Files
Delta-v/Content.Shared/Weapons/Misc/SharedTetherGunSystem.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

305 lines
11 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.ActionBlocker;
using Content.Shared.Buckle.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Events;
using Content.Shared.Throwing;
using Content.Shared.Toggleable;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Misc;
public abstract partial class SharedTetherGunSystem : EntitySystem
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly MobStateSystem _mob = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
[Dependency] private readonly ThrownItemSystem _thrown = default!;
private const string TetherJoint = "tether";
private const float SpinVelocity = MathF.PI;
private const float AngularChange = 1f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TetherGunComponent, ActivateInWorldEvent>(OnTetherActivate);
SubscribeLocalEvent<TetherGunComponent, AfterInteractEvent>(OnTetherRanged);
SubscribeAllEvent<RequestTetherMoveEvent>(OnTetherMove);
SubscribeLocalEvent<TetheredComponent, BuckleAttemptEvent>(OnTetheredBuckleAttempt);
SubscribeLocalEvent<TetheredComponent, UpdateCanMoveEvent>(OnTetheredUpdateCanMove);
SubscribeLocalEvent<TetheredComponent, EntGotInsertedIntoContainerMessage>(OnTetheredContainerInserted);
InitializeForce();
}
private void OnTetheredContainerInserted(EntityUid uid, TetheredComponent component, EntGotInsertedIntoContainerMessage args)
{
if (TryComp<TetherGunComponent>(component.Tetherer, out var tetherGun))
{
StopTether(component.Tetherer, tetherGun);
return;
}
if (TryComp<ForceGunComponent>(component.Tetherer, out var forceGun))
{
StopTether(component.Tetherer, forceGun);
return;
}
}
private void OnTetheredBuckleAttempt(EntityUid uid, TetheredComponent component, ref BuckleAttemptEvent args)
{
args.Cancelled = true;
}
private void OnTetheredUpdateCanMove(EntityUid uid, TetheredComponent component, UpdateCanMoveEvent args)
{
args.Cancel();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// Just to set the angular velocity due to joint funnies
var tetheredQuery = EntityQueryEnumerator<TetheredComponent, PhysicsComponent>();
while (tetheredQuery.MoveNext(out var uid, out _, out var physics))
{
var sign = Math.Sign(physics.AngularVelocity);
if (sign == 0)
{
sign = 1;
}
var targetVelocity = MathF.PI * sign;
var shortFall = Math.Clamp(targetVelocity - physics.AngularVelocity, -SpinVelocity, SpinVelocity);
shortFall *= frameTime * AngularChange;
_physics.ApplyAngularImpulse(uid, shortFall, body: physics);
}
}
private void OnTetherMove(RequestTetherMoveEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
if (!TryGetTetherGun(user.Value, out var gunUid, out var gun) || gun.TetherEntity == null)
{
return;
}
var coords = GetCoordinates(msg.Coordinates);
if (!coords.TryDistance(EntityManager, TransformSystem, Transform(gunUid.Value).Coordinates,
out var distance) ||
distance > gun.MaxDistance)
{
return;
}
TransformSystem.SetCoordinates(gun.TetherEntity.Value, coords);
}
private void OnTetherRanged(EntityUid uid, TetherGunComponent component, AfterInteractEvent args)
{
if (args.Target == null || args.Handled)
return;
TryTether(uid, args.Target.Value, args.User, component);
}
protected bool TryGetTetherGun(EntityUid user, [NotNullWhen(true)] out EntityUid? gunUid, [NotNullWhen(true)] out TetherGunComponent? gun)
{
gunUid = null;
gun = null;
if (!_hands.TryGetActiveItem(user, out var activeItem) ||
!TryComp(activeItem, out gun) ||
_container.IsEntityInContainer(user))
{
return false;
}
gunUid = activeItem.Value;
return true;
}
private void OnTetherActivate(EntityUid uid, TetherGunComponent component, ActivateInWorldEvent args)
{
if (!args.Complex)
return;
StopTether(uid, component);
}
public bool TryTether(EntityUid gun, EntityUid target, EntityUid? user, BaseForceGunComponent? component = null)
{
if (!Resolve(gun, ref component))
return false;
if (!CanTether(gun, component, target, user))
return false;
StartTether(gun, component, target, user);
return true;
}
protected virtual bool CanTether(EntityUid uid, BaseForceGunComponent component, EntityUid target, EntityUid? user)
