandsComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return null;
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return GetHeldItem(entity, entity.Comp.ActiveHandId);
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}
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public bool ActiveHandIsEmpty(Entity<HandsComponent?> entity)
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{
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return GetActiveItem(entity) == null;
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}
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/// <summary>
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/// Enumerate over hands, starting with the currently active hand.
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/// </summary>
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public IEnumerable<string> EnumerateHands(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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yield break;
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if (ent.Comp.ActiveHandId != null)
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yield return ent.Comp.ActiveHandId;
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foreach (var name in ent.Comp.SortedHands)
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{
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if (name != ent.Comp.ActiveHandId)
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yield return name;
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}
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}
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/// <summary>
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/// Enumerate over held items, starting with the item in the currently active hand (if there is one).
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/// </summary>
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public IEnumerable<EntityUid> EnumerateHeld(Entity<HandsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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yield break;
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if (TryGetActiveItem(ent, out var activeHeld))
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yield return activeHeld.Value;
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foreach (var name in ent.Comp.SortedHands)
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{
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if (name == ent.Comp.ActiveHandId)
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continue;
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if (TryGetHeldItem(ent, name, out var held))
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yield return held.Value;
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}
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}
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/// <summary>
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/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
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/// </summary>
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/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
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/// not trigger interactions.</returns>
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public bool TrySetActiveHand(Entity<HandsComponent?> ent, string? name)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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if (name == ent.Comp.ActiveHandId)
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return false;
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if (name != null && !ent.Comp.Hands.ContainsKey(name))
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return false;
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return SetActiveHand(ent, name);
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}
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/// <summary>
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/// Set the currently active hand and raise hand (de)selection events directed at the held entities.
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/// </summary>
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/// <returns>True if the active hand was set to a NEW value. Setting it to the same value returns false and does
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/// not trigger interactions.</returns>
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public bool SetActiveHand(Entity<HandsComponent?> ent, string? handId)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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if (handId == ent.Comp.ActiveHandId)
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return false;
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if (TryGetActiveItem(ent, out var oldHeld))
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RaiseLocalEvent(oldHeld.Value, new HandDeselectedEvent(ent));
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if (handId == null)
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{
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ent.Comp.ActiveHandId = null;
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return true;
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}
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ent.Comp.ActiveHandId = handId;
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OnHandSetActive?.Invoke((ent, ent.Comp));
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if (TryGetHeldItem(ent, handId, out var newHeld))
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RaiseLocalEvent(newHeld.Value, new HandSelectedEvent(ent));
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DirtyField(ent, nameof(HandsComponent.ActiveHandId));
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return true;
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}
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/// <summary>
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/// Cycles the currently active hand.
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/// </summary>
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public void SwapHands(Entity<HandsComponent?> ent, bool checkActionBlocker = false, bool reverse = false)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (checkActionBlocker && !_actionBlocker.CanInteract(ent.Owner, null))
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return;
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if (ent.Comp.ActiveHandId == null || ent.Comp.Hands.Count < 2)
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return;
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var currentIndex = ent.Comp.SortedHands.IndexOf(ent.Comp.ActiveHandId);
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var newActiveIndex = (currentIndex + (reverse ? -1 : 1) + ent.Comp.Hands.Count) % ent.Comp.Hands.Count;
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var nextHand = ent.Comp.SortedHands[newActiveIndex];
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TrySetActiveHand(ent, nextHand);
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}
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/// <summary>
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/// Checks if an item is being held by another entity.
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/// </summary>
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/// <param name="item">Item that we are checking.</param>
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/// <param name="user">User who is holding our item.</param>
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/// <returns>Returns true if our item is being held.</returns>
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public bool IsHeld(Entity<TransformComponent?> item, [NotNullWhen(true)] out EntityUid? user)
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{
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user = null;
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item.Comp ??= Transform(item);
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if (!IsHolding(item.Comp.ParentUid, item))
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return false;
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user = item.Comp.ParentUid;
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return true;
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}
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public bool IsHolding(Entity<HandsComponent?> entity, [NotNullWhen(true)] EntityUid? item)
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{
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return IsHolding(entity, item, out _);
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}
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public bool IsHolding(Entity<HandsComponent?> ent, [NotNullWhen(true)] EntityUid? entity, [NotNullWhen(true)] out string? inHand)
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{
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inHand = null;
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if (entity == null)
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return false;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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foreach (var hand in ent.Comp.Hands.Keys)
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{
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if (GetHeldItem(ent, hand) == entity)
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{
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inHand = hand;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempts to retrieve the associated hand struct corresponding to a hand ID on a given entity.
