Files
Delta-v/Content.Shared/Follower/FollowerSystem.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>

---------

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

394 lines
14 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Shared.Administration.Managers;
using Content.Shared.Database;
using Content.Shared.Follower.Components;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Polymorph;
using Content.Shared.Silicons.StationAi;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Events;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Follower;
public sealed class FollowerSystem : EntitySystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedJointSystem _jointSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly ISharedAdminManager _adminManager = default!;
private static readonly ProtoId<TagPrototype> ForceableFollowTag = "ForceableFollow";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GetVerbsEvent<AlternativeVerb>>(OnGetAlternativeVerbs);
SubscribeLocalEvent<FollowerComponent, MoveInputEvent>(OnFollowerMove);
SubscribeLocalEvent<FollowerComponent, PullStartedMessage>(OnPullStarted);
SubscribeLocalEvent<FollowerComponent, EntityTerminatingEvent>(OnFollowerTerminating);
SubscribeLocalEvent<FollowedComponent, ComponentGetStateAttemptEvent>(OnFollowedAttempt);
SubscribeLocalEvent<FollowerComponent, GotEquippedHandEvent>(OnGotEquippedHand);
SubscribeLocalEvent<FollowedComponent, EntityTerminatingEvent>(OnFollowedTerminating);
SubscribeLocalEvent<BeforeSerializationEvent>(OnBeforeSave);
SubscribeLocalEvent<FollowedComponent, PolymorphedEvent>(OnFollowedPolymorphed);
SubscribeLocalEvent<FollowedComponent, StationAiRemoteEntityReplacementEvent>(OnFollowedStationAiRemoteEntityReplaced);
}
private void OnFollowedAttempt(Entity<FollowedComponent> ent, ref ComponentGetStateAttemptEvent args)
{
if (args.Cancelled)
return;
// Clientside VV stay losing
var playerEnt = args.Player?.AttachedEntity;
if (playerEnt == null ||
!ent.Comp.Following.Contains(playerEnt.Value) && !HasComp<GhostComponent>(playerEnt.Value))
{
args.Cancelled = true;
}
}
private void OnBeforeSave(BeforeSerializationEvent ev)
{
// Some followers will not be map savable. This ensures that maps don't get saved with some entities that have
// empty/invalid followers, by just stopping any following happening on the map being saved.
// I hate this so much.
// TODO WeakEntityReference
// We need some way to store entity references in a way that doesn't imply that the entity still exists.
// Then we wouldn't have to deal with this shit.
var maps = ev.Entities.Select(x => Transform(x).MapUid).ToHashSet();
var query = AllEntityQuery<FollowerComponent, TransformComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var follower, out var xform, out var meta))
{
if (meta.EntityPrototype == null || meta.EntityPrototype.MapSavable)
continue;
if (!maps.Contains(xform.MapUid))
continue;
StopFollowingEntity(uid, follower.Following);
}
}
private void OnGetAlternativeVerbs(GetVerbsEvent<AlternativeVerb> ev)
{
if (ev.User == ev.Target || IsClientSide(ev.Target))
return;
if (HasComp<GhostComponent>(ev.User))
{
var verb = new AlternativeVerb()
{
Priority = 10,
Act = () => StartFollowingEntity(ev.User, ev.Target),
Impact = LogImpact.Low,
Text = Loc.GetString("verb-follow-text"),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png"))
};
ev.Verbs.Add(verb);
}
if (_tagSystem.HasTag(ev.Target, ForceableFollowTag))
{
if (!ev.CanAccess || !ev.CanInteract)
return;
var verb = new AlternativeVerb
{
Priority = 10,
Act = () => StartFollowingEntity(ev.Target, ev.User),
Impact = LogImpact.Low,
Text = Loc.GetString("verb-follow-me-text"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/close.svg.192dpi.png")),
};
ev.Verbs.Add(verb);
}
}
private void OnFollowerMove(EntityUid uid, FollowerComponent component, ref MoveInputEvent args)
{
if (args.HasDirectionalMovement)
StopFollowingEntity(uid, component.Following);
}
private void OnPullStarted(EntityUid uid, FollowerComponent component, PullStartedMessage args)
{
StopFollowingEntity(uid, component.Following);
}
private void OnGotEquippedHand(EntityUid uid, FollowerComponent component, GotEquippedHandEvent args)
{
StopFollowingEntity(uid, component.Following, deparent:false);
}
private void OnFollowerTerminating(EntityUid uid, FollowerComponent component, ref EntityTerminatingEvent args)
{
StopFollowingEntity(uid, component.Following, deparent: false);
}
// Since we parent our observer to the followed entity, we need to detach
// before they get deleted so that we don't get recursively deleted too.
