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