mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 00:27:59 +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...
253 lines
9.8 KiB
C#
253 lines
9.8 KiB
C#
using System.Numerics;
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using Content.Server.Actions;
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using Content.Server.GameTicking;
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using Content.Server.Store.Components;
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using Content.Server.Mind; // Imp
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using Content.Server.Revenant.Components; // Imp
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using Content.Server.Store.Systems;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Eye;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Maps;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Physics; // Imp
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using Content.Shared.Popups;
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using Content.Shared.Revenant;
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using Content.Shared.Revenant.Components;
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using Content.Shared.StatusEffect;
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using Content.Shared.Store.Components;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Revenant.EntitySystems;
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public sealed partial class RevenantSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly DamageableSystem _damage = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedEyeSystem _eye = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly SharedInteractionSystem _interact = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly VisibilitySystem _visibility = default!;
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[Dependency] private readonly MindSystem _mind = default!; // Imp
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[Dependency] private readonly MetaDataSystem _meta = default!; // Imp
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[Dependency] private readonly TurfSystem _turf = default!;
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private static readonly EntProtoId RevenantShopId = "ActionRevenantShop";
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[ValidatePrototypeId<EntityPrototype>] // Imp
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private const string RevenantHauntId = "ActionRevenantHaunt"; // Imp
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RevenantComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<RevenantComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RevenantComponent, RevenantShopActionEvent>(OnShop);
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SubscribeLocalEvent<RevenantComponent, DamageChangedEvent>(OnDamage);
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SubscribeLocalEvent<RevenantComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<RevenantComponent, StatusEffectAddedEvent>(OnStatusAdded);
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SubscribeLocalEvent<RevenantComponent, StatusEffectEndedEvent>(OnStatusEnded);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(_ => MakeVisible(true));
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SubscribeLocalEvent<RevenantComponent, GetVisMaskEvent>(OnRevenantGetVis);
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InitializeAbilities();
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}
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private void OnRevenantGetVis(Entity<RevenantComponent> ent, ref GetVisMaskEvent args)
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{
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args.VisibilityMask |= (int)VisibilityFlags.Ghost;
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}
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private void OnStartup(EntityUid uid, RevenantComponent component, ComponentStartup args)
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{
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//update the icon
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ChangeEssenceAmount(uid, 0, component);
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//default the visuals
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_appearance.SetData(uid, RevenantVisuals.Corporeal, false);
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_appearance.SetData(uid, RevenantVisuals.Harvesting, false);
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_appearance.SetData(uid, RevenantVisuals.Stunned, false);
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if (_ticker.RunLevel == GameRunLevel.PostRound && TryComp<VisibilityComponent>(uid, out var visibility))
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{
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_visibility.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibility.RefreshVisibility(uid, visibility);
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}
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//ghost vision
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_eye.RefreshVisibilityMask(uid);
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}
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private void OnMapInit(EntityUid uid, RevenantComponent component, MapInitEvent args)
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{
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_action.AddAction(uid, ref component.ShopAction, RevenantShopId); // Imp
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_action.AddAction(uid, ref component.HauntAction, RevenantHauntId); // Imp
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}
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private void OnStatusAdded(EntityUid uid, RevenantComponent component, StatusEffectAddedEvent args)
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{
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if (args.Key == "Stun")
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_appearance.SetData(uid, RevenantVisuals.Stunned, true);
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}
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private void OnStatusEnded(EntityUid uid, RevenantComponent component, StatusEffectEndedEvent args)
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{
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if (args.Key == "Stun")
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_appearance.SetData(uid, RevenantVisuals.Stunned, false);
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}
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private void OnExamine(EntityUid uid, RevenantComponent component, ExaminedEvent args)
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{
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if (args.Examiner == args.Examined)
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{
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args.PushMarkup(Loc.GetString("revenant-essence-amount",
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("current", component.Essence.Int()), ("max", component.EssenceRegenCap.Int())));
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}
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}
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private void OnDamage(EntityUid uid, RevenantComponent component, DamageChangedEvent args)
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{
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if (!HasComp<CorporealComponent>(uid) || args.DamageDelta == null)
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return;
