mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* 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...
244 lines
11 KiB
C#
244 lines
11 KiB
C#
using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Content.Shared.Ghost;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.Physics;
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namespace Content.Shared.Singularity.EntitySystems;
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/// <summary>
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/// The entity system primarily responsible for managing <see cref="EventHorizonComponent"/>s.
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/// </summary>
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public abstract class SharedEventHorizonSystem : EntitySystem
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] protected readonly IViewVariablesManager Vvm = default!;
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public override void Initialize()
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{
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base.Initialize();
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// Allows for predicted collisions with singularities.
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SubscribeLocalEvent<EventHorizonComponent, ComponentStartup>(OnEventHorizonStartup);
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SubscribeLocalEvent<EventHorizonComponent, PreventCollideEvent>(OnPreventCollide);
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var vvHandle = Vvm.GetTypeHandler<EventHorizonComponent>();
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vvHandle.AddPath(nameof(EventHorizonComponent.Radius), (_, comp) => comp.Radius, (uid, value, comp) => SetRadius(uid, value, eventHorizon: comp));
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vvHandle.AddPath(nameof(EventHorizonComponent.CanBreachContainment), (_, comp) => comp.CanBreachContainment, (uid, value, comp) => SetCanBreachContainment(uid, value, eventHorizon: comp));
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vvHandle.AddPath(nameof(EventHorizonComponent.ColliderFixtureId), (_, comp) => comp.ColliderFixtureId, (uid, value, comp) => SetColliderFixtureId(uid, value, eventHorizon: comp));
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vvHandle.AddPath(nameof(EventHorizonComponent.ConsumerFixtureId), (_, comp) => comp.ConsumerFixtureId, (uid, value, comp) => SetConsumerFixtureId(uid, value, eventHorizon: comp));
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}
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public override void Shutdown()
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{
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var vvHandle = Vvm.GetTypeHandler<EventHorizonComponent>();
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vvHandle.RemovePath(nameof(EventHorizonComponent.Radius));
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vvHandle.RemovePath(nameof(EventHorizonComponent.CanBreachContainment));
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vvHandle.RemovePath(nameof(EventHorizonComponent.ColliderFixtureId));
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vvHandle.RemovePath(nameof(EventHorizonComponent.ConsumerFixtureId));
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base.Shutdown();
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}
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#region Getters/Setters
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/// <summary>
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/// Setter for <see cref="EventHorizonComponent.Radius"/>
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/// May also update the fixture associated with the event horizon.
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/// </summary>
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/// <param name="uid">The uid of the event horizon to change the radius of.</param>
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/// <param name="value">The new radius of the event horizon.</param>
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/// <param name="updateFixture">Whether to update the associated fixture upon changing the radius of the event horizon.</param>
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/// <param name="eventHorizon">The state of the event horizon to change the radius of.</param>
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public void SetRadius(EntityUid uid, float value, bool updateFixture = true, EventHorizonComponent? eventHorizon = null)
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{
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if (!Resolve(uid, ref eventHorizon))
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return;
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var oldValue = eventHorizon.Radius;
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if (value == oldValue)
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return;
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eventHorizon.Radius = value;
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Dirty(uid, eventHorizon);
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if (updateFixture)
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UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
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}
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/// <summary>
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/// Setter for <see cref="EventHorizonComponent.CanBreachContainment"/>
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/// May also update the fixture associated with the event horizon.
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/// </summary>
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/// <param name="uid">The uid of the event horizon to make (in)capable of breaching containment.</param>
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/// <param name="value">Whether the event horizon should be able to breach containment.</param>
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/// <param name="updateFixture">Whether to update the associated fixture upon changing whether the event horizon can breach containment.</param>
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/// <param name="eventHorizon">The state of the event horizon to make (in)capable of breaching containment.</param>
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public void SetCanBreachContainment(EntityUid uid, bool value, bool updateFixture = true, EventHorizonComponent? eventHorizon = null)
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{
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if (!Resolve(uid, ref eventHorizon))
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return;
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var oldValue = eventHorizon.CanBreachContainment;
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if (value == oldValue)
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return;
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eventHorizon.CanBreachContainment = value;
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Dirty(uid, eventHorizon);
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if (updateFixture)
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UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
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}
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/// <summary>
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/// Setter for <see cref="EventHorizonComponent.HorizonFixtureId"/>
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/// May also update the fixture associated with the event horizon.
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/// </summary>
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/// <param name="uid">The uid of the event horizon with the fixture ID to change.</param>
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/// <param name="value">The new fixture ID to associate the event horizon with.</param>
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/// <param name="updateFixture">Whether to update the associated fixture upon changing whether the event horizon can breach containment.</param>
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/// <param name="eventHorizon">The state of the event horizon with the fixture ID to change.</param>
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public void SetColliderFixtureId(EntityUid uid, string? value, bool updateFixture = true, EventHorizonComponent? eventHorizon = null)
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{
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if (!Resolve(uid, ref eventHorizon))
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return;
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var oldValue = eventHorizon.ColliderFixtureId;
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if (value == oldValue)
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return;
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eventHorizon.ColliderFixtureId = value;
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Dirty(uid, eventHorizon);
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if (updateFixture)
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UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
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}
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/// <summary>
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/// Setter for <see cref="EventHorizonComponent.HorizonFixtureId"/>
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/// May also update the fixture associated with the event horizon.
