mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 16:47:26 +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...
448 lines
18 KiB
C#
448 lines
18 KiB
C#
using Content.Server.Administration.Logs;
|
|
using Content.Server.Body.Systems;
|
|
using Content.Server.Explosion.Components;
|
|
using Content.Shared.Flash;
|
|
using Content.Server.Electrocution;
|
|
using Content.Server.Pinpointer;
|
|
using Content.Shared.Chemistry.EntitySystems;
|
|
using Content.Shared.Flash.Components;
|
|
using Content.Server.Radio.EntitySystems;
|
|
using Content.Shared.Chemistry.Components;
|
|
using Content.Shared.Chemistry.Components.SolutionManager;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Explosion.Components;
|
|
using Content.Shared.Explosion.Components.OnTrigger;
|
|
using Content.Shared.Implants.Components;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Interaction.Events;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Payload.Components;
|
|
using Content.Shared.Radio;
|
|
using Content.Shared.Slippery;
|
|
using Content.Shared.StepTrigger.Systems;
|
|
using Content.Shared.Trigger;
|
|
using Content.Shared.Weapons.Ranged.Events;
|
|
using Content.Shared.Whitelist;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Physics.Events;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Explosion.EntitySystems
|
|
{
|
|
/// <summary>
|
|
/// Raised whenever something is Triggered on the entity.
|
|
/// </summary>
|
|
public sealed class TriggerEvent : HandledEntityEventArgs
|
|
{
|
|
public EntityUid Triggered { get; }
|
|
public EntityUid? User { get; }
|
|
|
|
public TriggerEvent(EntityUid triggered, EntityUid? user = null)
|
|
{
|
|
Triggered = triggered;
|
|
User = user;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised before a trigger is activated.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct BeforeTriggerEvent(EntityUid Triggered, EntityUid? User, bool Cancelled = false);
|
|
|
|
/// <summary>
|
|
/// Raised when timer trigger becomes active.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct ActiveTimerTriggerEvent(EntityUid Triggered, EntityUid? User);
|
|
|
|
[UsedImplicitly]
|
|
public sealed partial class TriggerSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly ExplosionSystem _explosions = default!;
|
|
[Dependency] private readonly FixtureSystem _fixtures = default!;
|
|
[Dependency] private readonly SharedFlashSystem _flashSystem = default!;
|
|
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
|
|
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly SharedContainerSystem _container = default!;
|
|
[Dependency] private readonly BodySystem _body = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
|
|
[Dependency] private readonly NavMapSystem _navMap = default!;
|
|
[Dependency] private readonly RadioSystem _radioSystem = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
|
|
[Dependency] private readonly InventorySystem _inventory = default!;
|
|
[Dependency] private readonly ElectrocutionSystem _electrocution = default!;
|
|
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
InitializeProximity();
|
|
InitializeOnUse();
|
|
InitializeSignal();
|
|
InitializeTimedCollide();
|
|
InitializeVoice();
|
|
InitializeMobstate();
|
|
|
|
SubscribeLocalEvent<TriggerOnSpawnComponent, MapInitEvent>(OnSpawnTriggered);
|
|
SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(OnTriggerCollide);
|
|
SubscribeLocalEvent<TriggerOnActivateComponent, ActivateInWorldEvent>(OnActivate);
|
|
SubscribeLocalEvent<TriggerOnUseComponent, UseInHandEvent>(OnUse);
|
|
SubscribeLocalEvent<TriggerImplantActionComponent, ActivateImplantEvent>(OnImplantTrigger);
|
|
SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredOffEvent>(OnStepTriggered);
|
|
SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
|
|
SubscribeLocalEvent<TriggerWhenEmptyComponent, OnEmptyGunShotEvent>(OnEmptyTriggered);
|
|
SubscribeLocalEvent<RepeatingTriggerComponent, MapInitEvent>(OnRepeatInit);
|
|
|
|
SubscribeLocalEvent<SpawnOnTriggerComponent, TriggerEvent>(OnSpawnTrigger);
|
|
SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
