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crystall-punk-14/Content.Server/Storage/Components/SecretStashComponent.cs

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2021-06-09 22:19:39 +02:00
using Content.Server.Hands.Components;
using Content.Server.Items;
using Content.Shared.Acts;
using Content.Shared.Item;
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using Content.Shared.Popups;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
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namespace Content.Server.Storage.Components
{
/// <summary>
/// Logic for secret single slot stash, like plant pot or toilet cistern
/// </summary>
[RegisterComponent]
public class SecretStashComponent : Component, IDestroyAct
{
public override string Name => "SecretStash";
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00
[ViewVariables] [DataField("maxItemSize")]
private int _maxItemSize = (int) ReferenceSizes.Pocket;
[ViewVariables] [DataField("secretPartName")]
private readonly string? _secretPartNameOverride = null;
[ViewVariables] private ContainerSlot _itemContainer = default!;
public string SecretPartName => _secretPartNameOverride ?? Loc.GetString("comp-secret-stash-secret-part-name", ("name", Owner.Name));
protected override void Initialize()
{
base.Initialize();
_itemContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, "stash", out _);
}
/// <summary>
/// Tries to hide item inside secret stash from hands of user
/// </summary>
/// <param name="user"></param>
/// <param name="itemToHide"></param>
/// <returns>True if item was hidden inside stash</returns>
public bool TryHideItem(IEntity user, IEntity itemToHide)
{
if (_itemContainer.ContainedEntity != null)
{
Owner.PopupMessage(user, Loc.GetString("comp-secret-stash-action-hide-container-not-empty"));
return false;
}
if (!itemToHide.TryGetComponent(out ItemComponent? item))
return false;
if (item.Size > _maxItemSize)
{
Owner.PopupMessage(user,
Loc.GetString("comp-secret-stash-action-hide-item-too-big",("item", itemToHide),("stash", SecretPartName)));
return false;
}
if (!user.TryGetComponent(out IHandsComponent? hands))
return false;
if (!hands.Drop(itemToHide, _itemContainer))
return false;
Owner.PopupMessage(user, Loc.GetString("comp-secret-stash-action-hide-success", ("item", itemToHide), ("this", SecretPartName)));
return true;
}
/// <summary>
/// Try get item and place it in users hand
/// If user can't take it by hands, will drop item from container
/// </summary>
/// <param name="user"></param>
/// <returns>True if user recieved item</returns>
public bool TryGetItem(IEntity user)
{
if (_itemContainer.ContainedEntity == null)
return false;
Owner.PopupMessage(user, Loc.GetString("comp-secret-stash-action-get-item-found-something", ("stash", SecretPartName)));
if (user.TryGetComponent(out HandsComponent? hands))
{
if (!_itemContainer.ContainedEntity.TryGetComponent(out ItemComponent? item))
return false;
hands.PutInHandOrDrop(item);
}
else if (_itemContainer.Remove(_itemContainer.ContainedEntity))
{
_itemContainer.ContainedEntity.Transform.Coordinates = Owner.Transform.Coordinates;
}
return true;
}
/// <summary>
/// Is there something inside secret stash item container?
/// </summary>
/// <returns></returns>
public bool HasItemInside()
{
return _itemContainer.ContainedEntity != null;
}
public void OnDestroy(DestructionEventArgs eventArgs)
{
// drop item inside
if (_itemContainer.ContainedEntity != null)
{
_itemContainer.ContainedEntity.Transform.Coordinates = Owner.Transform.Coordinates;
}
}
}
}