-using Content.Server.Storage.EntitySystems;
+using Content.Shared.Storage.EntitySystems;
using Content.Shared.Whitelist;
+using Robust.Shared.GameStates;
-namespace Content.Server.Storage.Components;
+namespace Content.Shared.Storage.Components;
/// <summary>
/// Adds a verb to pick a random item from a container.
/// Only picks items that match the whitelist.
/// </summary>
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(PickRandomSystem))]
public sealed partial class PickRandomComponent : Component
{
/// <summary>
/// Whitelist for potential picked items.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField, AutoNetworkedField]
public EntityWhitelist? Whitelist;
/// <summary>
/// Locale id for the pick verb text.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField, AutoNetworkedField]
public LocId VerbText = "comp-pick-random-verb-text";
/// <summary>
/// Locale id for the empty storage message.
/// </summary>
- [DataField, ViewVariables(VVAccess.ReadWrite)]
+ [DataField, AutoNetworkedField]
public LocId EmptyText = "comp-pick-random-empty";
}
using System.Linq;
-using Content.Server.Storage.Components;
using Content.Shared.Database;
using Content.Shared.Hands.EntitySystems;
-using Content.Shared.Storage;
+using Content.Shared.Storage.Components;
using Content.Shared.Verbs;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
+using Robust.Shared.Network;
using Robust.Shared.Random;
-namespace Content.Server.Storage.EntitySystems;
+namespace Content.Shared.Storage.EntitySystems;
-// TODO: move this to shared for verb prediction if/when storage is in shared
public sealed class PickRandomSystem : EntitySystem
{
+ [Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
+ [Dependency] private readonly INetManager _net = default!;
+ [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
public override void Initialize()
{
private void TryPick(EntityUid uid, PickRandomComponent comp, StorageComponent storage, EntityUid user)
{
+ // It's hard to predict picking a random entity from a container since the contained entity list will have a different order on the server and client.
+ // One idea might be to sort them by NetEntity ID, but that is expensive if there are a lot of entities.
+ // Another option would be to make this client authorative.
+ if (_net.IsClient)
+ return;
+
var entities = storage.Container.ContainedEntities.Where(item => _whitelistSystem.IsWhitelistPassOrNull(comp.Whitelist, item)).ToArray();
- if (!entities.Any())
+ if (entities.Length == 0)
return;
var picked = _random.Pick(entities);
+
// if it fails to go into a hand of the user, will be on the storage
_container.AttachParentToContainerOrGrid((picked, Transform(picked)));