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* Move Exclamation entity
* Add Whistle Component and Whistle System
* Add BaseWhistle prototype
* Add sound to BaseWhistle
* Add SecurityWhistle prototype
* Add Sprite and Icon to SecurityWhistle
* Add whistleExclamation prototype
* Fix SecurityWhistle prototype
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
* Add whistles to sec vendingMachine
* Revert "Add sound to BaseWhistle"
This reverts commit 0c2eeab1286fb778ed7a845e59c642f667582a4a.
* Add sounds for BaseWhistle
* Make atributions compact
* Remove unnecessary spaces
* Make WhistleSystem class sealed
* Remove possibility to exclamate one person from WhistleComponent
* Remove delay from WhistleSystem
Increase delay
* Remove unnecessary HashSet
* Try replace Resolve
* Refactor sound emmiting
* Rework spawn of exclamation
* Move WhistleComponent from Server to Shared
* Edit WhistleComponent because of moving
* Move WhistleSystem from Server to Client
* Edit WhistleSystem because of moving
* Add new event
* Add server part of WhistleSystem
* Modify system for prediction
* Add documentation to WhistleComponent
* Revert "Modify system for prediction"
This reverts commit 89abb290571ff47deb5491b0f720f6bde079110b.
* Revert "Add server part of WhistleSystem"
This reverts commit ca52ca081f30fb164f401c1818d08531f02af284.
* Revert "Add new event"
This reverts commit 5ca9694757c94c03ca72d5b2f56f5f23503a3263.
* Move system from client to shared
* Modify whistle system because of moving
* Separate checks and action
* Organize file folders according to conventions
* Make component Networked
* Change trigger component for WhistleSystem
* Put indents betwen methods
* Rework WhistleExclamation prototype
* Change variable name
* Add serializer to WhistleComponent
* Rename one variable
* add predict possibility to Shared
* add Client part of prediction
* Add Server part of prediction
* Increase whistle distance
* Prevent spawn for invisible entities
* WhistleComponent now use file-scoped namespace
* Delete unnecessary part from MakeLoudWhistle
* Add Resolve check
* Delete Server and Client part for prediction
* Make system prediction properly
* Change prediction behaviour
* Fix unexpected error occured
* Avoid using obsolete methods
* Add comments
* Update DataField to make it shorter
* Update size for new size system
* Prevent ping for invisible entities for real now
* Avoid triggering unnecessary debug asserts
---------
Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com>
(cherry picked from commit fa3da1ab82)
65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using Content.Shared.Coordinates;
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using Content.Shared.Humanoid;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Stealth.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Timing;
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namespace Content.Shared.Whistle;
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public sealed class WhistleSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WhistleComponent, UseInHandEvent>(OnUseInHand);
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}
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private void ExclamateTarget(EntityUid target, WhistleComponent component)
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{
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SpawnAttachedTo(component.Effect, target.ToCoordinates());
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}
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public void OnUseInHand(EntityUid uid, WhistleComponent component, UseInHandEvent args)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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TryMakeLoudWhistle(uid, args.User, component);
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args.Handled = true;
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}
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public bool TryMakeLoudWhistle(EntityUid uid, EntityUid owner, WhistleComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Distance <= 0)
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return false;
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MakeLoudWhistle(uid, owner, component);
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return true;
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}
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private void MakeLoudWhistle(EntityUid uid, EntityUid owner, WhistleComponent component)
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{
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StealthComponent? stealth = null;
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foreach (var iterator in
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_entityLookup.GetEntitiesInRange<HumanoidAppearanceComponent>(_transform.GetMapCoordinates(uid), component.Distance))
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{
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//Avoid pinging invisible entities
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if (TryComp(iterator, out stealth) && stealth.Enabled)
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continue;
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//We don't want to ping user of whistle
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if (iterator.Owner == owner)
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continue;
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ExclamateTarget(iterator, component);
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}
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}
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}
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