# Conflicts: # Resources/Locale/en-US/_strings/flash/components/flash-immunity-component.ftl # Resources/Locale/en-US/_strings/tiles/tiles.ftl # Resources/Prototypes/Actions/changeling.yml # Resources/Prototypes/Entities/Mobs/NPCs/xeno.yml # Resources/Prototypes/Entities/Structures/Furniture/chairs.yml # Resources/Prototypes/Entities/Structures/Wallmounts/air_alarm.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fire_alarm.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/Tiles/floors.yml # Resources/Textures/Objects/Tiles/tile.rsi/meta.json # Resources/Textures/Structures/Furniture/chairs.rsi/meta.json # Resources/Textures/Tiles/xeno_flooring.png # Resources/Textures/Tiles/xeno_maint.png # Resources/Textures/Tiles/xeno_steel.png
308 lines
12 KiB
C#
308 lines
12 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing; // Sunrise-add
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using Content.Shared._Sunrise.Item; // Sunrise-add
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namespace Content.Shared.Hands.EntitySystems;
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public abstract partial class SharedHandsSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!; // Sunrise-add
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private void InitializePickup()
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{
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SubscribeLocalEvent<HandsComponent, EntInsertedIntoContainerMessage>(HandleEntityInserted);
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}
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protected virtual void HandleEntityInserted(EntityUid uid, HandsComponent hands, EntInsertedIntoContainerMessage args)
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{
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if (!TryGetHand(uid, args.Container.ID, out var hand))
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{
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return;
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}
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var didEquip = new DidEquipHandEvent(uid, args.Entity, hand);
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RaiseLocalEvent(uid, didEquip, false);
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var gotEquipped = new GotEquippedHandEvent(uid, args.Entity, hand);
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RaiseLocalEvent(args.Entity, gotEquipped, false);
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}
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/// <summary>
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/// Maximum pickup distance for which the pickup animation plays.
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/// </summary>
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public const float MaxAnimationRange = 10;
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/// <summary>
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/// Tries to pick up an entity to a specific hand. If no explicit hand is specified, defaults to using the currently active hand.
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/// </summary>
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public bool TryPickup(
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EntityUid uid,
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EntityUid entity,
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string? handName = null,
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bool checkActionBlocker = true,
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bool animateUser = false,
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bool animate = true,
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HandsComponent? handsComp = null,
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ItemComponent? item = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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var hand = handsComp.ActiveHand;
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if (handName != null && !handsComp.Hands.TryGetValue(handName, out hand))
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return false;
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if (hand == null)
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return false;
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return TryPickup(uid, entity, hand, checkActionBlocker, animate, handsComp, item);
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}
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/// <summary>
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/// Attempts to pick up an item into any empty hand. Prioritizes the currently active hand.
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/// </summary>
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/// <remarks>
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/// If one empty hand fails to pick up the item, this will NOT check other hands. If ever hand-specific item
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/// restrictions are added, there a might need to be a TryPickupAllHands or something like that.
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/// </remarks>
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public bool TryPickupAnyHand(
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EntityUid uid,
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EntityUid entity,
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bool checkActionBlocker = true,
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bool animateUser = false,
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bool animate = true,
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HandsComponent? handsComp = null,
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ItemComponent? item = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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if (!TryGetEmptyHand(uid, out var hand, handsComp))
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return false;
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return TryPickup(uid, entity, hand, checkActionBlocker, animate, handsComp, item);
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}
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public bool TryPickup(
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EntityUid uid,
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EntityUid entity,
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Hand hand,
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bool checkActionBlocker = true,
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bool animate = true,
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HandsComponent? handsComp = null,
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ItemComponent? item = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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if (!Resolve(entity, ref item, false))
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return false;
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if (!CanPickupToHand(uid, entity, hand, checkActionBlocker, handsComp, item))
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return false;
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// Sunrise-start
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if (!CheckRepickupDuration(entity))
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return false;
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// Sunrise-end
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if (animate)
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{
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var xform = Transform(uid);
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var coordinateEntity = xform.ParentUid.IsValid() ? xform.ParentUid : uid;
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var itemXform = Transform(entity);
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var itemPos = TransformSystem.GetMapCoordinates(entity, xform: itemXform);
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if (itemPos.MapId == xform.MapID
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&& (itemPos.Position - TransformSystem.GetMapCoordinates(uid, xform: xform).Position).Length() <= MaxAnimationRange
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&& MetaData(entity).VisibilityMask == MetaData(uid).VisibilityMask) // Don't animate aghost pickups.
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{
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var initialPosition = TransformSystem.ToCoordinates(coordinateEntity, itemPos);
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_storage.PlayPickupAnimation(entity, initialPosition, xform.Coordinates, itemXform.LocalRotation, uid);
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}
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}
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DoPickup(uid, hand, entity, handsComp);
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return true;
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}
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// Sunrise-start
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/// <summary>
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/// Проверка для <see cref="ItemRepickupCooldownComponent"/>. Остановка досрочного поднятия
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/// Всю логику нельзя запихнуть в <see cref="ItemRepickupCooldownSystem"/>, потому что
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/// <see cref="PickupAttemptEvent"/> вызывается на мобе, который пытается поднять, а не на цели. Создавать новый
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/// ивент... Это пока не надо, мне кажется только больше конфликтов будет
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/// </summary>
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/// <param name="entity">Для какой сущности проверять</param>
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/// <returns>Результат проверки</returns>
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public bool CheckRepickupDuration(Entity<ItemRepickupCooldownComponent?> entity)
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{
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// У сущности просто нет запрашиваемого компонента
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if (!Resolve(entity.Owner, ref entity.Comp, logMissing: false))
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return true;
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if (entity.Comp.PrevDrop is not null &&
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_timing.CurTime - entity.Comp.PrevDrop < entity.Comp.CooldownDuration)
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return false;
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return true;
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}
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// Sunrise-end
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/// <summary>
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/// Tries to pick up an entity into a hand, forcing to drop an item if its not free.
