mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +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...
353 lines
9.9 KiB
C#
353 lines
9.9 KiB
C#
using System.Collections;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Hands.Systems;
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using Content.Shared.Access.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using JetBrains.Annotations;
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using Robust.Shared.Utility;
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namespace Content.Server.NPC;
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[DataDefinition]
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public sealed partial class NPCBlackboard : IEnumerable<KeyValuePair<string, object>>
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{
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/// <summary>
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/// Global defaults for NPCs
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/// </summary>
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private static readonly Dictionary<string, object> BlackboardDefaults = new()
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{
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{"BufferRange", 10f},
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{"FollowCloseRange", 3f},
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{"FollowRange", 7f},
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{"IdleRange", 7f},
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{"InteractRange", SharedInteractionSystem.InteractionRange},
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{"MaximumIdleTime", 7f},
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{MedibotInjectRange, 4f},
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{MeleeMissChance, 0.3f},
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{"MeleeRange", 1f},
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{"MinimumIdleTime", 2f},
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{"MovementRangeClose", 0.2f},
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{"MovementRange", 1.5f},
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{"RangedRange", 10f},
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{"RotateSpeed", float.MaxValue},
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{"VisionRadius", 10f},
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{"AggroVisionRadius", 10f},
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};
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/// <summary>
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/// The specific blackboard for this NPC.
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/// </summary>
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private readonly Dictionary<string, object> _blackboard = new();
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/// <summary>
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/// Should we allow setting values on the blackboard. This is true when we are planning.
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/// <remarks>
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/// The effects get stored separately so they can potentially be re-applied during execution.
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/// </remarks>
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/// </summary>
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public bool ReadOnly = false;
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public void Clear()
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{
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_blackboard.Clear();
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}
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public NPCBlackboard ShallowClone()
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{
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var dict = new NPCBlackboard();
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foreach (var item in _blackboard)
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{
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dict.SetValue(item.Key, item.Value);
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}
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return dict;
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}
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[Pure]
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public bool ContainsKey(string key)
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{
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return _blackboard.ContainsKey(key);
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}
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/// <summary>
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/// Get the blackboard data for a particular key.
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/// </summary>
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[Pure]
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public T GetValue<T>(string key)
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{
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return (T) _blackboard[key];
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}
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/// <summary>
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/// Tries to get the blackboard data for a particular key. Returns default if not found
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/// </summary>
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[Pure]
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public T? GetValueOrDefault<T>(string key, IEntityManager entManager)
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{
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if (_blackboard.TryGetValue(key, out var value))
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{
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return (T) value;
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}
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if (TryGetEntityDefault(key, out value, entManager))
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{
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return (T) value;
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}
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if (BlackboardDefaults.TryGetValue(key, out value))
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{
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return (T) value;
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}
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return default;
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}
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/// <summary>
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/// Tries to get the blackboard data for a particular key.
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/// </summary>
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public bool TryGetValue<T>(string key, [NotNullWhen(true)] out T? value, IEntityManager entManager)
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{
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if (_blackboard.TryGetValue(key, out var data))
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{
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value = (T) data;
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return true;
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}
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if (TryGetEntityDefault(key, out data, entManager))
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{
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value = (T) data;
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return true;
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}
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if (BlackboardDefaults.TryGetValue(key, out data))
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{
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value = (T) data;
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return true;
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}
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value = default;
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return false;
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}
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public void SetValue(string key, object value)
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{
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if (ReadOnly)
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{
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AssertReadonly();
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return;
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}
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_blackboard[key] = value;
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}
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private void AssertReadonly()
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{
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DebugTools.Assert(false, $"Tried to write to an NPC blackboard that is readonly!");
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}
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private bool TryGetEntityDefault(string key, [NotNullWhen(true)] out object? value, IEntityManager entManager)
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{
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value = default;
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EntityUid owner;
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var handSys = entManager.System<HandsSystem>();
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switch (key)
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{
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case Access:
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{
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if (!TryGetValue(Owner, out owner, entManager))
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{
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return false;
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}
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var access = entManager.EntitySysManager.GetEntitySystem<AccessReaderSystem>();
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value = access.FindAccessTags(owner);
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return true;
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}
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case ActiveHand:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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handSys.GetActiveHand(owner) is not { } activeHand)
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{
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return false;
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}
