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* i'm going insane from screens * some wiring * screemes * holy shit adhd lock-in * incomplete * its FUCKING DONE * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * zeta * mrrrp * test fix * fix arrivals * fix misnetwork * Fix iteration outline. Fixed all headers showing if all options where hidden. Added access requirement to keycard auth mechnism. Added countdown. Fixed ninja and fugitive. Fixed AI and aghost. --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
96 lines
3.6 KiB
C#
96 lines
3.6 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.GameTicking;
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using Content.Server.Ninja.Systems;
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using Content.Shared._DV.Communications; // DeltaV Comms Console
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using Content.Shared.Communications;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Server.Communications;
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public sealed class CommsHackerSystem : SharedCommsHackerSystem
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{
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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// TODO: remove when generic check event is used
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[Dependency] private readonly NinjaGlovesSystem _gloves = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CommsHackerComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
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SubscribeLocalEvent<CommsHackerComponent, TerrorDoAfterEvent>(OnDoAfter);
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}
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/// <summary>
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/// Start the doafter to hack a comms console
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/// </summary>
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private void OnBeforeInteractHand(EntityUid uid, CommsHackerComponent comp, BeforeInteractHandEvent args)
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{
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if (args.Handled || !HasComp<DVCommunicationsConsoleComponent>(args.Target)) // DeltaV - Comms Console
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return;
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// TODO: generic check event
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if (!_gloves.AbilityCheck(uid, args, out var target))
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return;
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var doAfterArgs = new DoAfterArgs(EntityManager, uid, comp.Delay, new TerrorDoAfterEvent(), target: target, used: uid, eventTarget: uid)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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MovementThreshold = 0.5f,
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CancelDuplicate = false
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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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args.Handled = true;
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}
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/// <summary>
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/// Call in a random threat and do cleanup.
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/// </summary>
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private void OnDoAfter(EntityUid uid, CommsHackerComponent comp, TerrorDoAfterEvent args)
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{
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if (args.Cancelled || args.Handled || args.Target == null)
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return;
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var threats = _proto.Index<WeightedRandomPrototype>(comp.Threats);
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var threat = threats.Pick(_random);
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CallInThreat(_proto.Index<NinjaHackingThreatPrototype>(threat));
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// prevent calling in multiple threats
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RemComp<CommsHackerComponent>(uid);
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var ev = new ThreatCalledInEvent(uid, args.Target.Value);
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RaiseLocalEvent(args.User, ref ev);
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}
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/// <summary>
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/// Makes announcement and adds game rule of the threat.
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/// </summary>
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public void CallInThreat(NinjaHackingThreatPrototype ninjaHackingThreat)
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{
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_gameTicker.StartGameRule(ninjaHackingThreat.Rule, out _);
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_chat.DispatchGlobalAnnouncement(Loc.GetString(ninjaHackingThreat.Announcement), playSound: true, colorOverride: Color.Red);
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}
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}
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/// <summary>
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/// Raised on the user when a threat is called in on the communications console.
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/// </summary>
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/// <remarks>
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/// If you add <see cref="CommsHackerComponent"/>, make sure to use this event to prevent adding it twice.
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/// For example, you could add a marker component after a threat is called in then check if the user doesn't have that marker before adding CommsHackerComponent.
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/// </remarks>
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[ByRefEvent]
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public record struct ThreatCalledInEvent(EntityUid Used, EntityUid Target);
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