Files
Delta-v/Content.Server/Storage/EntitySystems/BluespaceLockerSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

409 lines
16 KiB
C#

using System.Linq;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Resist;
using Content.Server.Storage.Components;
using Content.Shared.Access;
using Content.Shared.Access.Components;
using Content.Shared.Coordinates;
using Content.Shared.DoAfter;
using Content.Shared.Lock;
using Content.Shared.Mind.Components;
using Content.Shared.Station.Components;
using Content.Shared.Storage.Components;
using Content.Shared.Storage.EntitySystems;
using Content.Shared.Tools.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Prototypes;
using Content.Server.Shuttles.Components;
using Robust.Shared.Physics;
namespace Content.Server.Storage.EntitySystems;
public sealed class BluespaceLockerSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
[Dependency] private readonly WeldableSystem _weldableSystem = default!;
[Dependency] private readonly LockSystem _lockSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BluespaceLockerComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<BluespaceLockerComponent, StorageBeforeOpenEvent>(PreOpen);
SubscribeLocalEvent<BluespaceLockerComponent, StorageAfterCloseEvent>(PostClose);
SubscribeLocalEvent<BluespaceLockerComponent, BluespaceLockerDoAfterEvent>(OnDoAfter);
}
private void OnStartup(EntityUid uid, BluespaceLockerComponent component, ComponentStartup args)
{
GetTarget(uid, component, true);
if (component.BehaviorProperties.BluespaceEffectOnInit)
BluespaceEffect(uid, component, component, true);
EnsureComp<ArrivalsBlacklistComponent>(uid); // To stop people getting to arrivals terminal
}
public void BluespaceEffect(EntityUid effectTargetUid, BluespaceLockerComponent effectSourceComponent, BluespaceLockerComponent? effectTargetComponent, bool bypassLimit = false)
{
if (!bypassLimit && Resolve(effectTargetUid, ref effectTargetComponent, false))
if (effectTargetComponent.BehaviorProperties.BluespaceEffectMinInterval > 0)
{
var curTimeTicks = _timing.CurTick.Value;
if (curTimeTicks < effectTargetComponent.BluespaceEffectNextTime)
return;
effectTargetComponent.BluespaceEffectNextTime = curTimeTicks + (uint) (_timing.TickRate * effectTargetComponent.BehaviorProperties.BluespaceEffectMinInterval);
}
Spawn(effectSourceComponent.BehaviorProperties.BluespaceEffectPrototype, effectTargetUid.ToCoordinates());
}
private void PreOpen(EntityUid uid, BluespaceLockerComponent component, ref StorageBeforeOpenEvent args)
{
EntityStorageComponent? entityStorageComponent = null;
int transportedEntities = 0;
if (!Resolve(uid, ref entityStorageComponent))
return;
if (!component.BehaviorProperties.ActOnOpen)
return;
// Select target
var target = GetTarget(uid, component);
if (target == null)
return;
// Close target if it is open
if (target.Value.storageComponent.Open)
_entityStorage.CloseStorage(target.Value.uid, target.Value.storageComponent);
// Apply bluespace effects if target is not a bluespace locker, otherwise let it handle it
if (target.Value.bluespaceLockerComponent == null)
{
// Move contained items
if (component.BehaviorProperties.TransportEntities || component.BehaviorProperties.TransportSentient)
foreach (var entity in target.Value.storageComponent.Contents.ContainedEntities.ToArray())
{
if (HasComp<MindContainerComponent>(entity))
{
if (!component.BehaviorProperties.TransportSentient)
continue;
_containerSystem.Insert(entity, entityStorageComponent.Contents);
transportedEntities++;
}
else if (component.BehaviorProperties.TransportEntities)
{
_containerSystem.Insert(entity, entityStorageComponent.Contents);
transportedEntities++;
}
}
// Move contained air
if (component.BehaviorProperties.TransportGas)
{
entityStorageComponent.Air.CopyFrom(target.Value.storageComponent.Air);
target.Value.storageComponent.Air.Clear();
}
// Bluespace effects
if (component.BehaviorProperties.BluespaceEffectOnTeleportSource)
BluespaceEffect(target.Value.uid, component, target.Value.bluespaceLockerComponent);
if (component.BehaviorProperties.BluespaceEffectOnTeleportTarget)
BluespaceEffect(uid, component, component);
}
DestroyAfterLimit(uid, component, transportedEntities);
