mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-02 00:57:26 +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...
393 lines
15 KiB
C#
393 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Server.Ame.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.NodeContainer;
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using Content.Server.Power.Components;
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using Content.Shared.Ame.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Database;
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using Content.Shared.Mind.Components;
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using Content.Shared.NodeContainer;
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using Content.Shared.Power;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Ame.EntitySystems;
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public sealed partial class AmeControllerSystem : EntitySystem // DeltaV - made partial
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AmeControllerComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<AmeControllerComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<AmeControllerComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<AmeControllerComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<AmeControllerComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<AmeControllerComponent, UiButtonPressedMessage>(OnUiButtonPressed);
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}
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private void OnInit(EntityUid uid, AmeControllerComponent component, ComponentInit args)
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{
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_itemSlots.AddItemSlot(uid, SharedAmeControllerComponent.FuelSlotId, component.FuelSlot);
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UpdateUi(uid, component);
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}
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public override void Update(float frameTime)
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{
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var curTime = _gameTiming.CurTime;
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var query = EntityQueryEnumerator<AmeControllerComponent, NodeContainerComponent>();
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while (query.MoveNext(out var uid, out var controller, out var nodes))
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{
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if (controller.NextUpdate <= curTime)
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UpdateController(uid, curTime, controller, nodes);
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else if (controller.NextUIUpdate <= curTime)
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UpdateUi(uid, controller);
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}
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}
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private void OnRemove(EntityUid uid, AmeControllerComponent component, ComponentRemove args)
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{
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_itemSlots.RemoveItemSlot(uid, component.FuelSlot);
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}
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private void OnItemSlotChanged(EntityUid uid, AmeControllerComponent component, ContainerModifiedMessage args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.FuelSlot.ID)
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return;
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UpdateUi(uid, component);
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}
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private void UpdateController(EntityUid uid, TimeSpan curTime, AmeControllerComponent? controller = null, NodeContainerComponent? nodes = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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controller.LastUpdate = curTime;
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controller.NextUpdate = curTime + controller.UpdatePeriod;
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// update the UI regardless of other factors to update the power readings
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UpdateUi(uid, controller);
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if (!controller.Injecting)
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return;
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if (!TryGetAMENodeGroup(uid, out var group, nodes))
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return;
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if (TryComp<AmeFuelContainerComponent>(controller.FuelSlot.Item, out var fuelContainer))
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{
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// if the jar is empty shut down the AME
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if (fuelContainer.FuelAmount <= 0)
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{
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SetInjecting(uid, false, null, controller);
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}
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else
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{
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var availableInject = Math.Min(controller.InjectionAmount, fuelContainer.FuelAmount);
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var powerOutput = group.InjectFuel(availableInject, out var overloading);
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if (TryComp<PowerSupplierComponent>(uid, out var powerOutlet))
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powerOutlet.MaxSupply = powerOutput;
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fuelContainer.FuelAmount -= availableInject;
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// Dirty for the sake of the AME fuel examine not mispredicting
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Dirty(controller.FuelSlot.Item.Value, fuelContainer);
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// only play audio if we actually had an injection
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if (availableInject > 0)
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_audioSystem.PlayPvs(controller.InjectSound, uid, AudioParams.Default.WithVolume(overloading ? 10f : 0f));
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UpdateUi(uid, controller);
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AlertLowFuel(uid, controller, fuelContainer); // DeltaV
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}
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}
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controller.Stability = group.GetTotalStability();
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group.UpdateCoreVisuals();
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UpdateDisplay(uid, controller.Stability, controller);
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if (controller.Stability <= 0)
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group.ExplodeCores();
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}
