mirror of
https://github.com/space-syndicate/space-station-14.git
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* remove PilotSlot * cleanup mechcomp * move enter/eject to VehicleSystem * ContainerVehicleEntryComponent * move DragDrop to VehicleSystem.Entry * and again * move enter verb * move exit... * move to shared * docs * [Access(typeof(VehicleSystem))] * Update Resources/Locale/en-US/mech/mech.ftl Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * move popups to component * move all events to VehicleEvents * no more UsedImplicitly * fix proto :0 * fix EntryDeniedPopup * update Entry and Operator * entityquery --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
410 lines
14 KiB
C#
410 lines
14 KiB
C#
using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Destructible;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Mech.Components;
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using Content.Shared.Mech.Equipment.Components;
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using Content.Shared.Popups;
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using Content.Shared.Storage.Components;
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using Content.Shared.Vehicle;
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using Content.Shared.Vehicle.Systems;
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using Content.Shared.Vehicle.Components;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Mech.EntitySystems;
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/// <summary>
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/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="MechComponent"/>
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/// </summary>
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public abstract partial class SharedMechSystem : EntitySystem
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{
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private INetManager _net = default!;
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[Dependency] private SharedActionsSystem _actions = default!;
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[Dependency] private SharedAppearanceSystem _appearance = default!;
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[Dependency] private SharedContainerSystem _container = default!;
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[Dependency] private SharedInteractionSystem _interaction = default!;
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[Dependency] private SharedPopupSystem _popup = default!;
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[Dependency] private SharedUserInterfaceSystem _userInterface = default!;
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[Dependency] protected VehicleSystem Vehicle = default!;
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[Dependency] private EntityWhitelistSystem _whitelistSystem = default!;
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[SubscribeLocalEvent]
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private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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CycleEquipment(uid);
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}
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[SubscribeLocalEvent]
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private void OnEjectPilotEvent(EntityUid uid, MechComponent component, MechEjectPilotEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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Vehicle.TryExit(uid);
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}
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[SubscribeLocalEvent]
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private void OnOpenUi(EntityUid uid, MechComponent component, MechOpenUiEvent args)
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{
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args.Handled = true;
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ToggleMechUi(uid, component);
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}
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[SubscribeLocalEvent]
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private void OnAlternativeVerb(EntityUid uid, MechComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess ||
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!args.CanInteract ||
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component.Broken ||
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Vehicle.HasOperator(uid))
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return;
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var openUiVerb = new AlternativeVerb
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{
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Act = () => ToggleMechUi(uid, component, args.User),
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Text = Loc.GetString("mech-ui-open-verb")
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};
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args.Verbs.Add(openUiVerb);
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}
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[SubscribeLocalEvent]
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private void RelayInteractionEvent(EntityUid uid, MechComponent component, UserActivateInWorldEvent args)
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{
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if (!Vehicle.HasOperator(uid))
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return;
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// TODO why is this being blocked?
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if (!_timing.IsFirstTimePredicted)
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return;
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if (component.CurrentSelectedEquipment != null)
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{
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RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
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}
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}
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[SubscribeLocalEvent]
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private void OnStartup(EntityUid uid, MechComponent component, ComponentStartup args)
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{
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component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
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component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
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UpdateAppearance(uid, component);
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}
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[SubscribeLocalEvent]
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private void OnDestruction(EntityUid uid, MechComponent component, DestructionEventArgs args)
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{
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BreakMech(uid, component);
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}
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[SubscribeLocalEvent]
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private void OnEntityStorageDump(Entity<MechComponent> entity, ref EntityStorageIntoContainerAttemptEvent args)
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{
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// There's no reason we should dump into /any/ of the mech's containers.
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args.Cancelled = true;
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}
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private void SetupUser(EntityUid mech, EntityUid pilot, MechComponent? component = null)
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{
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if (!Resolve(mech, ref component))
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return;
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// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
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var irelay = EnsureComp<InteractionRelayComponent>(pilot);
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_interaction.SetRelay(pilot, mech, irelay);
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if (_net.IsClient)
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return;
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_actions.AddAction(pilot, ref component.MechCycleActionEntity, component.MechCycleAction, mech);
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_actions.AddAction(pilot, ref component.MechUiActionEntity, component.MechUiAction, mech);
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_actions.AddAction(pilot, ref component.MechEjectActionEntity, component.MechEjectAction, mech);
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}
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private void RemoveUser(EntityUid mech, EntityUid pilot)
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{
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RemComp<InteractionRelayComponent>(pilot);
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_actions.RemoveProvidedActions(pilot, mech);
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}
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/// <summary>
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/// Destroys the mech, removing the user and ejecting anything contained.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public virtual void BreakMech(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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Vehicle.TryExit(uid);
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var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
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foreach (var ent in equipment)
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{
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RemoveEquipment(uid, ent, component, forced: true);
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}
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component.Broken = true;
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UpdateAppearance(uid, component);
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}
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/// <summary>
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/// Cycles through the currently selected equipment.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public void CycleEquipment(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
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var equipmentIndex = -1;
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if (component.CurrentSelectedEquipment != null)
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{
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bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
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equipmentIndex = allEquipment.FindIndex(StartIndex);
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}
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equipmentIndex++;
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component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
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? null
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: allEquipment[equipmentIndex];
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var popupString = component.CurrentSelectedEquipment != null
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? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
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: Loc.GetString("mech-equipment-select-none-popup");
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if (_net.IsServer)
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_popup.PopupEntity(popupString, uid);
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Dirty(uid, component);
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}
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/// <summary>
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/// Inserts an equipment item into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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public void InsertEquipment(EntityUid uid, EntityUid toInsert, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Resolve(toInsert, ref equipmentComponent))
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return;
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if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
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return;
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if (_whitelistSystem.IsWhitelistFail(component.EquipmentWhitelist, toInsert))
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return;
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equipmentComponent.EquipmentOwner = uid;
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_container.Insert(toInsert, component.EquipmentContainer);
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var ev = new MechEquipmentInsertedEvent(uid);
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RaiseLocalEvent(toInsert, ref ev);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Removes an equipment item from a mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toRemove"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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/// <param name="forced">
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/// Whether or not the removal can be cancelled, and if non-mech equipment should be ejected.