}
private bool ValidLink(EntityUid locker, EntityUid link, BluespaceLockerComponent lockerComponent, bool intendToLink = false)
{
if (!link.Valid ||
!TryComp<EntityStorageComponent>(link, out var linkStorage) ||
linkStorage.LifeStage == ComponentLifeStage.Deleted ||
link == locker)
return false;
if (lockerComponent.BehaviorProperties.InvalidateOneWayLinks &&
!(intendToLink && lockerComponent.AutoLinksBidirectional) &&
!(HasComp<BluespaceLockerComponent>(link) && Comp<BluespaceLockerComponent>(link).BluespaceLinks.Contains(locker)))
return false;
return true;
}
/// <returns>True if any HashSet in <paramref name="a"/> would grant access to <paramref name="b"/></returns>
private bool AccessMatch(IReadOnlyCollection<HashSet<ProtoId<AccessLevelPrototype>>>? a, IReadOnlyCollection<HashSet<ProtoId<AccessLevelPrototype>>>? b)
{
if ((a == null || a.Count == 0) && (b == null || b.Count == 0))
return true;
if (a != null && a.Any(aSet => aSet.Count == 0))
return true;
if (b != null && b.Any(bSet => bSet.Count == 0))
return true;
if (a != null && b != null)
return a.Any(aSet => b.Any(aSet.SetEquals));
return false;
}
private bool ValidAutolink(EntityUid locker, EntityUid link, BluespaceLockerComponent lockerComponent)
{
if (!ValidLink(locker, link, lockerComponent, true))
return false;
if (lockerComponent.PickLinksFromSameMap &&
_transformSystem.GetMapId(link.ToCoordinates()) != _transformSystem.GetMapId(locker.ToCoordinates()))
return false;
if (lockerComponent.PickLinksFromStationGrids &&
!HasComp<StationMemberComponent>(_transformSystem.GetGrid(link.ToCoordinates())))
return false;
if (lockerComponent.PickLinksFromResistLockers &&
!HasComp<ResistLockerComponent>(link))
return false;
if (lockerComponent.PickLinksFromSameAccess)
{
TryComp<AccessReaderComponent>(locker, out var sourceAccess);
TryComp<AccessReaderComponent>(link, out var targetAccess);
if (!AccessMatch(sourceAccess?.AccessLists, targetAccess?.AccessLists))
return false;
}
if (HasComp<BluespaceLockerComponent>(link))
{
if (lockerComponent.PickLinksFromNonBluespaceLockers)
return false;
}
else
{
if (lockerComponent.PickLinksFromBluespaceLockers)
return false;
}
return true;
}
public (EntityUid uid, EntityStorageComponent storageComponent, BluespaceLockerComponent? bluespaceLockerComponent)? GetTarget(EntityUid lockerUid, BluespaceLockerComponent component, bool init = false)
{
while (true)
{
// Ensure MinBluespaceLinks
if (component.BluespaceLinks.Count < component.MinBluespaceLinks)
{
// Get an shuffle the list of all EntityStorages
var storages = new List<Entity<EntityStorageComponent>>();
var query = EntityQueryEnumerator<EntityStorageComponent>();
while (query.MoveNext(out var uid, out var storage))
{
storages.Add((uid, storage));
}
_robustRandom.Shuffle(storages);
// Add valid candidates till MinBluespaceLinks is met
foreach (var storage in storages)
{
var potentialLink = storage.Owner;
if (!ValidAutolink(lockerUid, potentialLink, component))
continue;
component.BluespaceLinks.Add(potentialLink);
if (component.AutoLinksBidirectional || component.AutoLinksUseProperties)
{
var targetBluespaceComponent = CompOrNull<BluespaceLockerComponent>(potentialLink);
if (targetBluespaceComponent == null)
{
targetBluespaceComponent = AddComp<BluespaceLockerComponent>(potentialLink);
if (component.AutoLinksBidirectional)
targetBluespaceComponent.BluespaceLinks.Add(lockerUid);
if (component.AutoLinksUseProperties)
targetBluespaceComponent.BehaviorProperties = component.AutoLinkProperties with {};
GetTarget(potentialLink, targetBluespaceComponent, true);
BluespaceEffect(potentialLink, targetBluespaceComponent, targetBluespaceComponent, true);
}
else if (component.AutoLinksBidirectional)
{
targetBluespaceComponent.BluespaceLinks.Add(lockerUid);
}
}
if (component.BluespaceLinks.Count >= component.MinBluespaceLinks)
break;
}
}
// If there are no possible link targets and no links, return null
if (component.BluespaceLinks.Count == 0)
{
if (component.MinBluespaceLinks == 0 && !init)
RemComp<BluespaceLockerComponent>(lockerUid);
return null;
}
// Attempt to select, validate, and return a link
var links = component.BluespaceLinks.ToArray();
