mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
357 lines
14 KiB
C#
357 lines
14 KiB
C#
using System.Numerics;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Fluids;
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/// <summary>
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/// Mopping logic for interacting with puddle components.
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/// </summary>
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public abstract class SharedAbsorbentSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popups = default!;
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[Dependency] protected readonly SharedPuddleSystem Puddle = default!;
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[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] protected readonly SharedSolutionContainerSystem SolutionContainer = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedItemSystem _item = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AbsorbentComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<AbsorbentComponent, UserActivateInWorldEvent>(OnActivateInWorld);
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SubscribeLocalEvent<AbsorbentComponent, SolutionContainerChangedEvent>(OnAbsorbentSolutionChange);
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}
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private void OnActivateInWorld(Entity<AbsorbentComponent> ent, ref UserActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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Mop(ent, args.User, args.Target);
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args.Handled = true;
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}
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private void OnAfterInteract(Entity<AbsorbentComponent> ent, ref AfterInteractEvent args)
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{
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if (!args.CanReach || args.Handled || args.Target is not { } target)
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return;
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Mop(ent, args.User, target);
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args.Handled = true;
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}
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private void OnAbsorbentSolutionChange(Entity<AbsorbentComponent> ent, ref SolutionContainerChangedEvent args)
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{
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if (!SolutionContainer.TryGetSolution(ent.Owner, ent.Comp.SolutionName, out _, out var solution))
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return;
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ent.Comp.Progress.Clear();
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var absorbentReagents = Puddle.GetAbsorbentReagents(solution);
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var mopReagent = solution.GetTotalPrototypeQuantity(absorbentReagents);
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if (mopReagent > FixedPoint2.Zero)
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ent.Comp.Progress[solution.GetColorWithOnly(_proto, absorbentReagents)] = mopReagent.Float();
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var otherColor = solution.GetColorWithout(_proto, absorbentReagents);
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var other = solution.Volume - mopReagent;
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if (other > FixedPoint2.Zero)
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ent.Comp.Progress[otherColor] = other.Float();
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if (solution.AvailableVolume > FixedPoint2.Zero)
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ent.Comp.Progress[Color.DarkGray] = solution.AvailableVolume.Float();
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Dirty(ent);
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_item.VisualsChanged(ent);
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}
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[Obsolete("Use Entity<T> variant")]
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public void Mop(EntityUid user, EntityUid target, EntityUid used, AbsorbentComponent component)
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{
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Mop((used, component), user, target);
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}
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public void Mop(Entity<AbsorbentComponent> absorbEnt, EntityUid user, EntityUid target)
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{
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if (!SolutionContainer.TryGetSolution(absorbEnt.Owner, absorbEnt.Comp.SolutionName, out var absorberSoln))
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return;
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// Use the non-optional form of IsDelayed to safe the TryComp in Mop
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if (TryComp<UseDelayComponent>(absorbEnt, out var useDelay)
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&& _useDelay.IsDelayed((absorbEnt.Owner, useDelay)))
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return;
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// Try to slurp up the puddle.
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// We're then done if our mop doesn't use absorber solutions, since those don't need refilling.
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if (TryPuddleInteract((absorbEnt.Owner, absorbEnt.Comp, useDelay), absorberSoln.Value, user, target)
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|| !absorbEnt.Comp.UseAbsorberSolution)
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return;
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// If it's refillable try to transfer
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TryRefillableInteract((absorbEnt.Owner, absorbEnt.Comp, useDelay), absorberSoln.Value, user, target);
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}
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/// <summary>
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/// Logic for an absorbing entity interacting with a refillable.
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/// </summary>
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private bool TryRefillableInteract(Entity<AbsorbentComponent, UseDelayComponent?> absorbEnt,
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Entity<SolutionComponent> absorbentSoln,
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EntityUid user,
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EntityUid target)
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{
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if (!TryComp<RefillableSolutionComponent>(target, out var refillable))
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return false;
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if (!SolutionContainer.TryGetRefillableSolution((target, refillable, null),
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out var refillableSoln,
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out var refillableSolution))
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return false;
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if (refillableSolution.Volume <= 0)
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{
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// Target empty - only transfer absorbent contents into refillable
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if (!TryTransferFromAbsorbentToRefillable(absorbEnt, absorbentSoln, refillableSoln.Value, user, target))
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return false;
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}
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else
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{
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// Target non-empty - do a two-way transfer
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if (!TryTwoWayAbsorbentRefillableTransfer(absorbEnt, absorbentSoln, refillableSoln.Value, user, target))
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return false;
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}
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var (used, absorber, useDelay) = absorbEnt;
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_audio.PlayPredicted(absorber.TransferSound, target, user);
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if (useDelay != null)
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_useDelay.TryResetDelay((used, useDelay));
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return true;
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}
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/// <summary>
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/// Logic for an transferring solution from absorber to an empty refillable.