|
|
SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
|
|
SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
|
|
SubscribeLocalEvent<GibOnTriggerComponent, TriggerEvent>(HandleGibTrigger);
|
|
|
|
SubscribeLocalEvent<AnchorOnTriggerComponent, TriggerEvent>(OnAnchorTrigger);
|
|
SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(OnSoundTrigger);
|
|
SubscribeLocalEvent<ShockOnTriggerComponent, TriggerEvent>(HandleShockTrigger);
|
|
SubscribeLocalEvent<RattleComponent, TriggerEvent>(HandleRattleTrigger);
|
|
|
|
SubscribeLocalEvent<TriggerWhitelistComponent, BeforeTriggerEvent>(HandleWhitelist);
|
|
}
|
|
|
|
private void HandleWhitelist(Entity<TriggerWhitelistComponent> ent, ref BeforeTriggerEvent args)
|
|
{
|
|
args.Cancelled = !_whitelist.CheckBoth(args.User, ent.Comp.Blacklist, ent.Comp.Whitelist);
|
|
}
|
|
|
|
private void OnSoundTrigger(EntityUid uid, SoundOnTriggerComponent component, TriggerEvent args)
|
|
{
|
|
if (component.RemoveOnTrigger) // if the component gets removed when it's triggered
|
|
{
|
|
var xform = Transform(uid);
|
|
_audio.PlayPvs(component.Sound, xform.Coordinates); // play the sound at its last known coordinates
|
|
}
|
|
else // if the component doesn't get removed when triggered
|
|
{
|
|
_audio.PlayPvs(component.Sound, uid); // have the sound follow the entity itself
|
|
}
|
|
}
|
|
|
|
private void HandleShockTrigger(Entity<ShockOnTriggerComponent> shockOnTrigger, ref TriggerEvent args)
|
|
{
|
|
if (!_container.TryGetContainingContainer(shockOnTrigger.Owner, out var container))
|
|
return;
|
|
|
|
var containerEnt = container.Owner;
|
|
var curTime = _timing.CurTime;
|
|
|
|
if (curTime < shockOnTrigger.Comp.NextTrigger)
|
|
{
|
|
// The trigger's on cooldown.
|
|
return;
|
|
}
|
|
|
|
_electrocution.TryDoElectrocution(containerEnt, null, shockOnTrigger.Comp.Damage, shockOnTrigger.Comp.Duration, true, ignoreInsulation: true);
|
|
shockOnTrigger.Comp.NextTrigger = curTime + shockOnTrigger.Comp.Cooldown;
|
|
}
|
|
|
|
private void OnAnchorTrigger(EntityUid uid, AnchorOnTriggerComponent component, TriggerEvent args)
|
|
{
|
|
var xform = Transform(uid);
|
|
|
|
if (xform.Anchored)
|
|
return;
|
|
|
|
_transformSystem.AnchorEntity(uid, xform);
|
|
|
|
if (component.RemoveOnTrigger)
|
|
RemCompDeferred<AnchorOnTriggerComponent>(uid);
|
|
}
|
|
|
|
private void OnSpawnTrigger(Entity<SpawnOnTriggerComponent> ent, ref TriggerEvent args)
|
|
{
|
|
var xform = Transform(ent);
|
|
|
|
if (ent.Comp.mapCoords)
|
|
{
|
|
var mapCoords = _transformSystem.GetMapCoordinates(ent, xform);
|
|
Spawn(ent.Comp.Proto, mapCoords);
|
|
}
|
|
else
|
|
{
|
|
var coords = xform.Coordinates;
|
|
if (!coords.IsValid(EntityManager))
|
|
return;
|
|
Spawn(ent.Comp.Proto, coords);
|
|
|
|
}
|
|
}
|
|
|
|
private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
|
|
{
|
|
_explosions.TriggerExplosive(uid, user: args.User);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
|
|
{
|
|
_flashSystem.FlashArea(uid, args.User, component.Range, component.Duration, probability: component.Probability);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void HandleDeleteTrigger(EntityUid uid, DeleteOnTriggerComponent component, TriggerEvent args)
|
|
{
|
|
QueueDel(uid);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void HandleGibTrigger(EntityUid uid, GibOnTriggerComponent component, TriggerEvent args)
|
|
{
|
|
if (!TryComp(uid, out TransformComponent? xform))
|
|
return;
|
|
_body.GibBody(xform.ParentUid, true);
|
|
args.Handled = true;
|
|
}
|
|
|
|
|
|
private void HandleRattleTrigger(EntityUid uid, RattleComponent component, TriggerEvent args)
|
|
{
|
|
if (!TryComp<SubdermalImplantComponent>(uid, out var implanted))
|
|
return;
|
|
|
|
if (implanted.ImplantedEntity == null)
|
|
return;
|
|
|
|
// Gets location of the implant
|
|
var position = _transformSystem.GetMapCoordinates(Transform(uid)).Position; // DeltaV
|
|
var posText = FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString(uid) + $" ({(int)position[0]}, {(int)position[1]})"); // DeltaV modified, adds the GPS coordinates on the message.
