Predict inflatable barriers verb (#32420)
* First commit * evil * Made it not do weird things * address review!
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using Content.Shared.DoAfter;
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using Content.Shared.Engineering.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Verbs;
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using Robust.Shared.Network;
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namespace Content.Shared.Engineering.Systems;
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public sealed partial class DisassembleOnAltVerbSystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly INetManager _net = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisassembleOnAltVerbComponent, GetVerbsEvent<AlternativeVerb>>(AddDisassembleVerb);
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SubscribeLocalEvent<DisassembleOnAltVerbComponent, DisassembleDoAfterEvent>(OnDisassembleDoAfter);
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}
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private void AddDisassembleVerb(Entity<DisassembleOnAltVerbComponent> entity, ref GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess || args.Hands == null)
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return;
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// Doafter setup
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var doAfterArgs = new DoAfterArgs(EntityManager,
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args.User,
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entity.Comp.DisassembleTime,
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new DisassembleDoAfterEvent(),
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entity,
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entity)
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{
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BreakOnMove = true,
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};
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// Actual verb stuff
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AlternativeVerb verb = new()
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{
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Act = () =>
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{
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_doAfter.TryStartDoAfter(doAfterArgs);
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},
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Text = Loc.GetString("disassemble-system-verb-disassemble"),
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Priority = 2
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};
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args.Verbs.Add(verb);
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}
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private void OnDisassembleDoAfter(Entity<DisassembleOnAltVerbComponent> entity, ref DisassembleDoAfterEvent args)
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{
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if (!_net.IsServer) // This is odd but it works :)
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return;
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if (TrySpawnNextTo(entity.Comp.PrototypeToSpawn, entity.Owner, out var spawnedEnt))
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_handsSystem.TryPickup(args.User, spawnedEnt.Value);
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QueueDel(entity.Owner);
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}
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}
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