mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
336 lines
13 KiB
C#
336 lines
13 KiB
C#
using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Maps;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Toggleable;
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using Content.Shared.Verbs;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Utility;
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namespace Content.Shared.Blocking;
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public sealed partial class BlockingSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeUser();
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SubscribeLocalEvent<BlockingComponent, GotEquippedHandEvent>(OnEquip);
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SubscribeLocalEvent<BlockingComponent, GotUnequippedHandEvent>(OnUnequip);
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SubscribeLocalEvent<BlockingComponent, DroppedEvent>(OnDrop);
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SubscribeLocalEvent<BlockingComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<BlockingComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<BlockingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<BlockingComponent, GetVerbsEvent<ExamineVerb>>(OnVerbExamine);
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SubscribeLocalEvent<BlockingComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, BlockingComponent component, MapInitEvent args)
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{
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_actionContainer.EnsureAction(uid, ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
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Dirty(uid, component);
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}
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private void OnEquip(EntityUid uid, BlockingComponent component, GotEquippedHandEvent args)
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{
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component.User = args.User;
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Dirty(uid, component);
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//To make sure that this bodytype doesn't get set as anything but the original
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if (TryComp<PhysicsComponent>(args.User, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static && !HasComp<BlockingUserComponent>(args.User))
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{
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var userComp = EnsureComp<BlockingUserComponent>(args.User);
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userComp.BlockingItem = uid;
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userComp.OriginalBodyType = physicsComponent.BodyType;
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}
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}
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private void OnUnequip(EntityUid uid, BlockingComponent component, GotUnequippedHandEvent args)
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{
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StopBlockingHelper(uid, component, args.User);
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}
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private void OnDrop(EntityUid uid, BlockingComponent component, DroppedEvent args)
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{
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StopBlockingHelper(uid, component, args.User);
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}
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private void OnGetActions(EntityUid uid, BlockingComponent component, GetItemActionsEvent args)
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{
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args.AddAction(ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
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}
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private void OnToggleAction(EntityUid uid, BlockingComponent component, ToggleActionEvent args)
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{
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if (args.Handled)
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return;
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var blockQuery = GetEntityQuery<BlockingComponent>();
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var handQuery = GetEntityQuery<HandsComponent>();
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if (!handQuery.TryGetComponent(args.Performer, out var hands))
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return;
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var shields = _handsSystem.EnumerateHeld((args.Performer, hands)).ToArray();
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foreach (var shield in shields)
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{
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if (shield == uid)
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continue;
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if (blockQuery.TryGetComponent(shield, out var otherBlockComp) && otherBlockComp.IsBlocking)
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{
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CantBlockError(args.Performer);
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return;
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}
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}
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if (component.IsBlocking)
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StopBlocking(uid, component, args.Performer);
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else
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StartBlocking(uid, component, args.Performer);
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args.Handled = true;
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}
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private void OnShutdown(EntityUid uid, BlockingComponent component, ComponentShutdown args)
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{
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//In theory the user should not be null when this fires off
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if (component.User != null)
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{
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_actionsSystem.RemoveProvidedActions(component.User.Value, uid);
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StopBlockingHelper(uid, component, component.User.Value);
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}
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}
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/// <summary>
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/// Called where you want the user to start blocking
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/// Creates a new hard fixture to bodyblock
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/// Also makes the user static to prevent prediction issues
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/// </summary>
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/// <param name="item"> The entity with the blocking component</param>
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/// <param name="component"> The <see cref="BlockingComponent"/></param>
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/// <param name="user"> The entity who's using the item to block</param>
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/// <returns></returns>
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public bool StartBlocking(EntityUid item, BlockingComponent component, EntityUid user)
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{
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if (component.IsBlocking)
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return false;
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var xform = Transform(user);
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var shieldName = Name(item);
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var blockerName = Identity.Entity(user, EntityManager);
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var msgUser = Loc.GetString("action-popup-blocking-user", ("shield", shieldName));
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var msgOther = Loc.GetString("action-popup-blocking-other", ("blockerName", blockerName), ("shield", shieldName));
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//Don't allow someone to block if they're not parented to a grid
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if (xform.GridUid != xform.ParentUid)
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{
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CantBlockError(user);
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return false;
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}
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// Don't allow someone to block if they're not holding the shield
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if (!_handsSystem.IsHolding(user, item, out _))
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{
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CantBlockError(user);
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return false;
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}
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//Don't allow someone to block if someone else is on the same tile
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var playerTileRef = _turf.GetTileRef(xform.Coordinates);
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if (playerTileRef != null)
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{
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var intersecting = _lookup.GetLocalEntitiesIntersecting(playerTileRef.Value, 0f);
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var mobQuery = GetEntityQuery<MobStateComponent>();
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foreach (var uid in intersecting)
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{
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if (uid != user && mobQuery.HasComponent(uid))
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{
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TooCloseError(user);
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return false;
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}
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}
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}
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//Don't allow someone to block if they're somehow not anchored.