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/// </param>
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public void RemoveEquipment(EntityUid uid, EntityUid toRemove, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null, bool forced = false)
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{
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if (!Resolve(uid, ref component))
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return;
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// When forced, we also want to handle the possibility that the "equipment" isn't actually equipment.
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// This /shouldn't/ be possible thanks to OnEntityStorageDump, but there's been quite a few regressions
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// with entities being hardlock stuck inside mechs.
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if (!Resolve(toRemove, ref equipmentComponent) && !forced)
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return;
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if (!forced)
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{
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var attemptev = new AttemptRemoveMechEquipmentEvent();
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RaiseLocalEvent(toRemove, ref attemptev);
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if (attemptev.Cancelled)
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return;
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}
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var ev = new MechEquipmentRemovedEvent(uid);
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RaiseLocalEvent(toRemove, ref ev);
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if (component.CurrentSelectedEquipment == toRemove)
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CycleEquipment(uid, component);
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if (forced && equipmentComponent != null)
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equipmentComponent.EquipmentOwner = null;
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_container.Remove(toRemove, component.EquipmentContainer);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Attempts to change the amount of energy in the mech.
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/// TODO: Power cells are predicted now, so no need to duplicate the charge level
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/// </summary>
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/// <param name="uid">The mech itself</param>
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/// <param name="delta">The change in energy</param>
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/// <param name="component"></param>
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/// <returns>If the energy was successfully changed.</returns>
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public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (component.Energy + delta < 0)
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return false;
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component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
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Dirty(uid, component);
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UpdateUserInterface(uid, component);
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return true;
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}
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/// <summary>
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/// Sets the integrity of the mech.
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/// </summary>
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/// <param name="uid">The mech itself</param>
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/// <param name="value">The value the integrity will be set at</param>
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/// <param name="component"></param>
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public void SetIntegrity(EntityUid uid, FixedPoint2 value, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
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if (component.Integrity <= 0)
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{
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BreakMech(uid, component);
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}
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else if (component.Broken)
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{
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component.Broken = false;
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UpdateAppearance(uid, component);
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}
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Dirty(uid, component);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Updates the user interface
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/// </summary>
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/// <remarks>
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/// This is defined here so that UI updates can be accessed from shared.
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/// </remarks>
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public virtual void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
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{
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}
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private void ToggleMechUi(EntityUid uid, MechComponent? component = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return;
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user ??= Vehicle.GetOperatorOrNull(uid);
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if (user == null)
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return;
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_userInterface.TryToggleUi(uid, MechUiKey.Key, user.Value);
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UpdateUserInterface(uid, component);
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}
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[SubscribeLocalEvent]
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private void OnGetMeleeWeapon(Entity<VehicleOperatorComponent> ent, ref GetMeleeWeaponEvent args)
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{
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if (args.Handled)
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return;
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if (ent.Comp.Vehicle is not { } vehicle)
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return;
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if (!TryComp<MechComponent>(vehicle, out var mech))
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return;
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var weapon = mech.CurrentSelectedEquipment ?? vehicle;
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args.Weapon = weapon;
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args.Handled = true;
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}
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private void UpdateAppearance(EntityUid uid, MechComponent? component = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref component, ref appearance, false))
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return;
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_appearance.SetData(uid, MechVisuals.Open, !Vehicle.HasOperator(uid), appearance);
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_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
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}
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[SubscribeLocalEvent]
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private void OnMechEntryAttempt(Entity<MechComponent> ent, ref ContainerVehicleEntryAttemptEvent args)
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{
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if (ent.Comp.Broken)
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args.Cancelled = true;
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}
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[SubscribeLocalEvent]
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private void OnMechExitAttempt(Entity<MechComponent> ent, ref ContainerVehicleExitAttemptEvent args)
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{
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if (ent.Comp.Broken)
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args.Cancelled = true;
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}
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[SubscribeLocalEvent]
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private void OnOperatorSet(Entity<MechComponent> ent, ref VehicleOperatorSetEvent args)
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{
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if (args.OldOperator is { } oldOperator)
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{
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RemoveUser(ent, oldOperator);
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}
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if (args.NewOperator is { } newOperator)
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{
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SetupUser(ent, newOperator, ent);
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}
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UpdateAppearance(ent);
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UpdateUserInterface(ent, ent);
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if (args.NewOperator is null && args.OldOperator is not null)
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_userInterface.CloseUi(ent.Owner, MechUiKey.Key);
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}
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}
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/// <summary>
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/// Event raised when the battery is successfully removed from the mech,
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/// on both success and failure
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class RemoveBatteryEvent : SimpleDoAfterEvent;
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