Files
Delta-v/Content.Shared/Damage/Systems/DamageOnInteractSystem.cs
T
b465cfb3fd Nubody Merge (#5670)
* 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

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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

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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>
2026-05-12 21:55:29 +02:00

110 lines
4.9 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Damage.Components;
using Content.Shared.Database;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Robust.Shared.Random;
using Content.Shared.Throwing;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Stunnable;
using Content.Shared.Hands.Components;
namespace Content.Shared.Damage.Systems;
public sealed class DamageOnInteractSystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageOnInteractComponent, InteractHandEvent>(OnHandInteract);
}
/// <summary>
/// Damages the user that interacts with the entity with an empty hand and
/// plays a sound or pops up text in response. If the user does not have
/// proper protection, the user will only be damaged and other interactions
/// will be cancelled.
/// </summary>
/// <param name="entity">The entity being interacted with</param>
/// <param name="args">Contains the user that interacted with the entity</param>
private void OnHandInteract(Entity<DamageOnInteractComponent> entity, ref InteractHandEvent args)
{
// Stop the interaction if the user attempts to interact with the object before the timer is finished
if (_gameTiming.CurTime < entity.Comp.NextInteraction)
{
args.Handled = true;
return;
}
if (!entity.Comp.IsDamageActive)
return;
var totalDamage = entity.Comp.Damage;
if (!entity.Comp.IgnoreResistances)
{
// try to get damage on interact protection from either the inventory slots of the entity
_inventorySystem.TryGetInventoryEntity<DamageOnInteractProtectionComponent>(args.User, out var protectiveEntity);
// or checking the entity for the comp itself if the inventory didn't work
if (protectiveEntity.Comp == null && TryComp<DamageOnInteractProtectionComponent>(args.User, out var protectiveComp))
protectiveEntity = (args.User, protectiveComp);
// if protectiveComp isn't null after all that, it means the user has protection,
// so let's calculate how much they resist
if (protectiveEntity.Comp != null)
{
totalDamage = DamageSpecifier.ApplyModifierSet(totalDamage, protectiveEntity.Comp.DamageProtection);
}
}
if (totalDamage.AnyPositive())
{
// Record this interaction and determine when a user is allowed to interact with this entity again
entity.Comp.LastInteraction = _gameTiming.CurTime;
entity.Comp.NextInteraction = _gameTiming.CurTime + TimeSpan.FromSeconds(entity.Comp.InteractTimer);
args.Handled = true;
_adminLogger.Add(LogType.Damaged, $"{ToPrettyString(args.User):user} injured their hand by interacting with {ToPrettyString(args.Target):target} and received {totalDamage.GetTotal():damage} damage");
_audioSystem.PlayPredicted(entity.Comp.InteractSound, args.Target, args.User);
if (entity.Comp.PopupText != null)
_popupSystem.PopupClient(Loc.GetString(entity.Comp.PopupText), args.User, args.User);
// Attempt to paralyze the user after they have taken damage
if (_random.Prob(entity.Comp.StunChance))
_stun.TryUpdateParalyzeDuration(args.User, TimeSpan.FromSeconds(entity.Comp.StunSeconds));
}
// Check if the entity's Throw bool is false, or if the entity has the PullableComponent, then if the entity is currently being pulled.
// BeingPulled must be checked because the entity will be spastically thrown around without this.
if (!entity.Comp.Throw || !TryComp<PullableComponent>(entity, out var pullComp) || pullComp.BeingPulled)
return;
_throwingSystem.TryThrow(entity, _random.NextVector2(), entity.Comp.ThrowSpeed, doSpin: true);
}
public void SetIsDamageActiveTo(Entity<DamageOnInteractComponent> entity, bool mode)
{
if (entity.Comp.IsDamageActive == mode)
return;
entity.Comp.IsDamageActive = mode;
Dirty(entity);
}
}