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...
247 lines
8.2 KiB
C#
247 lines
8.2 KiB
C#
using Content.Shared.Gravity;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Physics;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.DoAfter;
|
|
|
|
public abstract partial class SharedDoAfterSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IDynamicTypeFactory _factory = default!;
|
|
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
|
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
|
|
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
|
|
|
private DoAfter[] _doAfters = Array.Empty<DoAfter>();
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var time = GameTiming.CurTime;
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
var handsQuery = GetEntityQuery<HandsComponent>();
|
|
|
|
var enumerator = EntityQueryEnumerator<ActiveDoAfterComponent, DoAfterComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var active, out var comp))
|
|
{
|
|
Update(uid, active, comp, time, xformQuery, handsQuery);
|
|
}
|
|
}
|
|
|
|
protected void Update(
|
|
EntityUid uid,
|
|
ActiveDoAfterComponent active,
|
|
DoAfterComponent comp,
|
|
TimeSpan time,
|
|
EntityQuery<TransformComponent> xformQuery,
|
|
EntityQuery<HandsComponent> handsQuery)
|
|
{
|
|
var dirty = false;
|
|
|
|
var values = comp.DoAfters.Values;
|
|
var count = values.Count;
|
|
if (_doAfters.Length < count)
|
|
_doAfters = new DoAfter[count];
|
|
|
|
values.CopyTo(_doAfters, 0);
|
|
for (var i = 0; i < count; i++)
|
|
{
|
|
var doAfter = _doAfters[i];
|
|
if (doAfter.CancelledTime != null)
|
|
{
|
|
if (time - doAfter.CancelledTime.Value > ExcessTime)
|
|
{
|
|
comp.DoAfters.Remove(doAfter.Index);
|
|
dirty = true;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (doAfter.Completed)
|
|
{
|
|
if (time - doAfter.StartTime > doAfter.Args.Delay + ExcessTime)
|
|
{
|
|
comp.DoAfters.Remove(doAfter.Index);
|
|
dirty = true;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (ShouldCancel(doAfter, xformQuery, handsQuery))
|
|
{
|
|
InternalCancel(doAfter, comp);
|
|
dirty = true;
|
|
continue;
|
|
}
|
|
|
|
if (time - doAfter.StartTime >= doAfter.Args.Delay)
|
|
{
|
|
TryComplete(doAfter, comp);
|
|
dirty = true;
|
|
}
|
|
}
|
|
|
|
if (dirty)
|
|
Dirty(uid, comp);
|
|
|
|
if (comp.DoAfters.Count == 0)
|
|
RemCompDeferred(uid, active);
|
|
}
|
|
|
|
private bool TryAttemptEvent(DoAfter doAfter)
|
|
{
|
|
var args = doAfter.Args;
|
|
|
|
if (args.ExtraCheck?.Invoke() == false)
|
|
return false;
|
|
|
|
if (doAfter.AttemptEvent == null)
|
|
{
|
|
// I feel like this is somewhat cursed, but its the only way I can think of without having to just send
|
|
// redundant data over the network and increasing DoAfter boilerplate.
|
|
var evType = typeof(DoAfterAttemptEvent<>).MakeGenericType(args.Event.GetType());
|
|
doAfter.AttemptEvent = _factory.CreateInstance(evType, new object[] { doAfter, args.Event });
|
|
}
|
|
|
|
args.Event.DoAfter = doAfter;
|
|
if (args.EventTarget != null)
|
|
RaiseLocalEvent(args.EventTarget.Value, doAfter.AttemptEvent, args.Broadcast);
|
|
else
|
|
RaiseLocalEvent(doAfter.AttemptEvent);
|
|
|
|
var ev = (CancellableEntityEventArgs) doAfter.AttemptEvent;
|
|
if (!ev.Cancelled)
|
|
return true;
|
|
|
|
ev.Uncancel();
|
|
return false;
|
|
}
|
|
|
|
private void TryComplete(DoAfter doAfter, DoAfterComponent component)
|
|
{
|
|
if (doAfter.Cancelled || doAfter.Completed)
|
|
return;
|
|
|
|
// Perform final check (if required)
|
|
if (doAfter.Args.AttemptFrequency == AttemptFrequency.StartAndEnd
|
|
&& !TryAttemptEvent(doAfter))
|
|
{
|
|
InternalCancel(doAfter, component);
|
|
return;
|
|
}
|
|
|
|
doAfter.Completed = true;
|
|
|
|
RaiseDoAfterEvents(doAfter, component);
|
|
|
|
if (doAfter.Args.Event.Repeat)
|
|
{
|
|
doAfter.StartTime = GameTiming.CurTime;
|
|
doAfter.Completed = false;
|
|
}
|
|
}
|
|
|
|
private bool ShouldCancel(DoAfter doAfter,
|
|
EntityQuery<TransformComponent> xformQuery,
|
|
EntityQuery<HandsComponent> handsQuery)
|
|
{
|
|
var args = doAfter.Args;
|
|
|
|
//re-using xformQuery for Exists() checks.
