mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Nubody (#42419) * Nubody * fix test fails * gibbing * lung test returns * doc comment * hand organ test * giblet test * yaml formatting * returning * relocate * trimming * re-smite * oops thusd tweak * arachnids have slower metabolism i guess * never mind the old behaviour is bad actually * rider whyyy * style changes and allat * fix collision --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * C# files done * Visual nubody (humanoid appearance refactor) (#42476) * initial visual nubody * oops overlay * im so pheeming rn * conversion... * tests * comeback of the underwear * oops eyes * blabbl * zeds * yaml linted * search and visible count constraints * reordering * preserve previously selected markings colors * fix test * some ui niceties * ordering * make DB changes backwards-compatible/downgrade-friendly * fix things again * fix migration * vulpkanin markings limit increase * wrapping * code cleanup and more code cleanup and more code cleanup and more code cleanup and * fix slop ports * better sampling API * make filter work + use the method i made for its intended purpose * fix test fails real quick * magic mirror cleanup, remove TODO * don't 0-init the organ profile data * remove deltastates --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Let vox eat trash again (#42503) * C# complete port * Getting closer * Harpy Nubody Port * Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff * Port Oni * Port Rest, except Motorkind * Port Motorkind * Remove more surgery, restore too much deleted stuff * Fix Typos and change some organ names. Need to split eyes next * Harpy HAve Wings again * Some fixes, More Surgeyr Removal, Copying of eye organs * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Use correct Body imports * Markings Refactoring, Harpy Layering * Motorkind doesn't crash anymore. Some layer remappings. * Allow Organs to have Markings Displacements again. (#43604) * first shtep * readd markings support --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix STalk eyes and several layerings * Fix sexed organs (#42554) * Fix markings for several species, fit them for sexed organs and rename some files to fit them for it * Additional IPC-related removals * Vulpkanin eyes are now correct again * Fix Subtle Cultist Marks on species * Fix Asakim Sprites (sexed) and make CD imports work * Migration, error fixes, and Height * Fix humanoid profile voice being broken (#42550) Fix humanoid appearance voice being broken * Change Kitsune SexChanged Event to with ref * Fix asakim issue, Respirator fix * Simplify hands UI code (#42534) * Simplify hands UI code * i remembered about SortedHands in the component * minor cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration * yml linter errors and an rudimentary onAdd Organ Functionality * Fixing it trying to remove nothing * midpoint migration * Why do you put so many organs everywhere * More missing prototypes * Migration of more organs * Forgot lungs * Move character preview handling into a specialized control (#41252) * Move character preview handling into a specialized control Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> * Restore job name that I accidentally removed from character picker buttons * Just resolve dependencies the standard way --------- Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com> * Drop ICharacterProfile/ICharacterAppearance interfaces (#42661) * Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865) Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * Changes to make it work for us. * No more bald Harpy * OperatingTables instead of null * Adding Delta V Comments, commenting out instead of deleting * Fix broken Height Scale. * Remove HumanoidSilicon Mention * Did an error. Readded, uncommented. * Clean up Marking data structure, add tests for Zombie transformation (#42756) * Clean up Marking data structure, add tests for Zombie transformation * empty * AAAAAAAAAAAAAAAA --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix markings colour setting (#42771) * Fix: Markings Color For Downstream * Comment out A Leg. Remove Todo * Revert to original hidden species code --------- Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: Absotively <jen@jenpollock.ca> Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Myra <vasilis@pikachu.systems>
105 lines
3.5 KiB
C#
105 lines
3.5 KiB
C#
using Content.Server.Objectives.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Roles;
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using Robust.Shared.Player;
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namespace Content.Server.Objectives.Systems;
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public sealed class HijackShuttleConditionSystem : EntitySystem
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{
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[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly SharedRoleSystem _role = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HijackShuttleConditionComponent, ObjectiveGetProgressEvent>(OnGetProgress);
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}
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private void OnGetProgress(EntityUid uid, HijackShuttleConditionComponent comp, ref ObjectiveGetProgressEvent args)
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{
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args.Progress = GetProgress(args.MindId, args.Mind);
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}
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private float GetProgress(EntityUid mindId, MindComponent mind)
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{
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// Not escaping alive if you're deleted/dead
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if (mind.OwnedEntity == null || _mind.IsCharacterDeadIc(mind))
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return 0f;
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// You're not escaping if you're restrained!
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if (TryComp<CuffableComponent>(mind.OwnedEntity, out var cuffed) && cuffed.CuffedHandCount > 0)
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return 0f;
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// There no emergency shuttles
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if (!_emergencyShuttle.EmergencyShuttleArrived)
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return 0f;
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// Check hijack for each emergency shuttle
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foreach (var stationData in EntityQuery<StationEmergencyShuttleComponent>())
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{
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if (stationData.EmergencyShuttle == null)
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continue;
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if (IsShuttleHijacked(stationData.EmergencyShuttle.Value, mindId))
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return 1f;
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}
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return 0f;
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}
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private bool IsShuttleHijacked(EntityUid shuttleGridId, EntityUid mindId)
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{
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var gridPlayers = Filter.BroadcastGrid(shuttleGridId).Recipients;
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var humanoids = GetEntityQuery<HumanoidProfileComponent>();
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var cuffable = GetEntityQuery<CuffableComponent>();
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EntityQuery<MobStateComponent>();
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var agentOnShuttle = false;
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foreach (var player in gridPlayers)
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{
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if (player.AttachedEntity == null ||
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!_mind.TryGetMind(player.AttachedEntity.Value, out var crewMindId, out _))
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continue;
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if (mindId == crewMindId)
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{
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agentOnShuttle = true;
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continue;
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}
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var isHumanoid = humanoids.HasComponent(player.AttachedEntity.Value);
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if (!isHumanoid) // Only humanoids count as enemies
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continue;
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var isAntagonist = _role.MindIsAntagonist(mindId);
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if (isAntagonist) // Allow antagonist
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continue;
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var isPersonIncapacitated = _mobState.IsIncapacitated(player.AttachedEntity.Value);
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if (isPersonIncapacitated) // Allow dead and crit
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continue;
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var isPersonCuffed =
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cuffable.TryGetComponent(player.AttachedEntity.Value, out var cuffed)
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&& cuffed.CuffedHandCount > 0;
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if (isPersonCuffed) // Allow handcuffed
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continue;
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return false;
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}
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return agentOnShuttle;
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}
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}
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