mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
409 lines
16 KiB
C#
409 lines
16 KiB
C#
using System.Linq;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Resist;
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using Content.Server.Storage.Components;
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using Content.Shared.Access;
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using Content.Shared.Access.Components;
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using Content.Shared.Coordinates;
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using Content.Shared.DoAfter;
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using Content.Shared.Lock;
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using Content.Shared.Mind.Components;
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using Content.Shared.Station.Components;
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using Content.Shared.Storage.Components;
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using Content.Shared.Storage.EntitySystems;
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using Content.Shared.Tools.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Prototypes;
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using Content.Server.Shuttles.Components;
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using Robust.Shared.Physics;
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namespace Content.Server.Storage.EntitySystems;
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public sealed class BluespaceLockerSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
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[Dependency] private readonly WeldableSystem _weldableSystem = default!;
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[Dependency] private readonly LockSystem _lockSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BluespaceLockerComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<BluespaceLockerComponent, StorageBeforeOpenEvent>(PreOpen);
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SubscribeLocalEvent<BluespaceLockerComponent, StorageAfterCloseEvent>(PostClose);
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SubscribeLocalEvent<BluespaceLockerComponent, BluespaceLockerDoAfterEvent>(OnDoAfter);
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}
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private void OnStartup(EntityUid uid, BluespaceLockerComponent component, ComponentStartup args)
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{
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GetTarget(uid, component, true);
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if (component.BehaviorProperties.BluespaceEffectOnInit)
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BluespaceEffect(uid, component, component, true);
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EnsureComp<ArrivalsBlacklistComponent>(uid); // To stop people getting to arrivals terminal
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}
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public void BluespaceEffect(EntityUid effectTargetUid, BluespaceLockerComponent effectSourceComponent, BluespaceLockerComponent? effectTargetComponent, bool bypassLimit = false)
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{
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if (!bypassLimit && Resolve(effectTargetUid, ref effectTargetComponent, false))
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if (effectTargetComponent.BehaviorProperties.BluespaceEffectMinInterval > 0)
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{
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var curTimeTicks = _timing.CurTick.Value;
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if (curTimeTicks < effectTargetComponent.BluespaceEffectNextTime)
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return;
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effectTargetComponent.BluespaceEffectNextTime = curTimeTicks + (uint) (_timing.TickRate * effectTargetComponent.BehaviorProperties.BluespaceEffectMinInterval);
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}
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Spawn(effectSourceComponent.BehaviorProperties.BluespaceEffectPrototype, effectTargetUid.ToCoordinates());
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}
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private void PreOpen(EntityUid uid, BluespaceLockerComponent component, ref StorageBeforeOpenEvent args)
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{
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EntityStorageComponent? entityStorageComponent = null;
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int transportedEntities = 0;
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if (!Resolve(uid, ref entityStorageComponent))
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return;
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if (!component.BehaviorProperties.ActOnOpen)
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return;
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// Select target
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var target = GetTarget(uid, component);
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if (target == null)
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return;
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// Close target if it is open
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if (target.Value.storageComponent.Open)
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_entityStorage.CloseStorage(target.Value.uid, target.Value.storageComponent);
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// Apply bluespace effects if target is not a bluespace locker, otherwise let it handle it
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if (target.Value.bluespaceLockerComponent == null)
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{
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// Move contained items
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if (component.BehaviorProperties.TransportEntities || component.BehaviorProperties.TransportSentient)
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foreach (var entity in target.Value.storageComponent.Contents.ContainedEntities.ToArray())
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{
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if (HasComp<MindContainerComponent>(entity))
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{
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if (!component.BehaviorProperties.TransportSentient)
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continue;
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_containerSystem.Insert(entity, entityStorageComponent.Contents);
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transportedEntities++;
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}
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else if (component.BehaviorProperties.TransportEntities)
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{
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_containerSystem.Insert(entity, entityStorageComponent.Contents);
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transportedEntities++;
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}
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}
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// Move contained air
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if (component.BehaviorProperties.TransportGas)
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{
