Files
Delta-v/Content.Server/Explosion/EntitySystems/TriggerSystem.cs
T
+27 f941121384 upstream merge (#1636)
* uncomment grappling gun

* Remove rest of Geras files (#30912)

remove remaining geras stuff

* tweak(AgeRequirement): Make the requiredAge more sensible (#30913)

* chrore(ageRequirement): fix grammar. atleast -> at least (#30914)

* Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918)

* Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971

* Fixed HoS Turtle not covering all butt pixels

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Add execution component to all energy sword weapons (#30909)

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* chore(grammar): correct some mistakes (#30916)

* Add diamond mining drills, buff regular mining drills (#30814)

* why do I have to change so much just to add drills

* diamon

* Automatic changelog update

* give trash a reusable entity table (#30921)

* Contraband marking & examining (#28688)

* System & loc strings

* pass over syndie contraband

* fixes

* grand theft pass

* contrabandexamine -> contraband

* examine text generation update

* all composition parents necessary

* bring back minor contra so it has a less confusing message

* minor

* weapon pass

* jumpsuit pass

* feet pass

* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH

* head

* AUUUUGH

* ear

* belt

* back

* fix

* bro

* rename for more clarity

* do da review

* add cvar for contraband examine

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* Removes variant cube migration (#30934)

add

* First Review Pass Contraband Fixes (#30930)

* First pass contra fix

* bam

* More

* Security crates are now marked as security restricted

* Syndicate raid suit is contra

* damn I forgot gatfruit

* Add conducting gloves to the maintenance loot table (#30904)

* add

* lower weight

* Fix DoDrop to DropNextTo in container cases (#30911)

* Fix DoDrop to DropNextTo in container cases
DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method

* codestyle change

* Fix Reagent Fire Stacks (#30766)

* Fix Reagent Fire Stacks

* Comments on code

* little nicer wording?

* Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954)

Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719.

* Automatic changelog update

* Fix permission check for whitelists in player panel (#30948)

* Automatic changelog update

* Grey mantle in winterdrobe (#29774)

* add the mantle

* fix a few things

* fix merge conflict stuff, remove from winterdrobe and lathe.

* Add mantle to loadouts (20 hour requirement)

* Automatic changelog update

* Sliceable doAfter (#30824)

* init

* wtf git

* Automatic changelog update

* Add capfruit, a gatfruit mutation. (#30850)

* add base

* add fake suffix and flavor fix

* address some reviews

* parent it

* fix test fail

* add FoodSequence support and address small review

* Automatic changelog update

* Fixes the grey mantle (#30971)

add the thing i missed

* Add keybinds for rotating and flipping objects (#30540)

* add keybinds for rotating and flipping objects

* no popup for verbs

* Automatic changelog update

* tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618)

* Make the Borgs Names Appear When they Make an Announcement (#30107)

* Make the Borgs Names Appear When they Make an Announcement

* bwomp

* re-order

* Use Name instead of metadata

* goiup

* Automatic changelog update

* disable contraband examine

* rename our SliceFoodEvent

* Throngler Plushie Sprite (#30969)

Throngonkler Plush sprite

* Fix bug with rotating shelves (#30978)

* Main

* Update shelfs.yml

* Little bug fix

* No weather on concrete tiles (#30952)

* concrete weather

* miss

* development build ghostrole lottery changes (#30980)

debug ghostrole lottery changes

* Automatic changelog update

* Add a saline syringe to the combat medical kit (#29954)

saline

* Automatic changelog update

* fix the admin verbs trying to kill players by filling their lungs with plasma (#30991)

fix the admin tools trying to kill players by filling their lungs with plasma

* Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Fix popups not working properly with an eye offset (#30990)

* Adds a random smokable spawner (#30870)

* Textures to make lamps mappable to East/West.

* Adds a random smokable spawner

* remove double derma

* Increase chance for just basic cig

* Update to enitity tables

* Tweak values

* Remove space

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix lizards being unable to eat custom burgers (#31005)

* Fix lizards being unable to eat custom burgers

* ensure tag comp

* Automatic changelog update

* Sedin (#27110)

* Sedin

* almost forgot this.

* what

* Did a few fixes, tried to readd popup

* Fix popup, ready for merge

* minor change

* Generalize seed removal/destruction system, add popups in general.

