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* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
(cherry picked from commit 362d56981f)
67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using Content.Server.Popups;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Mech.Components;
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using Content.Shared.Mech.Equipment.Components;
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namespace Content.Server.Mech.Systems;
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/// <summary>
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/// Handles the insertion of mech equipment into mechs.
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/// </summary>
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public sealed class MechEquipmentSystem : EntitySystem
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{
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[Dependency] private readonly MechSystem _mech = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechEquipmentComponent, AfterInteractEvent>(OnUsed);
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SubscribeLocalEvent<MechEquipmentComponent, InsertEquipmentEvent>(OnInsertEquipment);
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}
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private void OnUsed(EntityUid uid, MechEquipmentComponent component, AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach || args.Target == null)
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return;
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var mech = args.Target.Value;
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if (!TryComp<MechComponent>(mech, out var mechComp))
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return;
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if (mechComp.Broken)
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return;
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if (args.User == mechComp.PilotSlot.ContainedEntity)
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return;
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if (mechComp.EquipmentContainer.ContainedEntities.Count >= mechComp.MaxEquipmentAmount)
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return;
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if (mechComp.EquipmentWhitelist != null && !mechComp.EquipmentWhitelist.IsValid(args.Used))
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return;
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_popup.PopupEntity(Loc.GetString("mech-equipment-begin-install", ("item", uid)), mech);
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var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.InstallDuration, new InsertEquipmentEvent(), uid, target: mech, used: uid)
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{
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BreakOnMove = true,
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};
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_doAfter.TryStartDoAfter(doAfterEventArgs);
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}
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private void OnInsertEquipment(EntityUid uid, MechEquipmentComponent component, InsertEquipmentEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null)
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return;
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_popup.PopupEntity(Loc.GetString("mech-equipment-finish-install", ("item", uid)), args.Args.Target.Value);
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_mech.InsertEquipment(args.Args.Target.Value, uid);
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args.Handled = true;
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}
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}
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