Refactor actions to be entities with components (#19900)
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@@ -1,7 +1,5 @@
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using Content.Server.Actions;
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using Content.Server.Popups;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Xenoarchaeology.XenoArtifacts;
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using Robust.Shared.Prototypes;
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@@ -12,32 +10,29 @@ public partial class ArtifactSystem
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[ValidatePrototypeId<EntityPrototype>] private const string ArtifactActivateActionId = "ActionArtifactActivate";
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/// <summary>
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/// Used to add the artifact activation action (hehe), which lets sentient artifacts activate themselves,
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/// either through admemery or the sentience effect.
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/// </summary>
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public void InitializeActions()
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{
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SubscribeLocalEvent<ArtifactComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<ArtifactComponent, MapInitEvent>(OnStartup);
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SubscribeLocalEvent<ArtifactComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<ArtifactComponent, ArtifactSelfActivateEvent>(OnSelfActivate);
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}
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private void OnStartup(EntityUid uid, ArtifactComponent component, ComponentStartup args)
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private void OnStartup(EntityUid uid, ArtifactComponent component, MapInitEvent args)
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{
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if (_prototype.TryIndex<InstantActionPrototype>("ArtifactActivate", out var proto))
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{
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_actions.AddAction(uid, new InstantAction(proto), null);
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}
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RandomizeArtifact(uid, component);
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_actions.AddAction(uid, Spawn(ArtifactActivateActionId), null);
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}
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private void OnRemove(EntityUid uid, ArtifactComponent component, ComponentRemove args)
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{
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if (_prototype.TryIndex<InstantActionPrototype>("ArtifactActivate", out var proto))
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{
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_actions.RemoveAction(uid, new InstantAction(proto));
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}
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_actions.RemoveAction(uid, ArtifactActivateActionId);
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}
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private void OnSelfActivate(EntityUid uid, ArtifactComponent component, ArtifactSelfActivateEvent args)
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@@ -52,4 +47,3 @@ public partial class ArtifactSystem
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args.Handled = true;
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}
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}
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