* fix

* fix (again)

* deadcode is no more

* Sedin buff (nerfing the recipe soon)

* godont

* webedit moment

ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit

* CRIKEY

* Revert "CRIKEY"

This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee.

I was not supposed to commit that >:/

* Alright, it should be good now but I havent tested it

* ready for merge/review

* prob -> probability

* Requested changes nodoc

* Review nodoc

* documento

* thumb up emoji

* Automatic changelog update

* Adds a Dinky Star Sticker for security officers (#29767)

* Sec-Star-TASTIC

* fix license

* now counts as trash

* Sticks to people + wearable

* no more sticky

* no more sticky

* mystery-space

* Update Loadout Yaml

* Automatic changelog update

* tweak(hospital): Reduce diamond stack from 30 to 1 (#31027)

* tweak(experiment): Reduce diamond stack from 30 to 1 (#31025)

* replace mapped diamond stacks with single

* Figurine voicelines (#30865)

* initial commit

* tweaks to the new voice lines

capitalizations of I's and the Y on hos 3 voice lines
also changed the captain figuring voice line 2 to something completely different

* capitalized one letter

man i really suck at capitalization

* more capitalization

i never thought this pr would need so many changes

* changed one comma to a dot

* Update Resources/Locale/en-US/datasets/figurines.ftl

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Automatic changelog update

* Adding shock collar and electropack (#30529)

* Adding shock collar with the new ShockOnTrigger

* Cleaning and updating the shock collar

* Add StripDelay datafield to ClothingComponent

* Adding SelfUnremovableClothingComponent

* ShockCollar Update

* Correction of the shock collar

* Correction of the shock collar 2

* Renaming the DamageSpecifier DataField to Damage

* Fixing the damage field in ShockCollar

* Cleaning the ShockCollar

* Renaming ShockCollar to ClothingNeckShockCollar

* Adding ClothingNeckShockCollar as a stealTarget to a thief

* Fixing a typo of the sprite path in ClothingNeckShockCollar

* Cleaning the ShockOnTriggerComponent

* Revision of SelfUnremovableClothing

* Adding a ClothingBackpackElectropack

* Sprite fix

* Code review

* Shock Collar sprite update

* add commit hash

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Greatly improve the usability of the Gas Analyzer. (#30763)

* greatly improve how the gas analyzer behaves

* don't close the analyzer when the object goes out of range

* cleanup

* always switch to the device tab when a new device is analyzed

* modern api part one

* modern api part 2

* modern api part three

* file scope namespace

* Automatic changelog update

* Fix false and true in player-panel.ftl (#31043)

Fix false and true in player-panel

Add a new True string

* Contra Review Passs - Round 2 (#30942)

* Contra pass round two

* command too

* Stamps

* oopsied a bracket

* Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>

* Contraband Review Pass - The Threequel (#30970)

Contraband pass number three

* Golden toilet (#31049)

* golden toilet

* Destructible

* sprite

* fix

* copyright

* Automatic changelog update

* Salvage Spawners (#31020)

* treasure entities and spawners

* no more smiles

* remove nyano shock collar code

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove meteor swarms rule for a moment

* Revamped Meteor Swarm (#28974)

* meteor code and balanced values

* Meteor Swarms

* Update meteors.yml

* Update meteors.yml

* HOO! (fix overkill bug and buff space dust)

* undo BloodstreamComponent.cs changes

* DamageDistribution -> DamageTypes

* part 2.

* Missing meteor presets (#29044)

* add meteors into missing game presets

* changes for real

* implement code

* this too

* Meteors now leave behind a bit of ore (#30419)

* Meteors that leave behind asteroid ore

* bigger offset

* Bit more generic

* Better defaults

* hrm?

* I HATE CUSTOM SERIALIZERS

* More comments

* renamed a variable

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* refactor event schedulers to use explicit game rules (#29320)

* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove(NukeopsRuleComponent): Remove a trap from the component file (#31029)

ah

* Fix bug with holding objects (#31009)

Main

* Automatic changelog update

* Replace obsolete map functions in IconSmoothSystem (#30958)

* first part

* second part

* Automatic changelog update

* Fix reagents with ReagentData being duplicated  (#30983)

Initial commit

* :trollface:

* :trollface:

