Predict folding (#19663)
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@@ -1,89 +0,0 @@
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using System.Linq;
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using Content.Server.Storage.Components;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Foldable;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.Utility;
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namespace Content.Server.Foldable
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{
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[UsedImplicitly]
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public sealed class FoldableSystem : SharedFoldableSystem
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{
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[Dependency] private readonly SharedContainerSystem _container = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
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}
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public bool TryToggleFold(EntityUid uid, FoldableComponent comp)
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{
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return TrySetFolded(uid, comp, !comp.IsFolded);
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}
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public bool CanToggleFold(EntityUid uid, FoldableComponent? fold = null)
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{
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if (!Resolve(uid, ref fold))
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return false;
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// Can't un-fold in any container (locker, hands, inventory, whatever).
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if (_container.IsEntityInContainer(uid))
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return false;
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// If an entity is buckled to the object we can't pick it up or fold it
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if (TryComp(uid, out StrapComponent? strap) && strap.BuckledEntities.Any())
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return false;
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if (!TryComp(uid, out EntityStorageComponent? storage))
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return true;
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if (storage.Open)
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return false;
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return !storage.Contents.ContainedEntities.Any();
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}
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/// <summary>
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/// Try to fold/unfold
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/// </summary>
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public bool TrySetFolded(EntityUid uid, FoldableComponent comp, bool state)
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{
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if (state == comp.IsFolded)
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return false;
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if (!CanToggleFold(uid, comp))
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return false;
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SetFolded(uid, comp, state);
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return true;
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}
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#region Verb
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private void AddFoldVerb(EntityUid uid, FoldableComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || !CanToggleFold(uid, component))
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return;
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AlternativeVerb verb = new()
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{
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Act = () => TryToggleFold(uid, component),
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Text = component.IsFolded ? Loc.GetString("unfold-verb") : Loc.GetString("fold-verb"),
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Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/fold.svg.192dpi.png")),
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// If the object is unfolded and they click it, they want to fold it, if it's folded, they want to pick it up
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Priority = component.IsFolded ? 0 : 2,
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};
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args.Verbs.Add(verb);
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}
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#endregion
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}
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}
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