mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 00:27:59 +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...
571 lines
20 KiB
C#
571 lines
20 KiB
C#
using System.Linq;
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using Content.Shared.Access.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Actions;
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using Content.Shared.Destructible;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mech.Components;
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using Content.Shared.Mech.Equipment.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Whitelist;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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// Goobstation Change
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using Content.Shared.CCVar;
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using Content.Shared._Goobstation.CCVar;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory.VirtualItem;
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using Robust.Shared.Configuration;
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using Content.Shared.Implants.Components;
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namespace Content.Shared.Mech.EntitySystems;
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/// <summary>
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/// Handles all of the interactions, UI handling, and items shennanigans for <see cref="MechComponent"/>
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/// </summary>
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public abstract partial class SharedMechSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!; // Goobstation Change
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[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!; // Goobstation Change
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[Dependency] private readonly IConfigurationManager _config = default!; // Goobstation Change
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// Goobstation: Local variable for checking if mech guns can be used out of them.
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private bool _canUseMechGunOutside;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<MechComponent, MechToggleEquipmentEvent>(OnToggleEquipmentAction);
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SubscribeLocalEvent<MechComponent, MechEjectPilotEvent>(OnEjectPilotEvent);
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SubscribeLocalEvent<MechComponent, UserActivateInWorldEvent>(RelayInteractionEvent);
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SubscribeLocalEvent<MechComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<MechComponent, DestructionEventArgs>(OnDestruction);
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SubscribeLocalEvent<MechComponent, GetAdditionalAccessEvent>(OnGetAdditionalAccess);
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SubscribeLocalEvent<MechComponent, DragDropTargetEvent>(OnDragDrop);
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SubscribeLocalEvent<MechComponent, CanDropTargetEvent>(OnCanDragDrop);
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SubscribeLocalEvent<MechPilotComponent, GetMeleeWeaponEvent>(OnGetMeleeWeapon);
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SubscribeLocalEvent<MechPilotComponent, CanAttackFromContainerEvent>(OnCanAttackFromContainer);
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SubscribeLocalEvent<MechPilotComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<MechPilotComponent, EntGotRemovedFromContainerMessage>(OnEntGotRemovedFromContainer);
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SubscribeLocalEvent<MechEquipmentComponent, ShotAttemptedEvent>(OnShotAttempted); // Goobstation
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Subs.CVar(_config, GoobCVars.MechGunOutsideMech, value => _canUseMechGunOutside = value, true); // Goobstation
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InitializeRelay();
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}
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// GoobStation: Fixes scram implants or teleports locking the pilot out of being able to move.
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private void OnEntGotRemovedFromContainer(EntityUid uid, MechPilotComponent component, EntGotRemovedFromContainerMessage args)
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{
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TryEject(component.Mech, pilot: uid);
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}
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private void OnToggleEquipmentAction(EntityUid uid, MechComponent component, MechToggleEquipmentEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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CycleEquipment(uid);
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}
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private void OnEjectPilotEvent(EntityUid uid, MechComponent component, MechEjectPilotEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = true;
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TryEject(uid, component);
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}
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private void RelayInteractionEvent(EntityUid uid, MechComponent component, UserActivateInWorldEvent args)
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{
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var pilot = component.PilotSlot.ContainedEntity;
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if (pilot == null)
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return;
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// TODO why is this being blocked?
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if (!_timing.IsFirstTimePredicted)
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return;
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if (component.CurrentSelectedEquipment != null)
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{
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RaiseLocalEvent(component.CurrentSelectedEquipment.Value, args);
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}
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}
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private void OnStartup(EntityUid uid, MechComponent component, ComponentStartup args)
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{
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component.PilotSlot = _container.EnsureContainer<ContainerSlot>(uid, component.PilotSlotId);
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component.EquipmentContainer = _container.EnsureContainer<Container>(uid, component.EquipmentContainerId);
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component.BatterySlot = _container.EnsureContainer<ContainerSlot>(uid, component.BatterySlotId);
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UpdateAppearance(uid, component);
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}
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private void OnDestruction(EntityUid uid, MechComponent component, DestructionEventArgs args)
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{
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BreakMech(uid, component);
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}
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private void OnGetAdditionalAccess(EntityUid uid, MechComponent component, ref GetAdditionalAccessEvent args)
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{
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var pilot = component.PilotSlot.ContainedEntity;
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if (pilot == null)
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return;
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args.Entities.Add(pilot.Value);
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}
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private void SetupUser(EntityUid mech, EntityUid pilot, MechComponent? component = null)
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{
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if (!Resolve(mech, ref component))
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return;
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var rider = EnsureComp<MechPilotComponent>(pilot);
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// Warning: this bypasses most normal interaction blocking components on the user, like drone laws and the like.