* actually untroll

* a

* 50 burger

* add back old meteor code

* fix

* use some live config options in dev

* remove old shock collar icon

* make ammo more consistent and work more

* clean up lathes diff to upstream

* a

* move rubber bullets to deltav folder

* a

* untroll

* more untrolls

* more untrolls

* untroll

* :trollface:

* a

* b

* remove it for real

* add missing lathe recipes

* replace cvars with component field

* remove taco from roboisseur

* migrate cardboard box with smg mags

* remove kebabs

* a

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com>
Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com>
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
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2024-08-18 17:21:07 +00:00

420 lines
17 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Explosion.Components;
using Content.Server.Flash;
using Content.Server.Electrocution;
using Content.Server.Pinpointer;
using Content.Shared.Flash.Components;
using Content.Server.Radio.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Database;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.Components.OnTrigger;
using Content.Shared.Implants.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Payload.Components;
using Content.Shared.Radio;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Trigger;
using Content.Shared.Weapons.Ranged.Events;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Player;
using Content.Shared.Coordinates;
using Robust.Shared.Utility;
using Robust.Shared.Timing;
namespace Content.Server.Explosion.EntitySystems
{
/// <summary>
/// Raised whenever something is Triggered on the entity.
/// </summary>
public sealed class TriggerEvent : HandledEntityEventArgs
{
public EntityUid Triggered { get; }
public EntityUid? User { get; }
public TriggerEvent(EntityUid triggered, EntityUid? user = null)
{
Triggered = triggered;
User = user;
}
}
/// <summary>
/// Raised when timer trigger becomes active.
/// </summary>
[ByRefEvent]
public readonly record struct ActiveTimerTriggerEvent(EntityUid Triggered, EntityUid? User);
[UsedImplicitly]
public sealed partial class TriggerSystem : EntitySystem
{
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly FlashSystem _flashSystem = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly BodySystem _body = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly NavMapSystem _navMap = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly ElectrocutionSystem _electrocution = default!;
public override void Initialize()
{
base.Initialize();
InitializeProximity();
InitializeOnUse();
InitializeSignal();
InitializeTimedCollide();
InitializeVoice();
InitializeMobstate();
SubscribeLocalEvent<TriggerOnSpawnComponent, MapInitEvent>(OnSpawnTriggered);
SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(OnTriggerCollide);
SubscribeLocalEvent<TriggerOnActivateComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<TriggerImplantActionComponent, ActivateImplantEvent>(OnImplantTrigger);
SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredOffEvent>(OnStepTriggered);
SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
SubscribeLocalEvent<TriggerWhenEmptyComponent, OnEmptyGunShotEvent>(OnEmptyTriggered);
SubscribeLocalEvent<RepeatingTriggerComponent, MapInitEvent>(OnRepeatInit);
SubscribeLocalEvent<SpawnOnTriggerComponent, TriggerEvent>(OnSpawnTrigger);
SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
SubscribeLocalEvent<GibOnTriggerComponent, TriggerEvent>(HandleGibTrigger);
SubscribeLocalEvent<AnchorOnTriggerComponent, TriggerEvent>(OnAnchorTrigger);
SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(OnSoundTrigger);
SubscribeLocalEvent<ShockOnTriggerComponent, TriggerEvent>(HandleShockTrigger);
SubscribeLocalEvent<RattleComponent, TriggerEvent>(HandleRattleTrigger);
}
private void OnSoundTrigger(EntityUid uid, SoundOnTriggerComponent component, TriggerEvent args)
{
if (component.RemoveOnTrigger) // if the component gets removed when it's triggered
{
var xform = Transform(uid);
_audio.PlayPvs(component.Sound, xform.Coordinates); // play the sound at its last known coordinates
}
else // if the component doesn't get removed when triggered
