mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +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...
275 lines
12 KiB
C#
275 lines
12 KiB
C#
using Content.Shared.Charges.Components;
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using Content.Shared.Charges.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Eye.Blinding.Components;
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using Content.Shared.Flash.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Light;
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using Content.Shared.Popups;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Timing;
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using Content.Shared.Traits.Assorted;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Linq;
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using Content.Shared._Goobstation.Flashbang; // Goobstation
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namespace Content.Shared.Flash;
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public abstract class SharedFlashSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedChargesSystem _sharedCharges = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ExamineSystemShared _examine = 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 TagSystem _tag = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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private EntityQuery<StatusEffectsComponent> _statusEffectsQuery;
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private EntityQuery<DamagedByFlashingComponent> _damagedByFlashingQuery;
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private HashSet<EntityUid> _entSet = new();
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// The tag to add when a flash has no charges left.
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private static readonly ProtoId<TagPrototype> TrashTag = "Trash";
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// The key string for the status effect.
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public ProtoId<StatusEffectPrototype> FlashedKey = "Flashed";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<FlashComponent, MeleeHitEvent>(OnFlashMeleeHit);
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SubscribeLocalEvent<FlashComponent, UseInHandEvent>(OnFlashUseInHand);
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SubscribeLocalEvent<FlashComponent, LightToggleEvent>(OnLightToggle);
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SubscribeLocalEvent<PermanentBlindnessComponent, FlashAttemptEvent>(OnPermanentBlindnessFlashAttempt);
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SubscribeLocalEvent<TemporaryBlindnessComponent, FlashAttemptEvent>(OnTemporaryBlindnessFlashAttempt);
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Subs.SubscribeWithRelay<FlashImmunityComponent, FlashAttemptEvent>(OnFlashImmunityFlashAttempt, held: false);
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SubscribeLocalEvent<FlashImmunityComponent, ExaminedEvent>(OnExamine);
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_statusEffectsQuery = GetEntityQuery<StatusEffectsComponent>();
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_damagedByFlashingQuery = GetEntityQuery<DamagedByFlashingComponent>();
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}
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private void OnFlashMeleeHit(Entity<FlashComponent> ent, ref MeleeHitEvent args)
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{
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if (!ent.Comp.FlashOnMelee ||
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!args.IsHit ||
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!args.HitEntities.Any() ||
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!UseFlash(ent, args.User))
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{
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return;
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}
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args.Handled = true;
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foreach (var target in args.HitEntities)
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{
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Flash(target, args.User, ent.Owner, ent.Comp.MeleeDuration, ent.Comp.SlowTo, melee: true, stunDuration: ent.Comp.MeleeStunDuration);
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}
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}
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private void OnFlashUseInHand(Entity<FlashComponent> ent, ref UseInHandEvent args)
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{
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if (!ent.Comp.FlashOnUse || args.Handled || !UseFlash(ent, args.User))
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return;
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args.Handled = true;
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FlashArea(ent.Owner, args.User, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
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}
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// needed for the flash lantern and interrogator lamp
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// TODO: This is awful and all the different components for toggleable lights need to be unified and changed to use Itemtoggle
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private void OnLightToggle(Entity<FlashComponent> ent, ref LightToggleEvent args)
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{
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if (!args.IsOn || !UseFlash(ent, null))
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return;
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FlashArea(ent.Owner, null, ent.Comp.Range, ent.Comp.AoeFlashDuration, ent.Comp.SlowTo, true, ent.Comp.Probability);
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}
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/// <summary>
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/// Use charges and set the visuals.
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/// </summary>
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/// <returns>False if no charges are left or the flash is currently in use.</returns>
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private bool UseFlash(Entity<FlashComponent> ent, EntityUid? user)
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{
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if (_useDelay.IsDelayed(ent.Owner))
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return false;
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if (TryComp<LimitedChargesComponent>(ent.Owner, out var charges)
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&& _sharedCharges.IsEmpty((ent.Owner, charges)))
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return false;
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_sharedCharges.TryUseCharge((ent.Owner, charges));
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_audio.PlayPredicted(ent.Comp.Sound, ent.Owner, user);
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var active = EnsureComp<ActiveFlashComponent>(ent.Owner);
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active.ActiveUntil = _timing.CurTime + ent.Comp.FlashingTime;
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Dirty(ent.Owner, active);
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_appearance.SetData(ent.Owner, FlashVisuals.Flashing, true);
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if (_sharedCharges.IsEmpty((ent.Owner, charges)))
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{
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_appearance.SetData(ent.Owner, FlashVisuals.Burnt, true);
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_tag.AddTag(ent.Owner, TrashTag);
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_popup.PopupClient(Loc.GetString("flash-component-becomes-empty"), user);
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}
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return true;
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}
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/// <summary>
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/// Cause an entity to be flashed, obstructing their vision, slowing them down and stunning them.
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/// In case of a melee attack this will do a check for revolutionary conversion.