private void OnFollowedTerminating(EntityUid uid, FollowedComponent component, ref EntityTerminatingEvent args)
{
StopAllFollowers(uid, component);
}
private void OnFollowedPolymorphed(Entity<FollowedComponent> entity, ref PolymorphedEvent args)
{
foreach (var follower in entity.Comp.Following)
{
// Stop following the target's old entity and start following the new one
StartFollowingEntity(follower, args.NewEntity);
}
}
// TODO: Slartibarfast mentioned that ideally this should be generalized and made part of SetRelay in SharedMoverController.Relay.cs.
// This would apply to polymorphed entities as well
private void OnFollowedStationAiRemoteEntityReplaced(Entity<FollowedComponent> entity, ref StationAiRemoteEntityReplacementEvent args)
{
if (args.NewRemoteEntity == null)
return;
foreach (var follower in entity.Comp.Following)
StartFollowingEntity(follower, args.NewRemoteEntity.Value);
}
/// <summary>
/// Makes an entity follow another entity, by parenting to it.
/// </summary>
/// <param name="follower">The entity that should follow</param>
/// <param name="entity">The entity to be followed</param>
public void StartFollowingEntity(EntityUid follower, EntityUid entity)
{
if (follower == entity || TerminatingOrDeleted(entity))
return;
// No recursion for you
var targetXform = Transform(entity);
while (targetXform.ParentUid.IsValid())
{
if (targetXform.ParentUid == follower)
return;
targetXform = Transform(targetXform.ParentUid);
}
// Cleanup old following.
if (TryComp<FollowerComponent>(follower, out var followerComp))
{
// Already following you goob
if (followerComp.Following == entity)
return;
StopFollowingEntity(follower, followerComp.Following, deparent: false, removeComp: false);
}
else
{
followerComp = AddComp<FollowerComponent>(follower);
}
followerComp.Following = entity;
var followedComp = EnsureComp<FollowedComponent>(entity);
if (!followedComp.Following.Add(follower))
return;
if (TryComp<JointComponent>(follower, out var joints))
_jointSystem.ClearJoints(follower, joints);
var xform = Transform(follower);
_containerSystem.AttachParentToContainerOrGrid((follower, xform));
// If we didn't get to parent's container.
if (xform.ParentUid != Transform(xform.ParentUid).ParentUid)
{
_transform.SetCoordinates(follower, xform, new EntityCoordinates(entity, Vector2.Zero), rotation: Angle.Zero);
}
_physicsSystem.SetLinearVelocity(follower, Vector2.Zero);
EnsureComp<OrbitVisualsComponent>(follower);
var followerEv = new StartedFollowingEntityEvent(entity, follower);
var entityEv = new EntityStartedFollowingEvent(entity, follower);
RaiseLocalEvent(follower, followerEv);
RaiseLocalEvent(entity, entityEv);
Dirty(entity, followedComp);
Dirty(follower, followerComp);
}
/// <summary>
/// Forces an entity to stop following another entity, if it is doing so.