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/// </summary>
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/// <param name="uid">The uid of the event horizon with the fixture ID to change.</param>
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/// <param name="value">The new fixture ID to associate the event horizon with.</param>
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/// <param name="updateFixture">Whether to update the associated fixture upon changing whether the event horizon can breach containment.</param>
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/// <param name="eventHorizon">The state of the event horizon with the fixture ID to change.</param>
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public void SetConsumerFixtureId(EntityUid uid, string? value, bool updateFixture = true, EventHorizonComponent? eventHorizon = null)
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{
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if (!Resolve(uid, ref eventHorizon))
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return;
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var oldValue = eventHorizon.ConsumerFixtureId;
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if (value == oldValue)
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return;
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eventHorizon.ConsumerFixtureId = value;
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Dirty(uid, eventHorizon);
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if (updateFixture)
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UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
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}
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/// <summary>
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/// Updates the state of the fixture associated with the event horizon.
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/// </summary>
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/// <param name="uid">The uid of the event horizon associated with the fixture to update.</param>
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/// <param name="fixtures">The fixture manager component containing the fixture to update.</param>
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/// <param name="eventHorizon">The state of the event horizon associated with the fixture to update.</param>
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public void UpdateEventHorizonFixture(EntityUid uid, FixturesComponent? fixtures = null, EventHorizonComponent? eventHorizon = null)
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{
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if (!Resolve(uid, ref eventHorizon))
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return;
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var consumerId = eventHorizon.ConsumerFixtureId;
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var colliderId = eventHorizon.ColliderFixtureId;
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if (consumerId == null || colliderId == null
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|| !Resolve(uid, ref fixtures, logMissing: false))
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return;
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// Update both fixtures the event horizon is associated with:
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var consumer = _fixtures.GetFixtureOrNull(uid, consumerId, fixtures);
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if (consumer != null)
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{
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_physics.SetRadius(uid, consumerId, consumer, consumer.Shape, eventHorizon.Radius, fixtures);
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_physics.SetHard(uid, consumer, false, fixtures);
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}
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var collider = _fixtures.GetFixtureOrNull(uid, colliderId, fixtures);
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if (collider != null)
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{
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_physics.SetRadius(uid, colliderId, collider, collider.Shape, eventHorizon.Radius, fixtures);
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_physics.SetHard(uid, collider, true, fixtures);
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}
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Dirty(uid, fixtures);
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}
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#endregion Getters/Setters
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#region EventHandlers
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/// <summary>
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/// Syncs the state of the fixture associated with the event horizon upon startup.
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/// </summary>
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/// <param name="uid">The entity that has just gained an event horizon component.</param>
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/// <param name="comp">The event horizon component that is starting up.</param>
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/// <param name="args">The event arguments.</param>
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private void OnEventHorizonStartup(EntityUid uid, EventHorizonComponent comp, ComponentStartup args)
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{
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UpdateEventHorizonFixture(uid, eventHorizon: comp);
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}
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/// <summary>
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/// Prevents the event horizon from colliding with anything it cannot consume.
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/// Most notably map grids and ghosts.
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/// Also makes event horizons phase through containment if it can breach.
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/// </summary>
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/// <param name="uid">The entity that is trying to collide with another entity.</param>
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/// <param name="comp">The event horizon of the former.</param>
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/// <param name="args">The event arguments.</param>
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private void OnPreventCollide(EntityUid uid, EventHorizonComponent comp, ref PreventCollideEvent args)
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{
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if (!args.Cancelled)
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PreventCollide(uid, comp, ref args);
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}
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/// <summary>
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/// The actual, functional part of SharedEventHorizonSystem.OnPreventCollide.
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/// The return value allows for overrides to early return if the base successfully handles collision prevention.
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/// </summary>
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/// <param name="uid">The entity that is trying to collide with another entity.</param>
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/// <param name="comp">The event horizon of the former.</param>
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/// <param name="args">The event arguments.</param>
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/// <returns>A bool indicating whether the collision prevention has been handled.</returns>
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protected virtual bool PreventCollide(EntityUid uid, EventHorizonComponent comp, ref PreventCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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// For prediction reasons always want the client to ignore these.
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if (HasComp<MapGridComponent>(otherUid) ||
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HasComp<GhostComponent>(otherUid))
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{
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args.Cancelled = true;
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return true;
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}
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// If we can, breach containment
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// otherwise, check if it's containment and just keep the collision
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if (HasComp<ContainmentFieldComponent>(otherUid) ||
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HasComp<ContainmentFieldGeneratorComponent>(otherUid))
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{
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if (comp.CanBreachContainment)
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args.Cancelled = true;
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return true;
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}
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return false;
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}
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#endregion EventHandlers
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}
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