mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +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...
180 lines
6.8 KiB
C#
180 lines
6.8 KiB
C#
using Content.Server.Administration.Logs;
|
|
using Content.Server.Explosion.EntitySystems;
|
|
using Content.Shared.Chemistry.Components;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Payload.Components;
|
|
using Content.Shared.Tag;
|
|
using Content.Shared.Chemistry.EntitySystems;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Serialization.Manager;
|
|
using Robust.Shared.Utility;
|
|
using System.Linq;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.Payload.EntitySystems;
|
|
|
|
public sealed class PayloadSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly TagSystem _tagSystem = default!;
|
|
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
|
|
[Dependency] private readonly TransformSystem _transform = default!;
|
|
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly ISerializationManager _serializationManager = default!;
|
|
|
|
private static readonly ProtoId<TagPrototype> PayloadTag = "Payload";
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<PayloadCaseComponent, TriggerEvent>(OnCaseTriggered);
|
|
SubscribeLocalEvent<PayloadTriggerComponent, TriggerEvent>(OnTriggerTriggered);
|
|
SubscribeLocalEvent<PayloadCaseComponent, EntInsertedIntoContainerMessage>(OnEntityInserted);
|
|
SubscribeLocalEvent<PayloadCaseComponent, EntRemovedFromContainerMessage>(OnEntityRemoved);
|
|
SubscribeLocalEvent<PayloadCaseComponent, ExaminedEvent>(OnExamined);
|
|
SubscribeLocalEvent<ChemicalPayloadComponent, TriggerEvent>(HandleChemicalPayloadTrigger);
|
|
}
|
|
|
|
public IEnumerable<EntityUid> GetAllPayloads(EntityUid uid, ContainerManagerComponent? contMan = null)
|
|
{
|
|
if (!Resolve(uid, ref contMan, false))
|
|
yield break;
|
|
|
|
foreach (var container in contMan.Containers.Values)
|
|
{
|
|
foreach (var entity in container.ContainedEntities)
|
|
{
|
|
if (_tagSystem.HasTag(entity, PayloadTag))
|
|
yield return entity;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnCaseTriggered(EntityUid uid, PayloadCaseComponent component, TriggerEvent args)
|
|
{
|
|
if (!TryComp(uid, out ContainerManagerComponent? contMan))
|
|
return;
|
|
|
|
// Pass trigger event onto all contained payloads. Payload capacity configurable by construction graphs.
|
|
foreach (var ent in GetAllPayloads(uid, contMan))
|
|
{
|
|
RaiseLocalEvent(ent, args, false);
|
|
}
|
|
}
|
|
|
|
private void OnTriggerTriggered(EntityUid uid, PayloadTriggerComponent component, TriggerEvent args)
|
|
{
|
|
if (!component.Active)
|
|
return;
|
|
|
|
if (Transform(uid).ParentUid is not { Valid: true } parent)
|
|
return;
|
|
|
|
// Ensure we don't enter a trigger-loop
|
|
DebugTools.Assert(!_tagSystem.HasTag(uid, PayloadTag));
|
|
|
|
RaiseLocalEvent(parent, args, false);
|
|
}
|
|
|
|
private void OnEntityInserted(EntityUid uid, PayloadCaseComponent _, EntInsertedIntoContainerMessage args)
|
|
{
|
|
if (!TryComp(args.Entity, out PayloadTriggerComponent? trigger))
|
|
return;
|
|
|
|
trigger.Active = true;
|
|
|
|
if (trigger.Components == null)
|
|
return;
|
|
|
|
// ANY payload trigger that gets inserted can grant components. It is up to the construction graphs to determine trigger capacity.
|
|
foreach (var (name, data) in trigger.Components)
|
|
{
|
|
if (!Factory.TryGetRegistration(name, out var registration))
|
|
continue;
|
|
|
|
if (HasComp(uid, registration.Type))
|
|
continue;
|
|
|
|
if (Factory.GetComponent(registration.Type) is not Component component)
|
|
continue;
|
|
|
|
var temp = (object) component;
|
|
_serializationManager.CopyTo(data.Component, ref temp);
|
|
AddComp(uid, (Component) temp!);
|
|
|
|
trigger.GrantedComponents.Add(registration.Type);
|
|
}
|
|
}
|
|
|
|
private void OnEntityRemoved(EntityUid uid, PayloadCaseComponent component, EntRemovedFromContainerMessage args)
|
|
{
|
|
if (!TryComp(args.Entity, out PayloadTriggerComponent? trigger))
|
|
return;
|
|
|
|
trigger.Active = false;
|
|
|
|
foreach (var type in trigger.GrantedComponents)
|
|
{
|
|
RemComp(uid, type);
|
|
}
|
|
|
|
trigger.GrantedComponents.Clear();
|
|
}
|
|
|
|
private void OnExamined(EntityUid uid, PayloadCaseComponent component, ExaminedEvent args)
|
|
{
|
|
using (args.PushGroup(nameof(PayloadCaseComponent)))
|
|
{
|
|
if (!args.IsInDetailsRange)
|
|
{
|
|
args.PushMarkup(Loc.GetString("payload-case-not-close-enough", ("ent", uid)));
|
|
return;
|
|
}
|
|
|
|
if (GetAllPayloads(uid).Any())
|
|
{
|
|
args.PushMarkup(Loc.GetString("payload-case-has-payload", ("ent", uid)));
|
|
}
|
|
else
|
|
{
|
|
args.PushMarkup(Loc.GetString("payload-case-does-not-have-payload", ("ent", uid)));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void HandleChemicalPayloadTrigger(Entity<ChemicalPayloadComponent> entity, ref TriggerEvent args)
|
|
{
|
|
if (entity.Comp.BeakerSlotA.Item is not EntityUid beakerA
|
|
|| entity.Comp.BeakerSlotB.Item is not EntityUid beakerB
|
|
|| !TryComp(beakerA, out FitsInDispenserComponent? compA)
|
|
|| !TryComp(beakerB, out FitsInDispenserComponent? compB)
|
|
|| !_solutionContainerSystem.TryGetSolution(beakerA, compA.Solution, out var solnA, out var solutionA)
|
|
|| !_solutionContainerSystem.TryGetSolution(beakerB, compB.Solution, out var solnB, out var solutionB)
|
|
|| solutionA.Volume == 0
|
|
|| solutionB.Volume == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var solStringA = SharedSolutionContainerSystem.ToPrettyString(solutionA);
|
|
var solStringB = SharedSolutionContainerSystem.ToPrettyString(solutionB);
|
|
|
|
_adminLogger.Add(LogType.ChemicalReaction,
|
|
$"Chemical bomb payload {ToPrettyString(entity.Owner):payload} at {_transform.GetMapCoordinates(entity.Owner):location} is combining two solutions: {solStringA:solutionA} and {solStringB:solutionB}");
|
|
|
|
solutionA.MaxVolume += solutionB.MaxVolume;
|
|
_solutionContainerSystem.TryAddSolution(solnA.Value, solutionB);
|
|
_solutionContainerSystem.RemoveAllSolution(solnB.Value);
|
|
|
|
// The grenade might be a dud. Redistribute solution:
|
|
var tmpSol = _solutionContainerSystem.SplitSolution(solnA.Value, solutionA.Volume * solutionB.MaxVolume / solutionA.MaxVolume);
|
|
_solutionContainerSystem.TryAddSolution(solnB.Value, tmpSol);
|
|
solutionA.MaxVolume -= solutionB.MaxVolume;
|
|
_solutionContainerSystem.UpdateChemicals(solnA.Value);
|
|
|
|
args.Handled = true;
|
|
}
|
|
}
|