|
|
var critMessage = Loc.GetString(component.CritMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
|
|
var deathMessage = Loc.GetString(component.DeathMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
|
|
|
|
if (!TryComp<MobStateComponent>(implanted.ImplantedEntity, out var mobstate))
|
|
return;
|
|
|
|
// Sends a message to the radio channel specified by the implant
|
|
if (mobstate.CurrentState == MobState.Critical)
|
|
_radioSystem.SendRadioMessage(uid, critMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
|
|
if (mobstate.CurrentState == MobState.Dead)
|
|
_radioSystem.SendRadioMessage(uid, deathMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnTriggerCollide(EntityUid uid, TriggerOnCollideComponent component, ref StartCollideEvent args)
|
|
{
|
|
if (args.OurFixtureId == component.FixtureID && (!component.IgnoreOtherNonHard || args.OtherFixture.Hard))
|
|
Trigger(uid, args.OtherEntity);
|
|
}
|
|
|
|
private void OnSpawnTriggered(EntityUid uid, TriggerOnSpawnComponent component, MapInitEvent args)
|
|
{
|
|
Trigger(uid);
|
|
}
|
|
|
|
private void OnActivate(EntityUid uid, TriggerOnActivateComponent component, ActivateInWorldEvent args)
|
|
{
|
|
if (args.Handled || !args.Complex)
|
|
return;
|
|
|
|
Trigger(uid, args.User);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnUse(Entity<TriggerOnUseComponent> ent, ref UseInHandEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
Trigger(ent.Owner, args.User);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnImplantTrigger(EntityUid uid, TriggerImplantActionComponent component, ActivateImplantEvent args)
|
|
{
|
|
args.Handled = Trigger(uid);
|
|
}
|
|
|
|
private void OnStepTriggered(EntityUid uid, TriggerOnStepTriggerComponent component, ref StepTriggeredOffEvent args)
|
|
{
|
|
Trigger(uid, args.Tripper);
|
|
}
|
|
|
|
private void OnSlipTriggered(EntityUid uid, TriggerOnSlipComponent component, ref SlipEvent args)
|
|
{
|
|
Trigger(uid, args.Slipped);
|
|
}
|
|
|
|
private void OnEmptyTriggered(EntityUid uid, TriggerWhenEmptyComponent component, ref OnEmptyGunShotEvent args)
|
|
{
|
|
Trigger(uid, args.EmptyGun);
|
|
}
|
|
|
|
private void OnRepeatInit(Entity<RepeatingTriggerComponent> ent, ref MapInitEvent args)
|
|
{
|
|
ent.Comp.NextTrigger = _timing.CurTime + ent.Comp.Delay;
|
|
}
|
|
|
|
public bool Trigger(EntityUid trigger, EntityUid? user = null)
|
|
{
|
|
var beforeTriggerEvent = new BeforeTriggerEvent(trigger, user);
|
|
RaiseLocalEvent(trigger, ref beforeTriggerEvent);
|
|
if (beforeTriggerEvent.Cancelled)
|
|
return false;
|
|
|
|
var triggerEvent = new TriggerEvent(trigger, user);
|
|
EntityManager.EventBus.RaiseLocalEvent(trigger, triggerEvent, true);
|
|
return triggerEvent.Handled;
|
|
}
|
|
|
|
public void TryDelay(EntityUid uid, float amount, ActiveTimerTriggerComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp, false))
|
|
return;
|
|
|
|
comp.TimeRemaining += amount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start the timer for triggering the device.