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/// </summary>
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public bool TryGetHand(Entity<HandsComponent?> ent, [NotNullWhen(true)] string? handId, [NotNullWhen(true)] out Hand? hand)
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{
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hand = null;
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if (handId == null)
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return false;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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if (!ent.Comp.Hands.TryGetValue(handId, out var handsHand))
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return false;
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hand = handsHand;
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return true;
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}
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/// <summary>
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/// Retrieves the item currently held in the specified hand of an entity.
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/// </summary>
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/// <param name="ent">The entity whose hands are being checked.</param>
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/// <param name="handId">The ID of the specific hand to check.</param>
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/// <param name="hideVirtualItems">If true, treats hands holding virtual items as if they are empty.</param>
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/// <returns>The UID of the held item, or null if the hand is empty, the hand ID is invalid, or the entity has no hands.</returns>
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public EntityUid? GetHeldItem(Entity<HandsComponent?> ent, string? handId, bool hideVirtualItems = false)
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{
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TryGetHeldItem(ent, handId, out var held, hideVirtualItems);
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return held;
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}
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/// <summary>
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/// Attempts to retrieve the item currently held in the specified hand of an entity.
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/// </summary>
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/// <param name="ent">The entity whose hands are being checked.</param>
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/// <param name="handId">The ID of the specific hand to check.</param>
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/// <param name="held">Outputs the UID of the held item, if one is found.</param>
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/// <param name="hideVirtualItems">If true, ignores virtual items and returns false if only a virtual item is present.</param>
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/// <returns>True if a valid item is found in the hand; otherwise, false.</returns>
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public bool TryGetHeldItem(Entity<HandsComponent?> ent, string? handId, [NotNullWhen(true)] out EntityUid? held, bool hideVirtualItems = false)
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{
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held = null;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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// Sanity check to make sure this is actually a hand.
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if (handId == null || !ent.Comp.Hands.ContainsKey(handId))
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return false;
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if (!ContainerSystem.TryGetContainer(ent, handId, out var container))
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return false;
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held = container.ContainedEntities.FirstOrNull();
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if (hideVirtualItems && HasComp<VirtualItemComponent>(held))
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held = null;
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return held != null;
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}
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/// <summary>
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/// Checks if the specified hand of the entity is empty.
|
|
/// Assumes that the entity has hands, and that the given hand exists.
|
|
/// </summary>
|
|
/// <returns>false if hand is holding something. true if hand is empty (or doesn't exist).</returns>
|
|
public bool HandIsEmpty(Entity<HandsComponent?> ent, string handId)
|
|
{
|
|
return !TryGetHeldItem(ent, handId, out _);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Counts the number of hands on this entity.
|
|
/// </summary>
|
|
public int GetHandCount(Entity<HandsComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return 0;
|
|
|
|
return ent.Comp.Hands.Count;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Counts the number of hands that are empty.
|
|
/// </summary>
|
|
public int CountFreeHands(Entity<HandsComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return 0;
|
|
|
|
var free = 0;
|
|
foreach (var name in ent.Comp.Hands.Keys)
|
|
{
|
|
if (HandIsEmpty(ent, name))
|
|
free++;
|
|
}
|
|
|
|
return free;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Counts the number of hands that are empty or can be emptied by dropping an item.
|
|
/// Unremoveable items will cause a hand to not be freeable.
|
|
/// </summary>
|
|
/// <param name="except">The hand this entity is in will be ignored when counting.</param>
|
|
public int CountFreeableHands(Entity<HandsComponent?> hands, EntityUid? except = null)
|
|
{
|
|
if (!Resolve(hands, ref hands.Comp, false))
|
|
return 0;
|
|
|
|
var freeable = 0;
|
|
foreach (var name in hands.Comp.Hands.Keys)
|
|
{
|
|
if (except != null && GetHeldItem(hands.AsNullable(), name) == except)
|
|
continue;
|
|
|
|
if (HandIsEmpty(hands.AsNullable(), name) || CanDropHeld(hands, name))
|
|
freeable++;
|
|
}
|
|
|
|
return freeable;
|
|
}
|
|
}
|