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/// </summary>
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/// <param name="target">The mob to be flashed.</param>
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/// <param name="user">The mob causing the flash, if any.</param>
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/// <param name="used">The item causing the flash, if any.</param>
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/// <param name="flashDuration">The time target will be affected by the flash.</param>
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/// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
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/// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
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/// <param name="melee">Was this flash caused by a melee attack? Used for checking for revolutionary conversion.</param>
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/// <param name="stunDuration">The time the target will be stunned. If null the target will be slowed down instead.</param>
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public void Flash(
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EntityUid target,
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EntityUid? user,
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EntityUid? used,
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TimeSpan flashDuration,
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float slowTo,
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bool displayPopup = true,
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bool melee = false,
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TimeSpan? stunDuration = null,
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bool ignoreProtection = false) //DeltaV: allow flashing to ignore flash protection
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{
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var attempt = new FlashAttemptEvent(target, user, used, ignoreProtection); //DeltaV: allow flashing to ignore flash protection
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RaiseLocalEvent(target, ref attempt, true);
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if (attempt.Cancelled)
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return;
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// Goobstation start
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var multiplierEv = new FlashDurationMultiplierEvent();
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RaiseLocalEvent(target, multiplierEv);
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var multiplier = multiplierEv.Multiplier;
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// Goobstation end
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// don't paralyze, slowdown or convert to rev if the target is immune to flashes
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if (!_statusEffectsSystem.TryAddStatusEffect<FlashedComponent>(target, FlashedKey, flashDuration, true) && !ignoreProtection) //DeltaV: allow flashing to ignore flash protection
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return;
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if (stunDuration != null)
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_stun.TryParalyze(target, stunDuration.Value, true);
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else
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_stun.TrySlowdown(target, flashDuration, true, slowTo, slowTo);
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if (displayPopup && user != null && target != user && Exists(user.Value))
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{
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_popup.PopupEntity(Loc.GetString("flash-component-user-blinds-you",
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("user", Identity.Entity(user.Value, EntityManager))), target, target);
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}
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var ev = new AfterFlashedEvent(target, user, used, melee);
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RaiseLocalEvent(target, ref ev);
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if (user != null)
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RaiseLocalEvent(user.Value, ref ev);
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if (used != null)
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RaiseLocalEvent(used.Value, ref ev);
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}
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/// <summary>
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/// Cause all entities in range of a source entity to be flashed.
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/// </summary>
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/// <param name="source">The source of the flash, which will be at the epicenter.</param>
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/// <param name="user">The mob causing the flash, if any.</param>
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/// <param name="flashDuration">The time target will be affected by the flash.</param>
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/// <param name="slowTo">Movement speed modifier applied to the flashed target. Between 0 and 1.</param>
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/// <param name="displayPopup">Whether or not to show a popup to the target player.</param>
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/// <param name="probability">Chance to be flashed. Rolled separately for each target in range.</param>
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/// <param name="sound">Additional sound to play at the source.</param>
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public void FlashArea(EntityUid source, EntityUid? user, float range, TimeSpan flashDuration, float slowTo = 0.8f, bool displayPopup = false, float probability = 1f, SoundSpecifier? sound = null)
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{
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var transform = Transform(source);
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var mapPosition = _transform.GetMapCoordinates(transform);
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_entSet.Clear();
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_entityLookup.GetEntitiesInRange(transform.Coordinates, range, _entSet);
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foreach (var entity in _entSet)
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{
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// TODO: Use RandomPredicted https://github.com/space-wizards/RobustToolbox/pull/5849
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var rand = new System.Random((int)_timing.CurTick.Value + GetNetEntity(entity).Id);
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if (!rand.Prob(probability))
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continue;
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// Is the entity affected by the flash either through status effects or by taking damage?
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if (!_statusEffectsQuery.HasComponent(entity) && !_damagedByFlashingQuery.HasComponent(entity))
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continue;
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// Check for entites in view.
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// Put DamagedByFlashingComponent in the predicate because shadow anomalies block vision.
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if (!_examine.InRangeUnOccluded(entity, mapPosition, range, predicate: (e) => _damagedByFlashingQuery.HasComponent(e)))
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continue;
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Flash(entity, user, source, flashDuration, slowTo, displayPopup);
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}
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_audio.PlayPredicted(sound, source, user, AudioParams.Default.WithVolume(1f).WithMaxDistance(3f));
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}
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// Handle the flash visuals
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// TODO: Replace this with something like sprite flick once that exists to get rid of the update loop.
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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 curTime = _timing.CurTime;
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var query = EntityQueryEnumerator<ActiveFlashComponent>();
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while (query.MoveNext(out var uid, out var active))
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{
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// reset the visuals and remove the component
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if (active.ActiveUntil < curTime)
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{
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_appearance.SetData(uid, FlashVisuals.Flashing, false);
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RemCompDeferred<ActiveFlashComponent>(uid);
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}
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}
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}
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private void OnPermanentBlindnessFlashAttempt(Entity<PermanentBlindnessComponent> ent, ref FlashAttemptEvent args)
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{
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// check for total blindness
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if (ent.Comp.Blindness == 0)
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args.Cancelled = true;
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}
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private void OnTemporaryBlindnessFlashAttempt(Entity<TemporaryBlindnessComponent> ent, ref FlashAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnFlashImmunityFlashAttempt(Entity<FlashImmunityComponent> ent, ref FlashAttemptEvent args)
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{
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if (ent.Comp.Enabled && !args.IgnoreProtection) //DeltaV: allow flashing to ignore flash protection
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args.Cancelled = true;
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}
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private void OnExamine(Entity<FlashImmunityComponent> ent, ref ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("flash-protection"));
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}
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}
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