{
_audio.PlayPvs(component.Sound, uid); // have the sound follow the entity itself
}
}
private void HandleShockTrigger(Entity<ShockOnTriggerComponent> shockOnTrigger, ref TriggerEvent args)
{
if (!_container.TryGetContainingContainer(shockOnTrigger, out var container))
return;
var containerEnt = container.Owner;
var curTime = _timing.CurTime;
if (curTime < shockOnTrigger.Comp.NextTrigger)
{
// The trigger's on cooldown.
return;
}
_electrocution.TryDoElectrocution(containerEnt, null, shockOnTrigger.Comp.Damage, shockOnTrigger.Comp.Duration, true);
shockOnTrigger.Comp.NextTrigger = curTime + shockOnTrigger.Comp.Cooldown;
}
private void OnAnchorTrigger(EntityUid uid, AnchorOnTriggerComponent component, TriggerEvent args)
{
var xform = Transform(uid);
if (xform.Anchored)
return;
_transformSystem.AnchorEntity(uid, xform);
if (component.RemoveOnTrigger)
RemCompDeferred<AnchorOnTriggerComponent>(uid);
}
private void OnSpawnTrigger(EntityUid uid, SpawnOnTriggerComponent component, TriggerEvent args)
{
var xform = Transform(uid);
var coords = xform.Coordinates;
if (!coords.IsValid(EntityManager))
return;
Spawn(component.Proto, coords);
}
private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
{
_explosions.TriggerExplosive(uid, user: args.User);
args.Handled = true;
}
private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
{
// TODO Make flash durations sane ffs.
_flashSystem.FlashArea(uid, args.User, component.Range, component.Duration * 1000f, probability: component.Probability);
args.Handled = true;
}
private void HandleDeleteTrigger(EntityUid uid, DeleteOnTriggerComponent component, TriggerEvent args)
{
EntityManager.QueueDeleteEntity(uid);
args.Handled = true;
}
private void HandleGibTrigger(EntityUid uid, GibOnTriggerComponent component, TriggerEvent args)
{
if (!TryComp(uid, out TransformComponent? xform))
return;
if (component.DeleteItems)
{
var items = _inventory.GetHandOrInventoryEntities(xform.ParentUid);
foreach (var item in items)
{
Del(item);
}
}
_body.GibBody(xform.ParentUid, true);
args.Handled = true;
}
private void HandleRattleTrigger(EntityUid uid, RattleComponent component, TriggerEvent args)
{
if (!TryComp<SubdermalImplantComponent>(uid, out var implanted))
return;
if (implanted.ImplantedEntity == null)
return;
// Gets location of the implant
var posText = FormattedMessage.RemoveMarkup(_navMap.GetNearestBeaconString(uid));
var critMessage = Loc.GetString(component.CritMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
var deathMessage = Loc.GetString(component.DeathMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
if (!TryComp<MobStateComponent>(implanted.ImplantedEntity, out var mobstate))
return;
// Sends a message to the radio channel specified by the implant
if (mobstate.CurrentState == MobState.Critical)
_radioSystem.SendRadioMessage(uid, critMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
if (mobstate.CurrentState == MobState.Dead)
_radioSystem.SendRadioMessage(uid, deathMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
args.Handled = true;
}
private void OnTriggerCollide(EntityUid uid, TriggerOnCollideComponent component, ref StartCollideEvent args)
{
if (args.OurFixtureId == component.FixtureID && (!component.IgnoreOtherNonHard || args.OtherFixture.Hard))
Trigger(uid);
}
private void OnSpawnTriggered(EntityUid uid, TriggerOnSpawnComponent component, MapInitEvent args)
{
Trigger(uid);
}
private void OnActivate(EntityUid uid, TriggerOnActivateComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
Trigger(uid, args.User);
args.Handled = true;
}
private void OnImplantTrigger(EntityUid uid, TriggerImplantActionComponent component, ActivateImplantEvent args)
{
args.Handled = Trigger(uid);
}
private void OnStepTriggered(EntityUid uid, TriggerOnStepTriggerComponent component, ref StepTriggeredOffEvent args)
{
Trigger(uid, args.Tripper);
}
private void OnSlipTriggered(EntityUid uid, TriggerOnSlipComponent component, ref SlipEvent args)
{
Trigger(uid, args.Slipped);
}
private void OnEmptyTriggered(EntityUid uid, TriggerWhenEmptyComponent component, ref OnEmptyGunShotEvent args)
{
Trigger(uid, args.EmptyGun);
}
