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