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_transformSystem.AnchorEntity(user, xform);
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if (!xform.Anchored)
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{
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CantBlockError(user);
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return false;
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}
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_actionsSystem.SetToggled(component.BlockingToggleActionEntity, true);
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_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
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if (TryComp<PhysicsComponent>(user, out var physicsComponent))
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{
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_fixtureSystem.TryCreateFixture(user,
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component.Shape,
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BlockingComponent.BlockFixtureID,
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hard: true,
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collisionLayer: (int)CollisionGroup.WallLayer,
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body: physicsComponent);
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}
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component.IsBlocking = true;
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Dirty(item, component);
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return true;
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}
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private void CantBlockError(EntityUid user)
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{
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var msgError = Loc.GetString("action-popup-blocking-user-cant-block");
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_popupSystem.PopupClient(msgError, user, user);
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}
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private void TooCloseError(EntityUid user)
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{
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var msgError = Loc.GetString("action-popup-blocking-user-too-close");
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_popupSystem.PopupClient(msgError, user, user);
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}
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/// <summary>
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/// Called where you want the user to stop blocking.
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/// </summary>
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/// <param name="item"> The entity with the blocking component</param>
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/// <param name="component"> The <see cref="BlockingComponent"/></param>
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/// <param name="user"> The entity who's using the item to block</param>
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/// <returns></returns>
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public bool StopBlocking(EntityUid item, BlockingComponent component, EntityUid user)
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{
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if (!component.IsBlocking)
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return false;
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var xform = Transform(user);
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var shieldName = Name(item);
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var blockerName = Identity.Entity(user, EntityManager);
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var msgUser = Loc.GetString("action-popup-blocking-disabling-user", ("shield", shieldName));
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var msgOther = Loc.GetString("action-popup-blocking-disabling-other", ("blockerName", blockerName), ("shield", shieldName));
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//If the component blocking toggle isn't null, grab the users SharedBlockingUserComponent and PhysicsComponent
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//then toggle the action to false, unanchor the user, remove the hard fixture
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//and set the users bodytype back to their original type
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if (TryComp<BlockingUserComponent>(user, out var blockingUserComponent) && TryComp<PhysicsComponent>(user, out var physicsComponent))
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{
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if (xform.Anchored)
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_transformSystem.Unanchor(user, xform);
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_actionsSystem.SetToggled(component.BlockingToggleActionEntity, false);
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_fixtureSystem.DestroyFixture(user, BlockingComponent.BlockFixtureID, body: physicsComponent);
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_physics.SetBodyType(user, blockingUserComponent.OriginalBodyType, body: physicsComponent);
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_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
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}
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component.IsBlocking = false;
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Dirty(item, component);
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return true;
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}
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/// <summary>
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/// Called where you want someone to stop blocking and to remove the <see cref="BlockingUserComponent"/> from them
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/// Won't remove the <see cref="BlockingUserComponent"/> if they're holding another blocking item
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/// </summary>
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/// <param name="uid"> The item the component is attached to</param>
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/// <param name="component"> The <see cref="BlockingComponent"/> </param>
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/// <param name="user"> The person holding the blocking item </param>
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private void StopBlockingHelper(EntityUid uid, BlockingComponent component, EntityUid user)
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{
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if (component.IsBlocking)
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StopBlocking(uid, component, user);
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var userQuery = GetEntityQuery<BlockingUserComponent>();
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var handQuery = GetEntityQuery<HandsComponent>();
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if (!handQuery.TryGetComponent(user, out var hands))
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return;
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var shields = _handsSystem.EnumerateHeld((user, hands)).ToArray();
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foreach (var shield in shields)
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{
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if (HasComp<BlockingComponent>(shield) && userQuery.TryGetComponent(user, out var blockingUserComponent))
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{
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blockingUserComponent.BlockingItem = shield;
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return;
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}
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}
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RemComp<BlockingUserComponent>(user);
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component.User = null;
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}
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private void OnVerbExamine(EntityUid uid, BlockingComponent component, GetVerbsEvent<ExamineVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess)
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return;
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var fraction = component.IsBlocking ? component.ActiveBlockFraction : component.PassiveBlockFraction;
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var modifier = component.IsBlocking ? component.ActiveBlockDamageModifier : component.PassiveBlockDamageModifer;
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var msg = new FormattedMessage();
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msg.AddMarkupOrThrow(Loc.GetString("blocking-fraction", ("value", MathF.Round(fraction * 100, 1))));
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AppendCoefficients(modifier, msg);
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_examine.AddDetailedExamineVerb(args, component, msg,
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Loc.GetString("blocking-examinable-verb-text"),
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"/Textures/Interface/VerbIcons/dot.svg.192dpi.png",
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Loc.GetString("blocking-examinable-verb-message")
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);
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}
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private void AppendCoefficients(DamageModifierSet modifiers, FormattedMessage msg)
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{
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foreach (var coefficient in modifiers.Coefficients)
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{
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msg.PushNewline();
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msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-coefficient-value",
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("type", coefficient.Key),
|
|
("value", MathF.Round(coefficient.Value * 100, 1))
|
|
));
|
|
}
|
|
|
|
foreach (var flat in modifiers.FlatReduction)
|
|
{
|
|
msg.PushNewline();
|
|
msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-reduction-value",
|
|
("type", flat.Key),
|
|
("value", flat.Value)
|
|
));
|
|
}
|
|
}
|
|
}
|