private void OnRepeatInit(Entity<RepeatingTriggerComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextTrigger = _timing.CurTime + ent.Comp.Delay;
}
public bool Trigger(EntityUid trigger, EntityUid? user = null)
{
var triggerEvent = new TriggerEvent(trigger, user);
EntityManager.EventBus.RaiseLocalEvent(trigger, triggerEvent, true);
return triggerEvent.Handled;
}
public void TryDelay(EntityUid uid, float amount, ActiveTimerTriggerComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return;
comp.TimeRemaining += amount;
}
/// <summary>
/// Start the timer for triggering the device.
/// </summary>
public void StartTimer(Entity<OnUseTimerTriggerComponent?> ent, EntityUid? user)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
var comp = ent.Comp;
HandleTimerTrigger(ent, user, comp.Delay, comp.BeepInterval, comp.InitialBeepDelay, comp.BeepSound);
}
public void HandleTimerTrigger(EntityUid uid, EntityUid? user, float delay, float beepInterval, float? initialBeepDelay, SoundSpecifier? beepSound)
{
if (delay <= 0)
{
RemComp<ActiveTimerTriggerComponent>(uid);
Trigger(uid, user);
return;
}
if (HasComp<ActiveTimerTriggerComponent>(uid))
return;
if (user != null)
{
// Check if entity is bomb/mod. grenade/etc
if (_container.TryGetContainer(uid, "payload", out BaseContainer? container) &&
container.ContainedEntities.Count > 0 &&
TryComp(container.ContainedEntities[0], out ChemicalPayloadComponent? chemicalPayloadComponent))
{
// If a beaker is missing, the entity won't explode, so no reason to log it
if (chemicalPayloadComponent?.BeakerSlotA.Item is not { } beakerA ||
chemicalPayloadComponent?.BeakerSlotB.Item is not { } beakerB ||
!TryComp(beakerA, out SolutionContainerManagerComponent? containerA) ||
!TryComp(beakerB, out SolutionContainerManagerComponent? containerB) ||
!TryComp(beakerA, out FitsInDispenserComponent? fitsA) ||
!TryComp(beakerB, out FitsInDispenserComponent? fitsB) ||
!_solutionContainerSystem.TryGetSolution((beakerA, containerA), fitsA.Solution, out _, out var solutionA) ||
!_solutionContainerSystem.TryGetSolution((beakerB, containerB), fitsB.Solution, out _, out var solutionB))
return;
_adminLogger.Add(LogType.Trigger,
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}, which contains {SolutionContainerSystem.ToPrettyString(solutionA)} in one beaker and {SolutionContainerSystem.ToPrettyString(solutionB)} in the other.");
}
else
{
_adminLogger.Add(LogType.Trigger,
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}");
}
}
else
{
_adminLogger.Add(LogType.Trigger,
$"{delay} second timer trigger started on entity {ToPrettyString(uid):timer}");
}
var active = AddComp<ActiveTimerTriggerComponent>(uid);
active.TimeRemaining = delay;
active.User = user;
active.BeepSound = beepSound;
active.BeepInterval = beepInterval;
active.TimeUntilBeep = initialBeepDelay == null ? active.BeepInterval : initialBeepDelay.Value;
var ev = new ActiveTimerTriggerEvent(uid, user);
RaiseLocalEvent(uid, ref ev);
if (TryComp<AppearanceComponent>(uid, out var appearance))
_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Primed, appearance);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateProximity();
UpdateTimer(frameTime);
UpdateTimedCollide(frameTime);
UpdateRepeat();
}
private void UpdateTimer(float frameTime)
{
HashSet<EntityUid> toRemove = new();
var query = EntityQueryEnumerator<ActiveTimerTriggerComponent>();
while (query.MoveNext(out var uid, out var timer))
{
timer.TimeRemaining -= frameTime;
timer.TimeUntilBeep -= frameTime;
if (timer.TimeRemaining <= 0)
{
Trigger(uid, timer.User);
toRemove.Add(uid);
continue;
}
if (timer.BeepSound == null || timer.TimeUntilBeep > 0)
continue;
timer.TimeUntilBeep += timer.BeepInterval;
_audio.PlayPvs(timer.BeepSound, uid, timer.BeepSound.Params);
}
foreach (var uid in toRemove)
{
RemComp<ActiveTimerTriggerComponent>(uid);
// In case this is a re-usable grenade, un-prime it.
if (TryComp<AppearanceComponent>(uid, out var appearance))
_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Unprimed, appearance);
}
}
private void UpdateRepeat()
{
var now = _timing.CurTime;
var query = EntityQueryEnumerator<RepeatingTriggerComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextTrigger > now)
continue;
comp.NextTrigger = now + comp.Delay;
Trigger(uid);
}
}
}
}