|
|
if (args.Used is { } used && !xformQuery.HasComponent(used))
|
|
return true;
|
|
|
|
if (args.EventTarget is {Valid: true} eventTarget && !xformQuery.HasComponent(eventTarget))
|
|
return true;
|
|
|
|
if (!xformQuery.TryGetComponent(args.User, out var userXform))
|
|
return true;
|
|
|
|
TransformComponent? targetXform = null;
|
|
if (args.Target is { } target && !xformQuery.TryGetComponent(target, out targetXform))
|
|
return true;
|
|
|
|
TransformComponent? usedXform = null;
|
|
if (args.Used is { } @using && !xformQuery.TryGetComponent(@using, out usedXform))
|
|
return true;
|
|
|
|
// TODO: Re-use existing xform query for these calculations.
|
|
if (args.BreakOnMove && !(!args.BreakOnWeightlessMove && _gravity.IsWeightless(args.User, xform: userXform)))
|
|
{
|
|
// Whether the user has moved too much from their original position.
|
|
if (!_transform.InRange(userXform.Coordinates, doAfter.UserPosition, args.MovementThreshold))
|
|
return true;
|
|
|
|
// Whether the distance between the user and target(if any) has changed too much.
|
|
if (targetXform != null &&
|
|
targetXform.Coordinates.TryDistance(EntityManager, userXform.Coordinates, out var distance))
|
|
{
|
|
if (Math.Abs(distance - doAfter.TargetDistance) > args.MovementThreshold)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Whether the user and the target are too far apart.
|
|
if (args.Target != null)
|
|
{
|
|
if (args.DistanceThreshold != null)
|
|
{
|
|
if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value, args.DistanceThreshold.Value))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (!_interaction.InRangeUnobstructed(args.User, args.Target.Value))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Whether the distance between the tool and the user has grown too much.
|
|
if (args.Used != null)
|
|
{
|
|
if (args.DistanceThreshold != null)
|
|
{
|
|
if (!_interaction.InRangeUnobstructed(args.User,
|
|
args.Used.Value,
|
|
args.DistanceThreshold.Value))
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (!_interaction.InRangeUnobstructed(args.User,args.Used.Value))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if (args.AttemptFrequency == AttemptFrequency.EveryTick && !TryAttemptEvent(doAfter))
|
|
return true;
|
|
|
|
// Check if the do-after requires hands to perform at first
|
|
// For example, you need hands to strip clothes off of someone
|
|
// This does not mean their hand needs to be empty.
|
|
if (args.NeedHand)
|
|
{
|
|
if (!handsQuery.TryGetComponent(args.User, out var hands) || hands.Count == 0)
|
|
return true;
|
|
|
|
// If an item was in the user's hand to begin with,
|
|
// check if the user is no longer holding the item.
|
|
if (args.BreakOnDropItem && doAfter.InitialItem != null && !_hands.IsHolding((args.User, hands), doAfter.InitialItem))
|
|
return true;
|
|
|
|
// If the user changes which hand is active at all, interrupt the do-after
|
|
if (args.BreakOnHandChange && hands.ActiveHandId != doAfter.InitialHand)
|
|
return true;
|
|
}
|
|
|
|
if (args.RequireCanInteract && !_actionBlocker.CanInteract(args.User, args.Target))
|
|
return true;
|
|
|
|
|
|
return false;
|
|
}
|
|
}
|