# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
278 lines
12 KiB
C#
278 lines
12 KiB
C#
using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Containers.ItemSlots
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{
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/// <summary>
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/// Used for entities that can hold items in different slots. Needed by ItemSlotSystem to support basic
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/// insert/eject interactions.
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/// </summary>
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[RegisterComponent, Access(typeof(ItemSlotsSystem)), NetworkedComponent]
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public sealed partial class ItemSlotsComponent : Component
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{
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/// <summary>
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/// The dictionary that stores all of the item slots whose interactions will be managed by the <see
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/// cref="ItemSlotsSystem"/>.
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/// </summary>
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[DataField(readOnly: true)]
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public Dictionary<string, ItemSlot> Slots = new();
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// There are two ways to use item slots:
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//
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// #1 - Give your component an ItemSlot datafield, and add/remove the item slot through the ItemSlotsSystem on
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// component init/remove.
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//
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// #2 - Give your component a key string datafield, and make sure that every entity with that component also has
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// an ItemSlots component with a matching key. Then use ItemSlots system to get the slot with this key whenever
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// you need it, or just get a reference to the slot on init and store it. This is how generic entity containers
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// are usually used.
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//
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// In order to avoid #1 leading to duplicate slots when saving a map, the Slots dictionary is a read-only
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// datafield. This means that if your system/component dynamically changes the item slot (e.g., updating
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// whitelist or whatever), you should use #1. Alternatively: split the Slots dictionary here into two: one
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// datafield, one that is actually used by the ItemSlotsSystem for keeping track of slots.
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}
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[Serializable, NetSerializable]
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public sealed class ItemSlotsComponentState(Dictionary<string, ItemSlot> slots) : ComponentState
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{
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public readonly Dictionary<string, ItemSlot> Slots = slots;
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}
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/// <summary>
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/// This is effectively a wrapper for a ContainerSlot that adds content functionality like entity whitelists and
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/// insert/eject sounds.
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/// </summary>
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[DataDefinition, Access(typeof(ItemSlotsSystem)), Serializable, NetSerializable]
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public sealed partial class ItemSlot
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{
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public ItemSlot()
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{
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}
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public ItemSlot(ItemSlot other)
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{
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CopyFrom(other);
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}
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[DataField]
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public EntityWhitelist? Whitelist;
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[DataField]
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public EntityWhitelist? Blacklist;
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[DataField]
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public SoundSpecifier InsertSound = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/revolver_magin.ogg");
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[DataField]
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public SoundSpecifier EjectSound = new SoundPathSpecifier("/Audio/Weapons/Guns/MagOut/revolver_magout.ogg");
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/// <summary>
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/// The name of this item slot. This will be shown to the user in the verb menu.
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/// </summary>
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/// <remarks>
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/// This will be passed through Loc.GetString. If the name is an empty string, then verbs will use the name
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/// of the currently held or currently inserted entity instead.
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/// </remarks>
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[DataField(readOnly: true), Access(typeof(ItemSlotsSystem), Other = AccessPermissions.ReadWriteExecute)]
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// FIXME Friends
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public string Name = string.Empty;
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/// <summary>
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/// The entity prototype that is spawned into this slot on map init.
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/// </summary>
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/// <remarks>
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/// Marked as readOnly because some components (e.g. PowerCellSlot) set the starting item based on some
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/// property of that component (e.g., cell slot size category), and this can lead to unnecessary changes
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/// when mapping.
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/// </remarks>
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[DataField(readOnly: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)),
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Access(typeof(ItemSlotsSystem), Other = AccessPermissions.ReadWriteExecute), NonSerialized]
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// FIXME Friends
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public string? StartingItem;
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/// <summary>
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/// Whether or not an item can currently be ejected or inserted from this slot.
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/// </summary>
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/// <remarks>
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/// This doesn't have to mean the slot is somehow physically locked. In the case of the item cabinet, the
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/// cabinet may simply be closed at the moment and needs to be opened first.
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/// </remarks>
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[DataField(readOnly: true), ViewVariables(VVAccess.ReadWrite)]
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public bool Locked;
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/// <summary>
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/// Prevents adding the eject alt-verb, but still lets you swap items.
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/// </summary>
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/// <remarks>
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/// This does not affect EjectOnInteract, since if you do that you probably want ejecting to work.
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/// </remarks>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool DisableEject;
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/// <summary>
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/// Whether the item slots system will attempt to insert item from the user's hands into this slot when interacted with.
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/// It doesn't block other insertion methods, like verbs.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool InsertOnInteract = true;
|
|
|
|
/// <summary>
|
|
/// Whether the item slots system will attempt to eject this item to the user's hands when interacted with.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// For most item slots, this is probably not the case (eject is usually an alt-click interaction). But
|
|
/// there are some exceptions. For example item cabinets and charging stations should probably eject their
|
|
/// contents when clicked on normally.
|
|
/// </remarks>
|
|
[DataField]
|
|
public bool EjectOnInteract;
|
|
|
|
/// <summary>
|
|
/// If true, and if this slot is attached to an item, then it will attempt to eject slot when to the slot is
|
|
/// used in the user's hands.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Desirable for things like ranged weapons ('Z' to eject), but not desirable for others (e.g., PDA uses
|
|
/// 'Z' to open UI). Unlike <see cref="EjectOnInteract"/>, this will not make any changes to the context
|
|
/// menu, nor will it disable alt-click interactions.