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public void UpdateUi(EntityUid uid, AmeControllerComponent? controller = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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if (!_userInterfaceSystem.HasUi(uid, AmeControllerUiKey.Key))
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return;
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var state = GetUiState(uid, controller);
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_userInterfaceSystem.SetUiState(uid, AmeControllerUiKey.Key, state);
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controller.NextUIUpdate = _gameTiming.CurTime + controller.UpdateUIPeriod;
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}
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private AmeControllerBoundUserInterfaceState GetUiState(EntityUid uid, AmeControllerComponent controller)
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{
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var powered = !TryComp<ApcPowerReceiverComponent>(uid, out var powerSource) || powerSource.Powered;
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var coreCount = 0;
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// how much power can be produced at the current settings, in kW
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// we don't use max. here since this is what is set in the Controller, not what the AME is actually producing
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float targetedPowerSupply = 0;
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if (TryGetAMENodeGroup(uid, out var group))
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{
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coreCount = group.CoreCount;
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targetedPowerSupply = group.CalculatePower(controller.InjectionAmount, group.CoreCount) / 1000;
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}
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// set current power statistics in kW
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float currentPowerSupply = 0;
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if (TryComp<PowerSupplierComponent>(uid, out var powerOutlet) && coreCount > 0)
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{
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currentPowerSupply = powerOutlet.CurrentSupply / 1000;
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}
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var fuelContainerInSlot = controller.FuelSlot.Item;
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var hasFuelContainerInSlot = Exists(fuelContainerInSlot);
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if (!hasFuelContainerInSlot || !TryComp<AmeFuelContainerComponent>(fuelContainerInSlot, out var fuelContainer))
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return new AmeControllerBoundUserInterfaceState(powered,
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IsMasterController(uid),
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false,
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hasFuelContainerInSlot,
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0,
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controller.InjectionAmount,
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coreCount,
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currentPowerSupply,
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targetedPowerSupply);
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return new AmeControllerBoundUserInterfaceState(powered,
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IsMasterController(uid),
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controller.Injecting,
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hasFuelContainerInSlot,
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fuelContainer.FuelAmount,
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controller.InjectionAmount,
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coreCount,
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currentPowerSupply,
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targetedPowerSupply);
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}
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private bool IsMasterController(EntityUid uid)
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{
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return TryGetAMENodeGroup(uid, out var group) && group.MasterController == uid;
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}
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private bool TryGetAMENodeGroup(EntityUid uid, [MaybeNullWhen(false)] out AmeNodeGroup group, NodeContainerComponent? nodes = null)
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{
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if (!Resolve(uid, ref nodes))
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{
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group = null;
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return false;
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}
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group = nodes.Nodes.Values
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.Select(node => node.NodeGroup)
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.OfType<AmeNodeGroup>()
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.FirstOrDefault();
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return group != null;
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}
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public void TryEject(EntityUid uid, EntityUid? user = null, AmeControllerComponent? controller = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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if (controller.Injecting)
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return;
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if (!Exists(controller.FuelSlot.Item))
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return;
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_itemSlots.TryEjectToHands(uid, controller.FuelSlot, user);
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UpdateUi(uid, controller);
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}
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public void SetInjecting(EntityUid uid, bool value, EntityUid? user = null, AmeControllerComponent? controller = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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if (controller.Injecting == value)
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return;
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controller.Injecting = value;
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UpdateDisplay(uid, controller.Stability, controller);
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if (!value && TryComp<PowerSupplierComponent>(uid, out var powerOut))
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powerOut.MaxSupply = 0;
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UpdateUi(uid, controller);
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_itemSlots.SetLock(uid, controller.FuelSlot, value);
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// Logging