var link = links[_robustRandom.Next(0, component.BluespaceLinks.Count)];
if (ValidLink(lockerUid, link, component))
return (link, Comp<EntityStorageComponent>(link), CompOrNull<BluespaceLockerComponent>(link));
component.BluespaceLinks.Remove(link);
}
}
private void PostClose(EntityUid uid, BluespaceLockerComponent component, ref StorageAfterCloseEvent args)
{
PostClose(uid, component);
}
private void OnDoAfter(EntityUid uid, BluespaceLockerComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
PostClose(uid, component, false);
args.Handled = true;
}
private void PostClose(EntityUid uid, BluespaceLockerComponent component, bool doDelay = true)
{
EntityStorageComponent? entityStorageComponent = null;
int transportedEntities = 0;
if (!Resolve(uid, ref entityStorageComponent))
return;
if (!component.BehaviorProperties.ActOnClose)
return;
// Do delay
if (doDelay && component.BehaviorProperties.Delay > 0)
{
EnsureComp<DoAfterComponent>(uid);
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, uid, component.BehaviorProperties.Delay, new BluespaceLockerDoAfterEvent(), uid));
return;
}
// Select target
var target = GetTarget(uid, component);
if (target == null)
return;
// Move contained items
if (component.BehaviorProperties.TransportEntities || component.BehaviorProperties.TransportSentient)
foreach (var entity in entityStorageComponent.Contents.ContainedEntities.ToArray())
{
if (HasComp<MindContainerComponent>(entity))
{
if (!component.BehaviorProperties.TransportSentient)
continue;
_containerSystem.Insert(entity, target.Value.storageComponent.Contents);
transportedEntities++;
}
else if (component.BehaviorProperties.TransportEntities)
{
_containerSystem.Insert(entity, target.Value.storageComponent.Contents);
transportedEntities++;
}
}
// Move contained air
if (component.BehaviorProperties.TransportGas)
{
target.Value.storageComponent.Air.CopyFrom(entityStorageComponent.Air);
entityStorageComponent.Air.Clear();
}
// Open and empty target
if (target.Value.storageComponent.Open)
{
_entityStorage.EmptyContents(target.Value.uid, target.Value.storageComponent);
_entityStorage.ReleaseGas(target.Value.uid, target.Value.storageComponent);
}
else
{
if (_weldableSystem.IsWelded(target.Value.uid))
{
// It gets bluespaced open...
_weldableSystem.SetWeldedState(target.Value.uid, false);
}
LockComponent? lockComponent = null;
if (Resolve(target.Value.uid, ref lockComponent, false) && lockComponent.Locked)
_lockSystem.Unlock(target.Value.uid, target.Value.uid, lockComponent);
_entityStorage.OpenStorage(target.Value.uid, target.Value.storageComponent);
}
// Bluespace effects
if (component.BehaviorProperties.BluespaceEffectOnTeleportSource)
BluespaceEffect(uid, component, component);
if (component.BehaviorProperties.BluespaceEffectOnTeleportTarget)
BluespaceEffect(target.Value.uid, component, target.Value.bluespaceLockerComponent);
DestroyAfterLimit(uid, component, transportedEntities);
}
private void DestroyAfterLimit(EntityUid uid, BluespaceLockerComponent component, int transportedEntities)
{
if (component.BehaviorProperties.DestroyAfterUsesMinItemsToCountUse > transportedEntities)
return;
if (component.BehaviorProperties.ClearLinksEvery != -1)
{
component.UsesSinceLinkClear++;
if (component.BehaviorProperties.ClearLinksEvery <= component.UsesSinceLinkClear)
{
if (component.BehaviorProperties.ClearLinksDebluespaces)
foreach (var link in component.BluespaceLinks)
RemComp<BluespaceLockerComponent>(link);
component.BluespaceLinks.Clear();
component.UsesSinceLinkClear = 0;
}
}
if (component.BehaviorProperties.DestroyAfterUses == -1)
return;
component.BehaviorProperties.DestroyAfterUses--;
if (component.BehaviorProperties.DestroyAfterUses > 0)
return;
switch (component.BehaviorProperties.DestroyType)
{
case BluespaceLockerDestroyType.Explode:
_explosionSystem.QueueExplosion(_transformSystem.ToMapCoordinates(uid.ToCoordinates()),
ExplosionSystem.DefaultExplosionPrototypeId, 4, 1, 2, uid, maxTileBreak: 0);
goto case BluespaceLockerDestroyType.Delete;
case BluespaceLockerDestroyType.Delete:
QueueDel(uid);
break;
default:
case BluespaceLockerDestroyType.DeleteComponent:
RemComp<BluespaceLockerComponent>(uid);
break;
}
}
}