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var irelay = EnsureComp<InteractionRelayComponent>(pilot);
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_mover.SetRelay(pilot, mech);
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_interaction.SetRelay(pilot, mech, irelay);
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rider.Mech = mech;
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Dirty(pilot, rider);
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if (_net.IsClient)
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return;
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_actions.AddAction(pilot, ref component.MechCycleActionEntity, component.MechCycleAction, mech);
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_actions.AddAction(pilot, ref component.MechUiActionEntity, component.MechUiAction, mech);
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_actions.AddAction(pilot, ref component.MechEjectActionEntity, component.MechEjectAction, mech);
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}
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private void RemoveUser(EntityUid mech, EntityUid pilot)
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{
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if (!RemComp<MechPilotComponent>(pilot))
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return;
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RemComp<RelayInputMoverComponent>(pilot);
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RemComp<InteractionRelayComponent>(pilot);
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_actions.RemoveProvidedActions(pilot, mech);
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}
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/// <summary>
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/// Destroys the mech, removing the user and ejecting all installed equipment.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public virtual void BreakMech(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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TryEject(uid, component);
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var equipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
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foreach (var ent in equipment)
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{
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RemoveEquipment(uid, ent, component, forced: true);
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}
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component.Broken = true;
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UpdateAppearance(uid, component);
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}
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/// <summary>
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/// Cycles through the currently selected equipment.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public void CycleEquipment(EntityUid uid, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var allEquipment = component.EquipmentContainer.ContainedEntities.ToList();
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var equipmentIndex = -1;
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if (component.CurrentSelectedEquipment != null)
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{
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bool StartIndex(EntityUid u) => u == component.CurrentSelectedEquipment;
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equipmentIndex = allEquipment.FindIndex(StartIndex);
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}
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equipmentIndex++;
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component.CurrentSelectedEquipment = equipmentIndex >= allEquipment.Count
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? null
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: allEquipment[equipmentIndex];
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var popupString = component.CurrentSelectedEquipment != null
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? Loc.GetString("mech-equipment-select-popup", ("item", component.CurrentSelectedEquipment))
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: Loc.GetString("mech-equipment-select-none-popup");
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if (_net.IsServer)
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_popup.PopupEntity(popupString, uid);
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Dirty(uid, component);
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}
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/// <summary>
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/// Inserts an equipment item into the mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toInsert"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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public void InsertEquipment(EntityUid uid, EntityUid toInsert, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Resolve(toInsert, ref equipmentComponent))
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return;
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if (component.EquipmentContainer.ContainedEntities.Count >= component.MaxEquipmentAmount)
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return;
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if (_whitelistSystem.IsWhitelistFail(component.EquipmentWhitelist, toInsert))
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return;
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equipmentComponent.EquipmentOwner = uid;
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_container.Insert(toInsert, component.EquipmentContainer);
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var ev = new MechEquipmentInsertedEvent(uid);
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RaiseLocalEvent(toInsert, ref ev);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Removes an equipment item from a mech.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="toRemove"></param>
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/// <param name="component"></param>
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/// <param name="equipmentComponent"></param>
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/// <param name="forced">Whether or not the removal can be cancelled</param>
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public void RemoveEquipment(EntityUid uid, EntityUid toRemove, MechComponent? component = null,
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MechEquipmentComponent? equipmentComponent = null, bool forced = false)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Resolve(toRemove, ref equipmentComponent))
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return;
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if (!forced)
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{
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var attemptev = new AttemptRemoveMechEquipmentEvent();
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RaiseLocalEvent(toRemove, ref attemptev);
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if (attemptev.Cancelled)
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return;
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}
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var ev = new MechEquipmentRemovedEvent(uid);
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RaiseLocalEvent(toRemove, ref ev);
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if (component.CurrentSelectedEquipment == toRemove)
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CycleEquipment(uid, component);
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equipmentComponent.EquipmentOwner = null;
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_container.Remove(toRemove, component.EquipmentContainer);
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UpdateUserInterface(uid, component);
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}
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/// <summary>
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/// Attempts to change the amount of energy in the mech.