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/// By default it does check if it's possible to drop items.
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/// </summary>
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public bool TryForcePickup(
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EntityUid uid,
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EntityUid entity,
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Hand hand,
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bool checkActionBlocker = true,
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bool animate = true,
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HandsComponent? handsComp = null,
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ItemComponent? item = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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TryDrop(uid, hand, checkActionBlocker: checkActionBlocker, handsComp: handsComp);
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return TryPickup(uid, entity, hand, checkActionBlocker, animate, handsComp, item);
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}
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/// <summary>
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/// Tries to pick up an entity into any hand, forcing to drop an item if there are no free hands
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/// By default it does check if it's possible to drop items
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/// </summary>
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public bool TryForcePickupAnyHand(EntityUid uid, EntityUid entity, bool checkActionBlocker = true, HandsComponent? handsComp = null, ItemComponent? item = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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if (TryPickupAnyHand(uid, entity, checkActionBlocker: checkActionBlocker, handsComp: handsComp))
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return true;
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foreach (var hand in handsComp.Hands.Values)
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{
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if (TryDrop(uid, hand, checkActionBlocker: checkActionBlocker, handsComp: handsComp) &&
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TryPickup(uid, entity, hand, checkActionBlocker: checkActionBlocker, handsComp: handsComp))
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{
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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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public bool CanPickupAnyHand(EntityUid uid, EntityUid entity, bool checkActionBlocker = true, HandsComponent? handsComp = null, ItemComponent? item = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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if (!TryGetEmptyHand(uid, out var hand, handsComp))
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return false;
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return CanPickupToHand(uid, entity, hand, checkActionBlocker, handsComp, item);
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}
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/// <summary>
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/// Checks whether a given item will fit into a specific user's hand. Unless otherwise specified, this will also check the general CanPickup action blocker.
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/// </summary>
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public bool CanPickupToHand(EntityUid uid, EntityUid entity, Hand hand, bool checkActionBlocker = true, HandsComponent? handsComp = null, ItemComponent? item = null)
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{
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if (!Resolve(uid, ref handsComp, false))
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return false;
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var handContainer = hand.Container;
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if (handContainer == null || handContainer.ContainedEntity != null)
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return false;
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if (!Resolve(entity, ref item, false))
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return false;
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if (TryComp(entity, out PhysicsComponent? physics) && physics.BodyType == BodyType.Static)
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return false;
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if (checkActionBlocker && !_actionBlocker.CanPickup(uid, entity))
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return false;
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if (ContainerSystem.TryGetContainingContainer((entity, null, null), out var container))
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{
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if (!ContainerSystem.CanRemove(entity, container))
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return false;
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if (_inventory.TryGetSlotEntity(uid, container.ID, out var slotEnt) &&
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slotEnt == entity &&
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!_inventory.CanUnequip(uid, entity, container.ID, out _))
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return false;
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}
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// check can insert (including raising attempt events).
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return ContainerSystem.CanInsert(entity, handContainer);
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}
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/// <summary>
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/// Puts an item into any hand, preferring the active hand, or puts it on the floor.
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/// </summary>
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/// <param name="dropNear">If true, the item will be dropped near the owner of the hand if possible.</param>
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public void PickupOrDrop(
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EntityUid? uid,
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EntityUid entity,
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bool checkActionBlocker = true,
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bool animateUser = false,
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bool animate = true,
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bool dropNear = false,
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HandsComponent? handsComp = null,
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ItemComponent? item = null)
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{
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if (uid == null
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|| !Resolve(uid.Value, ref handsComp, false)
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|| !TryGetEmptyHand(uid.Value, out var hand, handsComp)
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|| !TryPickup(uid.Value, entity, hand, checkActionBlocker, animate, handsComp, item))
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{
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// TODO make this check upwards for any container, and parent to that.
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// Currently this just checks the direct parent, so items can still teleport through containers.
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ContainerSystem.AttachParentToContainerOrGrid((entity, Transform(entity)));
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if (dropNear && uid.HasValue)
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{
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TransformSystem.PlaceNextTo(entity, uid.Value);
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}
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}
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}
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/// <summary>
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/// Puts an entity into the player's hand, assumes that the insertion is allowed. In general, you should not be calling this function directly.
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/// </summary>
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public virtual void DoPickup(EntityUid uid, Hand hand, EntityUid entity, HandsComponent? hands = null, bool log = true)
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{
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if (!Resolve(uid, ref hands))
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return;
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var handContainer = hand.Container;
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if (handContainer == null || handContainer.ContainedEntity != null)
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return;
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if (!ContainerSystem.Insert(entity, handContainer))
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{
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Log.Error($"Failed to insert {ToPrettyString(entity)} into users hand container when picking up. User: {ToPrettyString(uid)}. Hand: {hand.Name}.");
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return;
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}
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_interactionSystem.DoContactInteraction(uid, entity); //Possibly fires twice if manually picked up via interacting with the object
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if (log)
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_adminLogger.Add(LogType.Pickup, LogImpact.Low, $"{ToPrettyString(uid):user} picked up {ToPrettyString(entity):entity}");
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Dirty(uid, hands);
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if (hand == hands.ActiveHand)
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RaiseLocalEvent(entity, new HandSelectedEvent(uid), false);
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}
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}
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