Syndicate locks are now selectable (#39532)
* Syndicate locks are now selectable * Minor tweaks * Make not syndicate themed * Address refview * review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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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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namespace Content.Shared.SelectableComponentAdder;
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/// <summary>
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/// Brings up a verb menu that allows players to select components that will get added to the item with this component.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SelectableComponentAdderComponent : Component
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{
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/// <summary>
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/// List of verb -> components to add for that verb when selected basically!
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/// </summary>
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[DataField(required: true)]
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public List<ComponentAdderEntry> Entries = new();
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/// <summary>
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/// The amount of times players can make a selection and add a component. If null, there is no limit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int? Selections;
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/// <summary>
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/// The verb category name that will be used.
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/// </summary>
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[DataField, AutoNetworkedField]
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public LocId VerbCategoryName = "selectable-component-adder-category-name";
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}
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[DataDefinition]
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public sealed partial class ComponentAdderEntry
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{
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/// <summary>
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/// Name of the verb that will add the components in <see cref="ComponentsToAdd"/>.
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/// </summary>
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[DataField(required: true)]
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public LocId VerbName;
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/// <summary>
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/// Popup to show when this option is selected.
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/// </summary>
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[DataField(required: true)]
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public LocId? Popup;
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/// <summary>
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/// List of all the components that will get added when the verb is selected.
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/// </summary>
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[DataField(required: true)]
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public ComponentRegistry? ComponentsToAdd;
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/// <summary>
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/// The type of behavior that occurs when the component(s) already exist on the entity.
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/// </summary>
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[DataField]
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public ComponentExistsSetting ComponentExistsBehavior = ComponentExistsSetting.Skip;
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/// <summary>
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/// The priorty of the verb in the list
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/// </summary>
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[DataField]
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public int Priority;
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}
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[Serializable, NetSerializable]
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public enum ComponentExistsSetting : byte
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{
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// If one of the components exist, skip adding it and continue adding the rest.
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// If all components already exist, disable the verb.
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Skip = 0,
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// If a component already exists, replace it with the new one.
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// The verb is always enabled.
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Replace = 1,
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// Disable the verb if any one of the components already exists.
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Block = 2,
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}
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@@ -0,0 +1,95 @@
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.SelectableComponentAdder;
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public sealed partial class SelectableComponentAdderSystem : EntitySystem
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{
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SelectableComponentAdderComponent, GetVerbsEvent<Verb>>(OnGetVerb);
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}
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private void OnGetVerb(Entity<SelectableComponentAdderComponent> ent, ref GetVerbsEvent<Verb> args)
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{
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if (!args.CanAccess || !args.CanInteract || ent.Comp.Selections <= 0)
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return;
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var target = args.Target;
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var user = args.User;
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var verbCategory = new VerbCategory(ent.Comp.VerbCategoryName, null);
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foreach (var entry in ent.Comp.Entries)
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{
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var verb = new Verb
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{
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Priority = entry.Priority,
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Category = verbCategory,
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Disabled = CheckDisabled(target, entry.ComponentsToAdd, entry.ComponentExistsBehavior),
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Act = () =>
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{
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AddComponents(target, entry.ComponentsToAdd, entry.ComponentExistsBehavior);
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ent.Comp.Selections--;
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Dirty(ent);
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if (entry.Popup == null)
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return;
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var message = Loc.GetString(entry.Popup.Value, ("target", target));
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_popup.PopupClient(message, target, user);
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},
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Text = Loc.GetString(entry.VerbName),
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};
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args.Verbs.Add(verb);
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}
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}
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private bool CheckDisabled(EntityUid target, ComponentRegistry? registry, ComponentExistsSetting setting)
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{
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if (registry == null)
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return false;
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switch (setting)
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{
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case ComponentExistsSetting.Skip:
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// disable the verb if all components already exist
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foreach (var component in registry)
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{
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if (!EntityManager.HasComponent(target, Factory.GetComponent(component.Key).GetType()))
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return false;
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}
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return true;
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case ComponentExistsSetting.Replace:
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// always allow the verb
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return false;
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case ComponentExistsSetting.Block:
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// disable the verb if any component already exists.
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foreach (var component in registry)
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{
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if (EntityManager.HasComponent(target, Factory.GetComponent(component.Key).GetType()))
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return true;
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}
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return false;
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default:
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throw new NotImplementedException();
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}
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}
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private void AddComponents(EntityUid target, ComponentRegistry? registry, ComponentExistsSetting setting)
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{
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if (registry == null || CheckDisabled(target, registry, setting))
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return;
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foreach (var component in registry)
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{
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if (EntityManager.HasComponent(target, Factory.GetComponent(component.Key).GetType()) &&
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setting is ComponentExistsSetting.Skip or ComponentExistsSetting.Block)
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continue;
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EntityManager.AddComponent(target, component.Value, true);
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}
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}
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}
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