/// </summary>
/// <param name="deparent">Should the entity deparent itself</param>
public void StopFollowingEntity(EntityUid uid, EntityUid target, FollowedComponent? followed = null, bool deparent = true, bool removeComp = true)
{
if (!Resolve(target, ref followed, false))
return;
if (!TryComp<FollowerComponent>(uid, out var followerComp) || followerComp.Following != target)
return;
followed.Following.Remove(uid);
if (followed.Following.Count == 0)
RemComp<FollowedComponent>(target);
if (removeComp)
{
RemComp<FollowerComponent>(uid);
RemComp<OrbitVisualsComponent>(uid);
}
var uidEv = new StoppedFollowingEntityEvent(target, uid);
var targetEv = new EntityStoppedFollowingEvent(target, uid);
RaiseLocalEvent(uid, uidEv, true);
RaiseLocalEvent(target, targetEv, false);
Dirty(target, followed);
RaiseLocalEvent(uid, uidEv);
RaiseLocalEvent(target, targetEv);
if (!deparent || !TryComp(uid, out TransformComponent? xform))
return;
_transform.AttachToGridOrMap(uid, xform);
if (xform.MapUid != null)
return;
if (_netMan.IsClient)
{
_transform.DetachEntity(uid, xform);
return;
}
Log.Warning($"A follower has been detached to null-space and will be deleted. Follower: {ToPrettyString(uid)}. Followed: {ToPrettyString(target)}");
QueueDel(uid);
}
/// <summary>
/// Forces all of an entity's followers to stop following it.
/// </summary>
public void StopAllFollowers(EntityUid uid,
FollowedComponent? followed=null)
{
if (!Resolve(uid, ref followed))
return;
foreach (var player in followed.Following)
{
StopFollowingEntity(player, uid, followed);
}
}
/// <summary>
/// Gets the entity with the most non-admin ghosts following it.
/// </summary>
public EntityUid? GetMostGhostFollowed()
{
EntityUid? picked = null;
var most = 0;
// Keep a tally of how many ghosts are following each entity
var followedEnts = new Dictionary<EntityUid, int>();
// Look for followers that are ghosts and are player controlled
var query = EntityQueryEnumerator<FollowerComponent, GhostComponent, ActorComponent>();
while (query.MoveNext(out _, out var follower, out _, out var actor))
{
// Exclude admins
if (_adminManager.IsAdmin(actor.PlayerSession))
continue;
var followed = follower.Following;
// Add new entry or increment existing
followedEnts.TryGetValue(followed, out var currentValue);
followedEnts[followed] = currentValue + 1;
if (followedEnts[followed] > most)
{
picked = followed;
most = followedEnts[followed];
}
}
return picked;
}
}
public abstract class FollowEvent : EntityEventArgs
{
public EntityUid Following;
public EntityUid Follower;
protected FollowEvent(EntityUid following, EntityUid follower)
{
Following = following;
Follower = follower;
}
}
/// <summary>
/// Raised on an entity when it start following another entity.
/// </summary>
public sealed class StartedFollowingEntityEvent : FollowEvent
{
public StartedFollowingEntityEvent(EntityUid following, EntityUid follower) : base(following, follower)
{
}
}
/// <summary>
/// Raised on an entity when it stops following another entity.
/// </summary>
public sealed class StoppedFollowingEntityEvent : FollowEvent
{
public StoppedFollowingEntityEvent(EntityUid following, EntityUid follower) : base(following, follower)
{
}
}
/// <summary>
/// Raised on an entity when it start following another entity.
/// </summary>
public sealed class EntityStartedFollowingEvent : FollowEvent
{
public EntityStartedFollowingEvent(EntityUid following, EntityUid follower) : base(following, follower)
{
}
}
/// <summary>
/// Raised on an entity when it starts being followed by another entity.
/// </summary>
public sealed class EntityStoppedFollowingEvent : FollowEvent
{
public EntityStoppedFollowingEvent(EntityUid following, EntityUid follower) : base(following, follower)
{
}
}