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entityStorageComponent.Air.CopyFrom(target.Value.storageComponent.Air);
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target.Value.storageComponent.Air.Clear();
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}
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// Bluespace effects
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if (component.BehaviorProperties.BluespaceEffectOnTeleportSource)
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BluespaceEffect(target.Value.uid, component, target.Value.bluespaceLockerComponent);
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if (component.BehaviorProperties.BluespaceEffectOnTeleportTarget)
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BluespaceEffect(uid, component, component);
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}
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DestroyAfterLimit(uid, component, transportedEntities);
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}
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private bool ValidLink(EntityUid locker, EntityUid link, BluespaceLockerComponent lockerComponent, bool intendToLink = false)
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{
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if (!link.Valid ||
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!TryComp<EntityStorageComponent>(link, out var linkStorage) ||
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linkStorage.LifeStage == ComponentLifeStage.Deleted ||
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link == locker)
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return false;
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if (lockerComponent.BehaviorProperties.InvalidateOneWayLinks &&
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!(intendToLink && lockerComponent.AutoLinksBidirectional) &&
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!(HasComp<BluespaceLockerComponent>(link) && Comp<BluespaceLockerComponent>(link).BluespaceLinks.Contains(locker)))
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return false;
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return true;
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}
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/// <returns>True if any HashSet in <paramref name="a"/> would grant access to <paramref name="b"/></returns>
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private bool AccessMatch(IReadOnlyCollection<HashSet<ProtoId<AccessLevelPrototype>>>? a, IReadOnlyCollection<HashSet<ProtoId<AccessLevelPrototype>>>? b)
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{
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if ((a == null || a.Count == 0) && (b == null || b.Count == 0))
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return true;
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if (a != null && a.Any(aSet => aSet.Count == 0))
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return true;
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if (b != null && b.Any(bSet => bSet.Count == 0))
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return true;
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if (a != null && b != null)
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return a.Any(aSet => b.Any(aSet.SetEquals));
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return false;
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}
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private bool ValidAutolink(EntityUid locker, EntityUid link, BluespaceLockerComponent lockerComponent)
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{
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if (!ValidLink(locker, link, lockerComponent, true))
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return false;
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if (lockerComponent.PickLinksFromSameMap &&
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_transformSystem.GetMapId(link.ToCoordinates()) != _transformSystem.GetMapId(locker.ToCoordinates()))
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return false;
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if (lockerComponent.PickLinksFromStationGrids &&
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!HasComp<StationMemberComponent>(_transformSystem.GetGrid(link.ToCoordinates())))
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return false;
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if (lockerComponent.PickLinksFromResistLockers &&
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!HasComp<ResistLockerComponent>(link))
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return false;
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if (lockerComponent.PickLinksFromSameAccess)
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{
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TryComp<AccessReaderComponent>(locker, out var sourceAccess);
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TryComp<AccessReaderComponent>(link, out var targetAccess);
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if (!AccessMatch(sourceAccess?.AccessLists, targetAccess?.AccessLists))
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return false;
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}
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if (HasComp<BluespaceLockerComponent>(link))
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{
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if (lockerComponent.PickLinksFromNonBluespaceLockers)
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return false;
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}
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else
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{
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if (lockerComponent.PickLinksFromBluespaceLockers)
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return false;
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}
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return true;
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}
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public (EntityUid uid, EntityStorageComponent storageComponent, BluespaceLockerComponent? bluespaceLockerComponent)? GetTarget(EntityUid lockerUid, BluespaceLockerComponent component, bool init = false)
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{
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while (true)
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{
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// Ensure MinBluespaceLinks
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if (component.BluespaceLinks.Count < component.MinBluespaceLinks)
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{
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// Get an shuffle the list of all EntityStorages
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var storages = new List<Entity<EntityStorageComponent>>();
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var query = EntityQueryEnumerator<EntityStorageComponent>();
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while (query.MoveNext(out var uid, out var storage))
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{
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storages.Add((uid, storage));
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}
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_robustRandom.Shuffle(storages);
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// Add valid candidates till MinBluespaceLinks is met