|
|
/// </summary>
|
|
public void StartTimer(Entity<OnUseTimerTriggerComponent?> ent, EntityUid? user)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return;
|
|
|
|
var comp = ent.Comp;
|
|
HandleTimerTrigger(ent, user, comp.Delay, comp.BeepInterval, comp.InitialBeepDelay, comp.BeepSound);
|
|
}
|
|
|
|
public void HandleTimerTrigger(EntityUid uid, EntityUid? user, float delay, float beepInterval, float? initialBeepDelay, SoundSpecifier? beepSound)
|
|
{
|
|
if (delay <= 0)
|
|
{
|
|
RemComp<ActiveTimerTriggerComponent>(uid);
|
|
Trigger(uid, user);
|
|
return;
|
|
}
|
|
|
|
if (HasComp<ActiveTimerTriggerComponent>(uid))
|
|
return;
|
|
|
|
if (user != null)
|
|
{
|
|
// Check if entity is bomb/mod. grenade/etc
|
|
if (_container.TryGetContainer(uid, "payload", out BaseContainer? container) &&
|
|
container.ContainedEntities.Count > 0 &&
|
|
TryComp(container.ContainedEntities[0], out ChemicalPayloadComponent? chemicalPayloadComponent))
|
|
{
|
|
// If a beaker is missing, the entity won't explode, so no reason to log it
|
|
if (chemicalPayloadComponent?.BeakerSlotA.Item is not { } beakerA ||
|
|
chemicalPayloadComponent?.BeakerSlotB.Item is not { } beakerB ||
|
|
!TryComp(beakerA, out SolutionContainerManagerComponent? containerA) ||
|
|
!TryComp(beakerB, out SolutionContainerManagerComponent? containerB) ||
|
|
!TryComp(beakerA, out FitsInDispenserComponent? fitsA) ||
|
|
!TryComp(beakerB, out FitsInDispenserComponent? fitsB) ||
|
|
!_solutionContainerSystem.TryGetSolution((beakerA, containerA), fitsA.Solution, out _, out var solutionA) ||
|
|
!_solutionContainerSystem.TryGetSolution((beakerB, containerB), fitsB.Solution, out _, out var solutionB))
|
|
return;
|
|
|
|
_adminLogger.Add(LogType.Trigger,
|
|
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}, which contains {SharedSolutionContainerSystem.ToPrettyString(solutionA)} in one beaker and {SharedSolutionContainerSystem.ToPrettyString(solutionB)} in the other.");
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.Trigger,
|
|
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}");
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.Trigger,
|
|
$"{delay} second timer trigger started on entity {ToPrettyString(uid):timer}");
|
|
}
|
|
|
|
var active = AddComp<ActiveTimerTriggerComponent>(uid);
|
|
active.TimeRemaining = delay;
|
|
active.User = user;
|
|
active.BeepSound = beepSound;
|
|
active.BeepInterval = beepInterval;
|
|
active.TimeUntilBeep = initialBeepDelay == null ? active.BeepInterval : initialBeepDelay.Value;
|
|
|
|
var ev = new ActiveTimerTriggerEvent(uid, user);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
|
_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Primed, appearance);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
UpdateProximity();
|
|
UpdateTimer(frameTime);
|
|
UpdateTimedCollide(frameTime);
|
|
UpdateRepeat();
|
|
}
|
|
|
|
private void UpdateTimer(float frameTime)
|
|
{
|
|
HashSet<EntityUid> toRemove = new();
|
|
var query = EntityQueryEnumerator<ActiveTimerTriggerComponent>();
|
|
while (query.MoveNext(out var uid, out var timer))
|
|
{
|
|
timer.TimeRemaining -= frameTime;
|
|
timer.TimeUntilBeep -= frameTime;
|
|
|
|
if (timer.TimeRemaining <= 0)
|
|
{
|
|
Trigger(uid, timer.User);
|
|
toRemove.Add(uid);
|
|
continue;
|
|
}
|
|
|
|
if (timer.BeepSound == null || timer.TimeUntilBeep > 0)
|
|
continue;
|
|
|
|
timer.TimeUntilBeep += timer.BeepInterval;
|
|
_audio.PlayPvs(timer.BeepSound, uid, timer.BeepSound.Params);
|
|
}
|
|
|
|
foreach (var uid in toRemove)
|
|
{
|
|
RemComp<ActiveTimerTriggerComponent>(uid);
|
|
|
|
// In case this is a re-usable grenade, un-prime it.
|
|
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
|
_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Unprimed, appearance);
|
|
}
|
|
}
|
|
|
|
private void UpdateRepeat()
|
|
{
|
|
var now = _timing.CurTime;
|
|
var query = EntityQueryEnumerator<RepeatingTriggerComponent>();
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.NextTrigger > now)
|
|
continue;
|
|
|
|
comp.NextTrigger = now + comp.Delay;
|
|
Trigger(uid);
|
|
}
|
|
}
|
|
}
|
|
}
|