|
|
/// </remarks>
|
|
[DataField]
|
|
public bool EjectOnUse;
|
|
|
|
/// <summary>
|
|
/// Override the insert verb text. Defaults to using the slot's name (if specified) or the name of the
|
|
/// targeted item. If specified, the verb will not be added to the default insert verb category.
|
|
/// </summary>
|
|
[DataField]
|
|
public string? InsertVerbText;
|
|
|
|
/// <summary>
|
|
/// Override the eject verb text. Defaults to using the slot's name (if specified) or the name of the
|
|
/// targeted item. If specified, the verb will not be added to the default eject verb category
|
|
/// </summary>
|
|
[DataField]
|
|
public string? EjectVerbText;
|
|
|
|
[ViewVariables, NonSerialized]
|
|
public ContainerSlot? ContainerSlot;
|
|
|
|
/// <summary>
|
|
/// If this slot belongs to some de-constructible component, should the item inside the slot be ejected upon
|
|
/// deconstruction?
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The actual deconstruction logic is handled by the server-side EmptyOnMachineDeconstructSystem.
|
|
/// </remarks>
|
|
[DataField, NonSerialized]
|
|
public bool EjectOnDeconstruct = true;
|
|
|
|
/// <summary>
|
|
/// If this slot belongs to some breakable or destructible entity, should the item inside the slot be
|
|
/// ejected when it is broken or destroyed?
|
|
/// </summary>
|
|
[DataField, NonSerialized]
|
|
public bool EjectOnBreak;
|
|
|
|
/// <summary>
|
|
/// When specified, a popup will be generated whenever someone attempts to insert a bad item into this slot.
|
|
/// </summary>
|
|
[DataField]
|
|
public LocId? WhitelistFailPopup;
|
|
|
|
/// <summary>
|
|
/// When specified, a popup will be generated whenever someone attempts to insert a valid item, or eject an item
|
|
/// from the slot while that slot is locked.
|
|
/// </summary>
|
|
[DataField]
|
|
public LocId? LockedFailPopup;
|
|
|
|
/// <summary>
|
|
/// When specified, a popup will be generated whenever someone successfully inserts a valid item into this slot.
|
|
/// This is also used for insertions resulting from swapping.
|
|
/// </summary>
|
|
[DataField]
|
|
public LocId? InsertSuccessPopup;
|
|
|
|
/// <summary>
|
|
/// If the user interacts with an entity with an already-filled item slot, should they attempt to swap out the item?
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Useful for things like chem dispensers, but undesirable for things like the ID card console, where you
|
|
/// want to insert more than one item that matches the same whitelist.
|
|
/// </remarks>
|
|
[DataField]
|
|
public bool Swap = true;
|
|
|
|
public string? ID => ContainerSlot?.ID;
|
|
|
|
// Convenience properties
|
|
public bool HasItem => ContainerSlot?.ContainedEntity != null;
|
|
|
|
public EntityUid? Item => ContainerSlot?.ContainedEntity;
|
|
|
|
/// <summary>
|
|
/// Priority for use with the eject & insert verbs for this slot.
|
|
/// </summary>
|
|
[DataField]
|
|
public int Priority;
|
|
|
|
[DataField("maxStackAmount")] // WD
|
|
public int MaxStackAmount;
|
|
|
|
/// <summary>
|
|
/// If false, errors when adding an item slot with a duplicate key are suppressed. Local==true implies that
|
|
/// the slot was added via client component state handling.
|
|
/// </summary>
|
|
[NonSerialized]
|
|
public bool Local = true;
|
|
|
|
public void CopyFrom(ItemSlot other)
|
|
{
|
|
// These fields are mutable reference types. But they generally don't get modified, so this should be fine.
|
|
Whitelist = other.Whitelist;
|
|
InsertSound = other.InsertSound;
|
|
EjectSound = other.EjectSound;
|
|
|
|
Name = other.Name;
|
|
Locked = other.Locked;
|
|
InsertOnInteract = other.InsertOnInteract;
|
|
EjectOnInteract = other.EjectOnInteract;
|
|
EjectOnUse = other.EjectOnUse;
|
|
InsertVerbText = other.InsertVerbText;
|
|
EjectVerbText = other.EjectVerbText;
|
|
WhitelistFailPopup = other.WhitelistFailPopup;
|
|
LockedFailPopup = other.LockedFailPopup;
|
|
InsertSuccessPopup = other.InsertSuccessPopup;
|
|
Swap = other.Swap;
|
|
Priority = other.Priority;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised on the slot entity and the item being inserted to determine if an item can be inserted into an item slot.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct ItemSlotInsertAttemptEvent(
|
|
EntityUid SlotEntity,
|
|
EntityUid Item,
|
|
EntityUid? User,
|
|
ItemSlot Slot,
|
|
bool Cancelled = false);
|
|
|
|
/// <summary>
|
|
/// Event raised on the slot entity and the item being inserted to determine if an item can be ejected from an item slot.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct ItemSlotEjectAttemptEvent(
|
|
EntityUid SlotEntity,
|
|
EntityUid Item,
|
|
EntityUid? User,
|
|
ItemSlot Slot,
|
|
bool Cancelled = false);
|
|
} |