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foreach (var storage in storages)
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{
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var potentialLink = storage.Owner;
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if (!ValidAutolink(lockerUid, potentialLink, component))
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continue;
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component.BluespaceLinks.Add(potentialLink);
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if (component.AutoLinksBidirectional || component.AutoLinksUseProperties)
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{
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var targetBluespaceComponent = CompOrNull<BluespaceLockerComponent>(potentialLink);
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if (targetBluespaceComponent == null)
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{
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targetBluespaceComponent = AddComp<BluespaceLockerComponent>(potentialLink);
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if (component.AutoLinksBidirectional)
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targetBluespaceComponent.BluespaceLinks.Add(lockerUid);
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if (component.AutoLinksUseProperties)
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targetBluespaceComponent.BehaviorProperties = component.AutoLinkProperties with {};
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GetTarget(potentialLink, targetBluespaceComponent, true);
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BluespaceEffect(potentialLink, targetBluespaceComponent, targetBluespaceComponent, true);
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}
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else if (component.AutoLinksBidirectional)
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{
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targetBluespaceComponent.BluespaceLinks.Add(lockerUid);
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}
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}
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if (component.BluespaceLinks.Count >= component.MinBluespaceLinks)
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break;
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}
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}
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// If there are no possible link targets and no links, return null
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if (component.BluespaceLinks.Count == 0)
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{
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if (component.MinBluespaceLinks == 0 && !init)
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RemComp<BluespaceLockerComponent>(lockerUid);
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return null;
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}
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// Attempt to select, validate, and return a link
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var links = component.BluespaceLinks.ToArray();
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var link = links[_robustRandom.Next(0, component.BluespaceLinks.Count)];
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if (ValidLink(lockerUid, link, component))
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return (link, Comp<EntityStorageComponent>(link), CompOrNull<BluespaceLockerComponent>(link));
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component.BluespaceLinks.Remove(link);
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}
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}
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private void PostClose(EntityUid uid, BluespaceLockerComponent component, ref StorageAfterCloseEvent args)
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{
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PostClose(uid, component);
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}
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private void OnDoAfter(EntityUid uid, BluespaceLockerComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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PostClose(uid, component, false);
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args.Handled = true;
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}
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private void PostClose(EntityUid uid, BluespaceLockerComponent component, bool doDelay = true)
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{
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EntityStorageComponent? entityStorageComponent = null;
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int transportedEntities = 0;
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if (!Resolve(uid, ref entityStorageComponent))
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return;
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if (!component.BehaviorProperties.ActOnClose)
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return;
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// Do delay
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if (doDelay && component.BehaviorProperties.Delay > 0)
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{
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EnsureComp<DoAfterComponent>(uid);
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, uid, component.BehaviorProperties.Delay, new BluespaceLockerDoAfterEvent(), uid));
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return;
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}
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// Select target
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var target = GetTarget(uid, component);
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if (target == null)
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return;
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// Move contained items
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if (component.BehaviorProperties.TransportEntities || component.BehaviorProperties.TransportSentient)
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foreach (var entity in entityStorageComponent.Contents.ContainedEntities.ToArray())
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{
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if (HasComp<MindContainerComponent>(entity))
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{
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if (!component.BehaviorProperties.TransportSentient)
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continue;
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_containerSystem.Insert(entity, target.Value.storageComponent.Contents);
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transportedEntities++;
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}
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else if (component.BehaviorProperties.TransportEntities)
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{
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_containerSystem.Insert(entity, target.Value.storageComponent.Contents);
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transportedEntities++;
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}
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}
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|
|
// 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;
|
|
}
|
|
}
|
|
}
|