{
if (HasComp<TetheredComponent>(target) || !TryComp<PhysicsComponent>(target, out var physics))
return false;
if (physics.BodyType == BodyType.Static && !component.CanUnanchor ||
_container.IsEntityInContainer(target))
return false;
if (physics.Mass > component.MassLimit)
return false;
if (!component.CanTetherAlive && _mob.IsAlive(target))
return false;
if (TryComp<StrapComponent>(target, out var strap) && strap.BuckledEntities.Count > 0)
return false;
return true;
}
protected virtual void StartTether(EntityUid gunUid, BaseForceGunComponent component, EntityUid target, EntityUid? user,
PhysicsComponent? targetPhysics = null, TransformComponent? targetXform = null)
{
if (!Resolve(target, ref targetPhysics, ref targetXform))
return;
if (component.Tethered != null)
{
StopTether(gunUid, component, true);
}
TryComp<AppearanceComponent>(gunUid, out var appearance);
_appearance.SetData(gunUid, TetherVisualsStatus.Key, true, appearance);
_appearance.SetData(gunUid, ToggleableVisuals.Enabled, true, appearance);
// Target updates
TransformSystem.Unanchor(target, targetXform);
component.Tethered = target;
var tethered = EnsureComp<TetheredComponent>(target);
_physics.SetBodyStatus(target, targetPhysics, BodyStatus.InAir, false);
_physics.SetSleepingAllowed(target, targetPhysics, false);
tethered.Tetherer = gunUid;
tethered.OriginalAngularDamping = targetPhysics.AngularDamping;
_physics.SetAngularDamping(target, targetPhysics, 0f);
_physics.SetLinearDamping(target, targetPhysics, 0f);
_physics.SetAngularVelocity(target, SpinVelocity, body: targetPhysics);
_physics.WakeBody(target, body: targetPhysics);
var thrown = EnsureComp<ThrownItemComponent>(component.Tethered.Value);
thrown.Thrower = gunUid;
_blocker.UpdateCanMove(target);
// Invisible tether entity
var tether = Spawn("TetherEntity", TransformSystem.GetMapCoordinates(target));
var tetherPhysics = Comp<PhysicsComponent>(tether);
component.TetherEntity = tether;
_physics.WakeBody(tether);
var joint = _joints.CreateMouseJoint(tether, target, id: TetherJoint);
SharedJointSystem.LinearStiffness(component.Frequency, component.DampingRatio, tetherPhysics.Mass, targetPhysics.Mass, out var stiffness, out var damping);
joint.Stiffness = stiffness;
joint.Damping = damping;
joint.MaxForce = component.MaxForce;
// Sad...
if (_netManager.IsServer && component.Stream == null)
component.Stream = _audio.PlayPredicted(component.Sound, gunUid, null)?.Entity;
Dirty(target, tethered);
Dirty(gunUid, component);
}
protected virtual void StopTether(EntityUid gunUid, BaseForceGunComponent component, bool land = true, bool transfer = false)
{
if (component.Tethered == null)
return;
if (component.TetherEntity != null)
{
_joints.RemoveJoint(component.TetherEntity.Value, TetherJoint);
if (_netManager.IsServer)
QueueDel(component.TetherEntity.Value);
component.TetherEntity = null;
}
if (TryComp<PhysicsComponent>(component.Tethered, out var targetPhysics))
{
if (land)
{
var thrown = EnsureComp<ThrownItemComponent>(component.Tethered.Value);
_thrown.LandComponent(component.Tethered.Value, thrown, targetPhysics, true);
_thrown.StopThrow(component.Tethered.Value, thrown);
}
_physics.SetBodyStatus(component.Tethered.Value, targetPhysics, BodyStatus.OnGround);
_physics.SetSleepingAllowed(component.Tethered.Value, targetPhysics, true);
_physics.SetAngularDamping(component.Tethered.Value, targetPhysics, Comp<TetheredComponent>(component.Tethered.Value).OriginalAngularDamping);
}
if (!transfer)
{
_audio.Stop(component.Stream);
component.Stream = null;
}
TryComp<AppearanceComponent>(gunUid, out var appearance);
_appearance.SetData(gunUid, TetherVisualsStatus.Key, false, appearance);
_appearance.SetData(gunUid, ToggleableVisuals.Enabled, false, appearance);
RemComp<TetheredComponent>(component.Tethered.Value);
_blocker.UpdateCanMove(component.Tethered.Value);
component.Tethered = null;
Dirty(gunUid, component);
}
[Serializable, NetSerializable]
protected sealed class RequestTetherMoveEvent : EntityEventArgs
{
public NetCoordinates Coordinates;
}
[Serializable, NetSerializable]
public enum TetherVisualsStatus : byte
{
Key,
}
}