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/// </summary>
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/// <param name="uid">The mech itself</param>
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/// <param name="delta">The change in energy</param>
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/// <param name="component"></param>
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/// <returns>If the energy was successfully changed.</returns>
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public virtual bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (component.Energy + delta < 0)
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return false;
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component.Energy = FixedPoint2.Clamp(component.Energy + delta, 0, component.MaxEnergy);
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Dirty(uid, component);
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UpdateUserInterface(uid, component);
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return true;
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}
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/// <summary>
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/// Sets the integrity of the mech.
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|
/// </summary>
|
|
/// <param name="uid">The mech itself</param>
|
|
/// <param name="value">The value the integrity will be set at</param>
|
|
/// <param name="component"></param>
|
|
public void SetIntegrity(EntityUid uid, FixedPoint2 value, MechComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
component.Integrity = FixedPoint2.Clamp(value, 0, component.MaxIntegrity);
|
|
|
|
if (component.Integrity <= 0)
|
|
{
|
|
BreakMech(uid, component);
|
|
}
|
|
else if (component.Broken)
|
|
{
|
|
component.Broken = false;
|
|
UpdateAppearance(uid, component);
|
|
}
|
|
|
|
Dirty(uid, component);
|
|
UpdateUserInterface(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the pilot is present
|
|
/// </summary>
|
|
/// <param name="component"></param>
|
|
/// <returns>Whether or not the pilot is present</returns>
|
|
public bool IsEmpty(MechComponent component)
|
|
{
|
|
return component.PilotSlot.ContainedEntity == null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if an entity can be inserted into the mech.
|
|
/// </summary>
|
|
/// <param name="uid"></param>
|
|
/// <param name="toInsert"></param>
|
|
/// <param name="component"></param>
|
|
/// <returns></returns>
|
|
public bool CanInsert(EntityUid uid, EntityUid toInsert, MechComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
|
|
return IsEmpty(component) && _actionBlocker.CanMove(toInsert);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the user interface
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is defined here so that UI updates can be accessed from shared.
|
|
/// </remarks>
|
|
public virtual void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to insert a pilot into the mech.
|
|
/// </summary>
|
|
/// <param name="uid"></param>
|
|
/// <param name="toInsert"></param>
|
|
/// <param name="component"></param>
|
|
/// <returns>Whether or not the entity was inserted</returns>
|
|
public bool TryInsert(EntityUid uid, EntityUid? toInsert, MechComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
|
|
if (toInsert == null || component.PilotSlot.ContainedEntity == toInsert)
|
|
return false;
|
|
|
|
if (!CanInsert(uid, toInsert.Value, component))
|
|
return false;
|
|
|
|
SetupUser(uid, toInsert.Value);
|
|
_container.Insert(toInsert.Value, component.PilotSlot);
|
|
UpdateAppearance(uid, component);
|
|
UpdateHands(toInsert.Value, uid, true); // Goobstation
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to eject the current pilot from the mech
|
|
/// </summary>
|
|
/// <param name="uid"></param>
|
|
/// <param name="component"></param>
|
|
/// <param name="pilot">The pilot to eject</param>
|
|
/// <returns>Whether or not the pilot was ejected.</returns>
|
|
public bool TryEject(EntityUid uid, MechComponent? component = null, EntityUid? pilot = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
|
|
if (component.PilotSlot.ContainedEntity != null)
|
|
pilot = component.PilotSlot.ContainedEntity.Value;
|
|
|
|
if (pilot == null)
|
|
return false;
|
|
|
|
RemoveUser(uid, pilot.Value);
|
|
_container.RemoveEntity(uid, pilot.Value);
|
|
UpdateAppearance(uid, component);
|
|
