Files
Delta-v/Content.Server/Revenant/EntitySystems/RevenantSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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>

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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

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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...
2025-11-06 18:22:39 +00:00

253 lines
9.8 KiB
C#

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