Files
Delta-v/Content.Shared/Flash/SharedFlashSystem.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

---------

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

275 lines
12 KiB
C#

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