UpdateHands(pilot.Value, uid, false); // Goobstation
|
|
return true;
|
|
}
|
|
|
|
// Goobstation Change Start
|
|
private void UpdateHands(EntityUid uid, EntityUid mech, bool active)
|
|
{
|
|
if (!TryComp<HandsComponent>(uid, out var handsComponent))
|
|
return;
|
|
if (active)
|
|
BlockHands(uid, mech, handsComponent);
|
|
else
|
|
FreeHands(uid, mech);
|
|
}
|
|
private void BlockHands(EntityUid uid, EntityUid mech, HandsComponent handsComponent)
|
|
{
|
|
var freeHands = 0;
|
|
foreach (var hand in _hands.EnumerateHands((uid, handsComponent)))
|
|
{
|
|
var heldEnt = _hands.GetHeldItem((uid, handsComponent), hand); // DV - hand refactor fixes
|
|
if (heldEnt == null)
|
|
{
|
|
freeHands++;
|
|
continue;
|
|
}
|
|
// Is this entity removable? (they might have handcuffs on)
|
|
if (HasComp<UnremoveableComponent>(heldEnt) && heldEnt != mech)
|
|
continue;
|
|
_hands.DoDrop((uid, handsComponent), hand, true); // DV - hand refactor fixes
|
|
freeHands++;
|
|
if (freeHands == 2)
|
|
break;
|
|
}
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(mech, uid, out var virtItem1))
|
|
EnsureComp<UnremoveableComponent>(virtItem1.Value);
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(mech, uid, out var virtItem2))
|
|
EnsureComp<UnremoveableComponent>(virtItem2.Value);
|
|
}
|
|
private void FreeHands(EntityUid uid, EntityUid mech)
|
|
{
|
|
_virtualItem.DeleteInHandsMatching(uid, mech);
|
|
}
|
|
// Goobstation Change End
|
|
private void OnGetMeleeWeapon(EntityUid uid, MechPilotComponent component, GetMeleeWeaponEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!TryComp<MechComponent>(component.Mech, out var mech))
|
|
return;
|
|
|
|
var weapon = mech.CurrentSelectedEquipment ?? component.Mech;
|
|
args.Weapon = weapon;
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnCanAttackFromContainer(EntityUid uid, MechPilotComponent component, CanAttackFromContainerEvent args)
|
|
{
|
|
args.CanAttack = true;
|
|
}
|
|
|
|
private void OnAttackAttempt(EntityUid uid, MechPilotComponent component, AttackAttemptEvent args)
|
|
{
|
|
if (args.Target == component.Mech)
|
|
args.Cancel();
|
|
}
|
|
|
|
// Goobstation: Prevent guns being used out of mechs if CCVAR is set.
|
|
private void OnShotAttempted(EntityUid uid, MechEquipmentComponent component, ref ShotAttemptedEvent args)
|
|
{
|
|
if (!component.EquipmentOwner.HasValue
|
|
|| !HasComp<MechComponent>(component.EquipmentOwner.Value))
|
|
{
|
|
if (!_canUseMechGunOutside)
|
|
args.Cancel();
|
|
return;
|
|
}
|
|
var ev = new HandleMechEquipmentBatteryEvent();
|
|
RaiseLocalEvent(uid, ev);
|
|
}
|
|
|
|
private void UpdateAppearance(EntityUid uid, MechComponent? component = null,
|
|
AppearanceComponent? appearance = null)
|
|
{
|
|
if (!Resolve(uid, ref component, ref appearance, false))
|
|
return;
|
|
|
|
_appearance.SetData(uid, MechVisuals.Open, IsEmpty(component), appearance);
|
|
_appearance.SetData(uid, MechVisuals.Broken, component.Broken, appearance);
|
|
}
|
|
|
|
private void OnDragDrop(EntityUid uid, MechComponent component, ref DragDropTargetEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.Dragged, component.EntryDelay, new MechEntryEvent(), uid, target: uid)
|
|
{
|
|
BreakOnMove = true,
|
|
};
|
|
|
|
_doAfter.TryStartDoAfter(doAfterEventArgs);
|
|
}
|
|
|
|
private void OnCanDragDrop(EntityUid uid, MechComponent component, ref CanDropTargetEvent args)
|
|
{
|
|
args.Handled = true;
|
|
|
|
args.CanDrop |= !component.Broken && CanInsert(uid, args.Dragged, component);
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised when the battery is successfully removed from the mech,
|
|
/// on both success and failure
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class RemoveBatteryEvent : SimpleDoAfterEvent
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised when a person removes someone from a mech,
|
|
/// on both success and failure
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class MechExitEvent : SimpleDoAfterEvent
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised when a person enters a mech, on both success and failure
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class MechEntryEvent : SimpleDoAfterEvent
|
|
{
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Event raised when an user attempts to fire a mech weapon to check if its battery is drained
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class HandleMechEquipmentBatteryEvent : EntityEventArgs
|
|
{
|
|
}
|