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/// </summary>
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private bool TryTransferFromAbsorbentToRefillable(Entity<AbsorbentComponent> absorbEnt,
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Entity<SolutionComponent> absorbentSoln,
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Entity<SolutionComponent> refillableSoln,
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EntityUid user,
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EntityUid target)
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{
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var absorbentSolution = absorbentSoln.Comp.Solution;
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if (absorbentSolution.Volume <= 0)
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{
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_popups.PopupClient(Loc.GetString("mopping-system-target-container-empty", ("target", target)), user, user);
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return false;
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}
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var refillableSolution = refillableSoln.Comp.Solution;
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var transferAmount = absorbEnt.Comp.PickupAmount < refillableSolution.AvailableVolume
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? absorbEnt.Comp.PickupAmount
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: refillableSolution.AvailableVolume;
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if (transferAmount <= 0)
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{
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_popups.PopupClient(Loc.GetString("mopping-system-full", ("used", absorbEnt)), absorbEnt, user);
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return false;
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}
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// Prioritize transferring non-evaporatives if absorbent has any
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var contaminants = SolutionContainer.SplitSolutionWithout(absorbentSoln,
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transferAmount,
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Puddle.GetAbsorbentReagents(absorbentSoln.Comp.Solution));
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SolutionContainer.TryAddSolution(refillableSoln,
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contaminants.Volume > 0
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? contaminants
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: SolutionContainer.SplitSolution(absorbentSoln, transferAmount));
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return true;
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}
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/// <summary>
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/// Logic for an transferring contaminants to a non-empty refillable & reabsorbing water if any available.
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/// </summary>
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private bool TryTwoWayAbsorbentRefillableTransfer(Entity<AbsorbentComponent> absorbEnt,
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Entity<SolutionComponent> absorbentSoln,
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Entity<SolutionComponent> refillableSoln,
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EntityUid user,
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EntityUid target)
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{
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var contaminantsFromAbsorbent = SolutionContainer.SplitSolutionWithout(absorbentSoln,
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absorbEnt.Comp.PickupAmount,
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Puddle.GetAbsorbentReagents(absorbentSoln.Comp.Solution));
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var absorbentSolution = absorbentSoln.Comp.Solution;
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if (contaminantsFromAbsorbent.Volume == FixedPoint2.Zero
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&& absorbentSolution.AvailableVolume == FixedPoint2.Zero)
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{
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// Nothing to transfer to refillable and no room to absorb anything extra
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_popups.PopupClient(Loc.GetString("mopping-system-puddle-space", ("used", absorbEnt)), user, user);
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// We can return cleanly because nothing was split from absorbent solution
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return false;
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}
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var waterPulled = absorbEnt.Comp.PickupAmount < absorbentSolution.AvailableVolume
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? absorbEnt.Comp.PickupAmount
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: absorbentSolution.AvailableVolume;
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var refillableSolution = refillableSoln.Comp.Solution;
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var waterFromRefillable =
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refillableSolution.SplitSolutionWithOnly(waterPulled,
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Puddle.GetAbsorbentReagents(refillableSoln.Comp.Solution));
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SolutionContainer.UpdateChemicals(refillableSoln);
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if (waterFromRefillable.Volume == FixedPoint2.Zero && contaminantsFromAbsorbent.Volume == FixedPoint2.Zero)
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{
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// Nothing to transfer in either direction
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_popups.PopupClient(Loc.GetString("mopping-system-target-container-empty-water", ("target", target)),
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user,
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user);
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// We can return cleanly because nothing was split from refillable solution
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return false;
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}
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var anyTransferOccurred = false;
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if (waterFromRefillable.Volume > FixedPoint2.Zero)
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{
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// transfer water to absorbent
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SolutionContainer.TryAddSolution(absorbentSoln, waterFromRefillable);
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anyTransferOccurred = true;
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}
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if (contaminantsFromAbsorbent.Volume <= 0)
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return anyTransferOccurred;
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if (refillableSolution.AvailableVolume <= 0)
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{
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_popups.PopupClient(Loc.GetString("mopping-system-full", ("used", target)), user, user);
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}
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else
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{
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// transfer as much contaminants to refillable as will fit
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var contaminantsForRefillable = contaminantsFromAbsorbent.SplitSolution(refillableSolution.AvailableVolume);
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SolutionContainer.TryAddSolution(refillableSoln, contaminantsForRefillable);
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anyTransferOccurred = true;
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}
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// absorb everything that did not fit in the refillable back by the absorbent
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SolutionContainer.TryAddSolution(absorbentSoln, contaminantsFromAbsorbent);
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return anyTransferOccurred;
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}
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/// <summary>
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/// Logic for an absorbing entity interacting with a puddle.