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var essenceDamage = args.DamageDelta.GetTotal().Float() * component.DamageToEssenceCoefficient * -1;
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ChangeEssenceAmount(uid, essenceDamage, component);
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}
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public bool ChangeEssenceAmount(EntityUid uid, FixedPoint2 amount, RevenantComponent? component = null, bool allowDeath = true, bool regenCap = false)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!allowDeath && component.Essence + amount <= 0)
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return false;
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component.Essence += amount;
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Dirty(uid, component);
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if (regenCap)
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FixedPoint2.Min(component.Essence, component.EssenceRegenCap);
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if (TryComp<StoreComponent>(uid, out var store))
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_store.UpdateUserInterface(uid, uid, store);
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_alerts.ShowAlert(uid, component.EssenceAlert);
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if (component.Essence <= 0)
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{
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component.Essence = 0; // Begin Imp Changes
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_statusEffects.TryRemoveAllStatusEffects(uid);
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var stasisObj = Spawn(component.SpawnOnDeathPrototype, Transform(uid).Coordinates);
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AddComp(stasisObj, new RevenantStasisComponent(component.StasisTime, (uid, component)));
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if (_mind.TryGetMind(uid, out var mindId, out var _))
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_mind.TransferTo(mindId, stasisObj);
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_transformSystem.DetachEntity(uid, Comp<TransformComponent>(uid));
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_meta.SetEntityPaused(uid, true); // End Imp Changes
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}
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return true;
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}
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private bool TryUseAbility(EntityUid uid, RevenantComponent component, FixedPoint2 abilityCost, Vector2 debuffs)
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{
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if (component.Essence <= abilityCost)
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{
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_popup.PopupEntity(Loc.GetString("revenant-not-enough-essence"), uid, uid);
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return false;
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}
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var tileref = _turf.GetTileRef(Transform(uid).Coordinates);
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if (tileref != null)
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{
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if(_physics.GetEntitiesIntersectingBody(uid, (int) CollisionGroup.Impassable).Count > 0)
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{
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_popup.PopupEntity(Loc.GetString("revenant-in-solid"), uid, uid);
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return false;
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}
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}
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ChangeEssenceAmount(uid, -abilityCost, component, false);
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_statusEffects.TryAddStatusEffect<CorporealComponent>(uid, "Corporeal", TimeSpan.FromSeconds(debuffs.Y), false);
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_stun.TryStun(uid, TimeSpan.FromSeconds(debuffs.X), false);
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if (debuffs.X > 0) // Imp
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_physics.ResetDynamics(uid, Comp<PhysicsComponent>(uid)); // Imp
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return true;
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}
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private void OnShop(EntityUid uid, RevenantComponent component, RevenantShopActionEvent args)
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{
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if (!TryComp<StoreComponent>(uid, out var store))
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return;
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_store.ToggleUi(uid, uid, store);
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}
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public void MakeVisible(bool visible)
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{
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var query = EntityQueryEnumerator<RevenantComponent, VisibilityComponent>();
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while (query.MoveNext(out var uid, out _, out var vis))
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{
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if (visible)
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{
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_visibility.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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_visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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}
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else
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{
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_visibility.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
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_visibility.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
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}
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_visibility.RefreshVisibility(uid, vis);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<RevenantComponent>();
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while (query.MoveNext(out var uid, out var rev))
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{
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rev.Accumulator += frameTime;
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if (rev.Accumulator <= 1)
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continue;
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rev.Accumulator -= 1;
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if (rev.Essence < rev.EssenceRegenCap)
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{
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var essence = rev.EssencePerSecond; // Begin Imp Changes
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if (TryComp<RevenantRegenModifierComponent>(uid, out var regen))
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essence += rev.HauntEssenceRegenPerWitness * regen.NewHaunts;
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ChangeEssenceAmount(uid, essence, rev, regenCap: true); // End Imp Changes
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}
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}
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}
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}
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