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if (!HasComp<MindContainerComponent>(user))
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return;
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var humanReadableState = value ? "Inject" : "Not inject";
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user.Value):player} has set the AME to {humanReadableState}");
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}
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public void ToggleInjecting(EntityUid uid, EntityUid? user = null, AmeControllerComponent? controller = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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SetInjecting(uid, !controller.Injecting, user, controller);
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}
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public void SetInjectionAmount(EntityUid uid, int value, EntityUid? user = null, AmeControllerComponent? controller = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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if (controller.InjectionAmount == value)
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return;
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var oldValue = controller.InjectionAmount;
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controller.InjectionAmount = value;
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UpdateUi(uid, controller);
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// Logging
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if (!TryComp<MindContainerComponent>(user, out var mindContainer))
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return;
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var humanReadableState = controller.Injecting ? "Inject" : "Not inject";
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var safeLimit = int.MaxValue;
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if (TryGetAMENodeGroup(uid, out var group))
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safeLimit = group.CoreCount * 4;
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var logImpact = (oldValue <= safeLimit && value > safeLimit) ? LogImpact.Extreme : LogImpact.Medium;
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_adminLogger.Add(LogType.Action, logImpact, $"{ToPrettyString(user.Value):player} has set the AME to inject {controller.InjectionAmount} while set to {humanReadableState}");
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}
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public void AdjustInjectionAmount(EntityUid uid, int delta, EntityUid? user = null, AmeControllerComponent? controller = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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var max = GetMaxInjectionAmount((uid, controller));
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SetInjectionAmount(uid, MathHelper.Clamp(controller.InjectionAmount + delta, 0, max), user, controller);
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}
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public int GetMaxInjectionAmount(Entity<AmeControllerComponent> ent)
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{
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if (!TryGetAMENodeGroup(ent, out var group))
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return 0;
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return group.CoreCount * 8;
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}
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private void UpdateDisplay(EntityUid uid, int stability, AmeControllerComponent? controller = null, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref controller, ref appearance))
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return;
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var ameControllerState = stability switch
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{
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< 10 => AmeControllerState.Fuck,
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< 50 => AmeControllerState.Critical,
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< 80 => AmeControllerState.Warning,
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_ => AmeControllerState.On,
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};
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if (!controller.Injecting)
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ameControllerState = AmeControllerState.Off;
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_appearanceSystem.SetData(
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uid,
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AmeControllerVisuals.DisplayState,
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ameControllerState,
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appearance
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);
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}
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private void OnPowerChanged(EntityUid uid, AmeControllerComponent comp, ref PowerChangedEvent args)
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{
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UpdateUi(uid, comp);
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}
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private void OnUiButtonPressed(EntityUid uid, AmeControllerComponent comp, UiButtonPressedMessage msg)
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{
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var user = msg.Actor;
|
|
if (!Exists(user))
|
|
return;
|
|
|
|
var needsPower = msg.Button switch
|
|
{
|
|
UiButton.Eject => false,
|
|
_ => true,
|
|
};
|
|
|
|
if (!PlayerCanUseController(uid, user, needsPower, comp))
|
|
return;
|
|
|
|
_audioSystem.PlayPvs(comp.ClickSound, uid, AudioParams.Default.WithVolume(-2f));
|
|
switch (msg.Button)
|
|
{
|
|
case UiButton.Eject:
|
|
TryEject(uid, user: user, controller: comp);
|
|
break;
|
|
case UiButton.ToggleInjection:
|
|
ToggleInjecting(uid, user: user, controller: comp);
|
|
break;
|
|
case UiButton.IncreaseFuel:
|
|
AdjustInjectionAmount(uid, +1, user: user, controller: comp); // DeltaV - was +2
|
|
break;
|
|
case UiButton.DecreaseFuel:
|
|
AdjustInjectionAmount(uid, -1, user: user, controller: comp); // DeltaV - was -2
|
|
break;
|
|
}
|
|
|
|
if (TryGetAMENodeGroup(uid, out var group))
|
|
group.UpdateCoreVisuals();
|
|
|
|
UpdateUi(uid, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether the player entity is able to use the controller.
|
|
/// </summary>
|
|
/// <param name="playerEntity">The player entity.</param>
|
|
/// <returns>Returns true if the entity can use the controller, and false if it cannot.</returns>
|
|
private bool PlayerCanUseController(EntityUid uid, EntityUid playerEntity, bool needsPower = true, AmeControllerComponent? controller = null)
|
|
{
|
|
if (!Resolve(uid, ref controller))
|
|
return false;
|
|
|
|
//Need player entity to check if they are still able to use the dispenser
|
|
if (!Exists(playerEntity))
|
|
return false;
|
|
|
|
//Check if device is powered
|
|
if (needsPower && TryComp<ApcPowerReceiverComponent>(uid, out var powerSource) && !powerSource.Powered)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|