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/// </summary>
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private bool TryPuddleInteract(Entity<AbsorbentComponent, UseDelayComponent?> absorbEnt,
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Entity<SolutionComponent> absorberSoln,
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EntityUid user,
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EntityUid target)
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{
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if (!TryComp<PuddleComponent>(target, out var puddle))
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return false;
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if (!SolutionContainer.ResolveSolution(target, puddle.SolutionName, ref puddle.Solution, out var puddleSolution)
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|| puddleSolution.Volume <= 0)
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return false;
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var (_, absorber, useDelay) = absorbEnt;
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Solution puddleSplit;
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var isRemoved = false;
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if (absorber.UseAbsorberSolution)
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{
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// No reason to mop something that 1) can evaporate, 2) is an absorber, and 3) is being mopped with
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// something that uses absorbers.
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var puddleAbsorberVolume =
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puddleSolution.GetTotalPrototypeQuantity(Puddle.GetAbsorbentReagents(puddleSolution));
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if (puddleAbsorberVolume == puddleSolution.Volume)
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{
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_popups.PopupClient(Loc.GetString("mopping-system-puddle-already-mopped", ("target", target)),
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target,
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user);
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return true;
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}
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// Check if we have any evaporative reagents on our absorber to transfer
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var absorberSolution = absorberSoln.Comp.Solution;
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var available = absorberSolution.GetTotalPrototypeQuantity(Puddle.GetAbsorbentReagents(absorberSolution));
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// No material
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if (available == FixedPoint2.Zero)
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{
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_popups.PopupClient(Loc.GetString("mopping-system-no-water", ("used", absorbEnt)), absorbEnt, user);
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return true;
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}
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var transferMax = absorber.PickupAmount;
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var transferAmount = available > transferMax ? transferMax : available;
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puddleSplit =
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puddleSolution.SplitSolutionWithout(transferAmount, Puddle.GetAbsorbentReagents(puddleSolution));
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var absorberSplit =
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absorberSolution.SplitSolutionWithOnly(puddleSplit.Volume,
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Puddle.GetAbsorbentReagents(absorberSolution));
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// Do tile reactions first
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var targetXform = Transform(target);
|
|
var gridUid = targetXform.GridUid;
|
|
if (TryComp<MapGridComponent>(gridUid, out var mapGrid))
|
|
{
|
|
var tileRef = _mapSystem.GetTileRef(gridUid.Value, mapGrid, targetXform.Coordinates);
|
|
Puddle.DoTileReactions(tileRef, absorberSplit);
|
|
}
|
|
SolutionContainer.AddSolution(puddle.Solution.Value, absorberSplit);
|
|
}
|
|
else
|
|
{
|
|
// Note: arguably shouldn't this get all solutions?
|
|
puddleSplit = puddleSolution.SplitSolutionWithout(absorber.PickupAmount, Puddle.GetAbsorbentReagents(puddleSolution));
|
|
// Despawn if we're done
|
|
if (puddleSolution.Volume == FixedPoint2.Zero)
|
|
{
|
|
// Spawn a *sparkle*
|
|
PredictedSpawnAttachedTo(absorber.MoppedEffect, Transform(target).Coordinates);
|
|
PredictedQueueDel(target);
|
|
isRemoved = true;
|
|
}
|
|
}
|
|
|
|
SolutionContainer.AddSolution(absorberSoln, puddleSplit);
|
|
|
|
_audio.PlayPredicted(absorber.PickupSound, isRemoved ? absorbEnt : target, user);
|
|
|
|
if (useDelay != null)
|
|
_useDelay.TryResetDelay((absorbEnt, useDelay));
|
|
|
|
var userXform = Transform(user);
|
|
var targetPos = _transform.GetWorldPosition(target);
|
|
var localPos = Vector2.Transform(targetPos, _transform.GetInvWorldMatrix(userXform));
|
|
localPos = userXform.LocalRotation.RotateVec(localPos);
|
|
|
|
_melee.DoLunge(user, absorbEnt, Angle.Zero, localPos, null);
|
|
|
|
return true;
|
|
}
|
|
}
|