Migrate all mechs to PartAssembly and remove legacy MechAssemblySystem (#39027)
* Removed the old MechAssembly system and component. Converted all mechs to use the unified PartAssembly system. Removed dismantling mechs during assembly logic to simplify the code. * Delete Chassis via migration
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@@ -1,67 +0,0 @@
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using Content.Server.Mech.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Tag;
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using Content.Shared.Tools.Components;
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using Content.Shared.Tools.Systems;
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using Robust.Server.Containers;
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using Robust.Shared.Containers;
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namespace Content.Server.Mech.Systems;
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/// <summary>
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/// Handles <see cref="MechAssemblyComponent"/> and the insertion
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/// and removal of parts from the assembly.
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/// </summary>
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public sealed class MechAssemblySystem : EntitySystem
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{
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechAssemblyComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<MechAssemblyComponent, InteractUsingEvent>(OnInteractUsing);
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}
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private void OnInit(EntityUid uid, MechAssemblyComponent component, ComponentInit args)
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{
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component.PartsContainer = _container.EnsureContainer<Container>(uid, "mech-assembly-container");
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}
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private void OnInteractUsing(EntityUid uid, MechAssemblyComponent component, InteractUsingEvent args)
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{
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if (_toolSystem.HasQuality(args.Used, component.QualityNeeded))
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{
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foreach (var tag in component.RequiredParts.Keys)
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{
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component.RequiredParts[tag] = false;
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}
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_container.EmptyContainer(component.PartsContainer);
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return;
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}
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if (!TryComp<TagComponent>(args.Used, out var tagComp))
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return;
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foreach (var (tag, val) in component.RequiredParts)
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{
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if (!val && _tag.HasTag(tagComp, tag))
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{
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component.RequiredParts[tag] = true;
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_container.Insert(args.Used, component.PartsContainer);
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break;
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}
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}
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//check to see if we have all the parts
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foreach (var val in component.RequiredParts.Values)
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{
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if (!val)
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return;
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}
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Spawn(component.FinishedPrototype, Transform(uid).Coordinates);
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Del(uid);
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}
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}
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