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using Content.Shared.Hands ;
using Content.Shared.Inventory ;
using Content.Shared.Inventory.Events ;
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using Robust.Shared.Map ;
using Robust.Shared.Serialization ;
namespace Content.Shared.Actions ;
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/// <summary>
/// Event raised directed at items or clothing when they are equipped or held. In order for an item to grant actions some
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/// system can subscribe to this event and add actions to the <see cref="Actions"/> list.
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/// </summary>
/// <remarks>
/// Note that a system could also just manually add actions as a result of a <see cref="GotEquippedEvent"/> or <see
/// cref="GotEquippedHandEvent"/>. This exists mostly as a convenience event, while also helping to keep
/// action-granting logic separate from general equipment behavior.
/// </remarks>
public sealed class GetItemActionsEvent : EntityEventArgs
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{
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private readonly ActionContainerSystem _system ;
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public readonly SortedSet < EntityUid > Actions = new ( ) ;
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/// <summary>
/// User equipping the item.
/// </summary>
public EntityUid User ;
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/// <summary>
/// The entity that is being asked to provide the actions. This is used as a default argument to <see cref="AddAction(ref System.Nullable{Robust.Shared.GameObjects.EntityUid},string,Robust.Shared.GameObjects.EntityUid)"/>.
/// I.e., if a new action needs to be spawned, then it will be inserted into this entity unless otherwise specified.
/// </summary>
public EntityUid Provider ;
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/// <summary>
/// Slot flags for the inventory slot that this item got equipped to. Null if not in a slot (i.e., if equipped to hands).
/// </summary>
public SlotFlags ? SlotFlags ;
/// <summary>
/// If true, the item was equipped to a users hands.
/// </summary>
public bool InHands = > SlotFlags = = null ;
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public GetItemActionsEvent ( ActionContainerSystem system , EntityUid user , EntityUid provider , SlotFlags ? slotFlags = null )
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{
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_system = system ;
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User = user ;
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Provider = provider ;
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SlotFlags = slotFlags ;
}
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/// <summary>
/// Grant the given action. If the EntityUid does not refer to a valid action entity, it will create a new action and
/// store it in <see cref="container"/>.
/// </summary>
public void AddAction ( ref EntityUid ? actionId , string prototypeId , EntityUid container )
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{
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if ( _system . EnsureAction ( container , ref actionId , prototypeId ) )
Actions . Add ( actionId . Value ) ;
}
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/// <summary>
/// Grant the given action. If the EntityUid does not refer to a valid action entity, it will create a new action and
/// store it in <see cref="Provider"/>.
/// </summary>
public void AddAction ( ref EntityUid ? actionId , string prototypeId )
{
AddAction ( ref actionId , prototypeId , Provider ) ;
}
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public void AddAction ( EntityUid actionId )
{
Actions . Add ( actionId ) ;
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}
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}
/// <summary>
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/// Event used to communicate with the server that a client wishes to perform some action.
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/// </summary>
[Serializable, NetSerializable]
public sealed class RequestPerformActionEvent : EntityEventArgs
{
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public readonly NetEntity Action ;
public readonly NetEntity ? EntityTarget ;
public readonly NetCoordinates ? EntityCoordinatesTarget ;
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public RequestPerformActionEvent ( NetEntity action )
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{
Action = action ;
}
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public RequestPerformActionEvent ( NetEntity action , NetEntity entityTarget )
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{
Action = action ;
EntityTarget = entityTarget ;
}
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public RequestPerformActionEvent ( NetEntity action , NetCoordinates entityCoordinatesTarget )
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{
Action = action ;
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EntityCoordinatesTarget = entityCoordinatesTarget ;
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}
}
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/// <summary>
/// This is the type of event that gets raised when an <see cref="InstantAction"/> is performed. The <see
/// cref="Performer"/> field is automatically filled out by the <see cref="SharedActionsSystem"/>.
/// </summary>
/// <remarks>
/// To define a new action for some system, you need to create an event that inherits from this class.
/// </remarks>
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public abstract partial class InstantActionEvent : BaseActionEvent { }
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/// <summary>
/// This is the type of event that gets raised when an <see cref="EntityTargetAction"/> is performed. The <see
/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
/// cref="SharedActionsSystem"/>.
/// </summary>
/// <remarks>
/// To define a new action for some system, you need to create an event that inherits from this class.
/// </remarks>
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public abstract partial class EntityTargetActionEvent : BaseActionEvent
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{
/// <summary>
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/// The entity that the user targeted.
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/// </summary>
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public EntityUid Target ;
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}
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/// <summary>
/// This is the type of event that gets raised when an <see cref="WorldTargetAction"/> is performed. The <see
/// cref="Performer"/> and <see cref="Target"/> fields will automatically be filled out by the <see
/// cref="SharedActionsSystem"/>.
/// </summary>
/// <remarks>
/// To define a new action for some system, you need to create an event that inherits from this class.
/// </remarks>
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public abstract partial class WorldTargetActionEvent : BaseActionEvent
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{
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/// <summary>
/// The coordinates of the location that the user targeted.
/// </summary>
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public EntityCoordinates Target ;
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}
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/// <summary>
/// Base class for events that are raised when an action gets performed. This should not generally be used outside of the action
/// system.
/// </summary>
[ImplicitDataDefinitionForInheritors]
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public abstract partial class BaseActionEvent : HandledEntityEventArgs
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{
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/// <summary>
/// The user performing the action.
/// </summary>
public EntityUid Performer ;
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}