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value = activeHand;
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return true;
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}
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case ActiveHandFree:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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handSys.GetActiveHand(owner) is not { } activeHand)
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{
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return false;
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}
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value = handSys.HandIsEmpty((owner, hands), activeHand);
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return true;
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}
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case CanMove:
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{
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if (!TryGetValue(Owner, out owner, entManager))
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{
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return false;
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}
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var blocker = entManager.EntitySysManager.GetEntitySystem<ActionBlockerSystem>();
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value = blocker.CanMove(owner);
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return true;
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}
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case FreeHands:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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handSys.GetActiveHand(owner) is null)
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{
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return false;
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}
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var handos = new List<string>();
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foreach (var id in hands.Hands.Keys)
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{
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if (!handSys.HandIsEmpty((owner, hands), id))
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continue;
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handos.Add(id);
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}
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value = handos;
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return true;
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}
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case Inventory:
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{
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if (!TryGetValue(Owner, out owner, entManager) ||
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!entManager.TryGetComponent<HandsComponent>(owner, out var hands) ||
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handSys.GetActiveHand(owner) is null)
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{
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return false;
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}
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var handos = new List<string>();
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foreach (var id in hands.Hands.Keys)
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{
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if (!handSys.HandIsEmpty((owner, hands), id))
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continue;
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handos.Add(id);
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}
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value = handos;
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return true;
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}
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case OwnerCoordinates:
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{
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if (!TryGetValue(Owner, out owner, entManager))
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{
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return false;
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}
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if (entManager.TryGetComponent<TransformComponent>(owner, out var xform))
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{
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value = xform.Coordinates;
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return true;
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}
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return false;
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}
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default:
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return false;
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}
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}
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public bool Remove<T>(string key)
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{
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DebugTools.Assert(!_blackboard.ContainsKey(key) || _blackboard[key] is T);
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return _blackboard.Remove(key);
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}
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public string GetVisionRadiusKey(IEntityManager entMan)
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{
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return TryGetValue<EntityUid>("Target", out _, entMan)
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? AggroVisionRadius
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: VisionRadius;
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}
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// I Ummd and Ahhd about using strings vs enums and decided on tags because
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// if a fork wants to do their own thing they don't need to touch the enum.
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/*
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* Constants to make development easier
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*/
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public const string Access = "Access";
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public const string ActiveHand = "ActiveHand";
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public const string ActiveHandFree = "ActiveHandFree";
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public const string CanMove = "CanMove";
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public const string FreeHands = "FreeHands";
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public const string FollowTarget = "FollowTarget";
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public const string Inventory = "Inventory";
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public const string MedibotInjectRange = "MedibotInjectRange";
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public const string MeleeMissChance = "MeleeMissChance";
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public const string Owner = "Owner";
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public const string OwnerCoordinates = "OwnerCoordinates";
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public const string MovementTarget = "MovementTarget";
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/// <summary>
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/// Can the NPC click open entities such as doors.
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/// </summary>
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public const string NavInteract = "NavInteract";
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/// <summary>
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/// Can the NPC pry open doors for steering.
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/// </summary>
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public const string NavPry = "NavPry";
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/// <summary>
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/// Can the NPC smash obstacles for steering.
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/// </summary>
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public const string NavSmash = "NavSmash";
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/// <summary>
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/// Can the NPC climb obstacles for steering.
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/// </summary>
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public const string NavClimb = "NavClimb";
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/// <summary>
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/// Default key storage for a movement pathfind.
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/// </summary>
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public const string PathfindKey = "MovementPathfind";
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public const string RotateSpeed = "RotateSpeed";
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public const string UtilityTarget = "UtilityTarget";
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private const string VisionRadius = "VisionRadius";
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private const string AggroVisionRadius = "AggroVisionRadius";
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/// <summary>
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/// A configurable "order" enum that can be given to an NPC from an external source.
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/// </summary>
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public const string CurrentOrders = "CurrentOrders";
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/// <summary>
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/// A configurable target that's ordered by external sources.
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/// </summary>
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public const string CurrentOrderedTarget = "CurrentOrderedTarget";
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public IEnumerator<KeyValuePair<string, object>> GetEnumerator()
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{
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return _blackboard.GetEnumerator();
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}
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IEnumerator IEnumerable.GetEnumerator()
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{
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return GetEnumerator();
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}
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}
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