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* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.
* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.
* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.
* Fix issue introduced by merge.
* Use interaction system for determining whether a distance is within range
* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.
* Exorcise ghost.
The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.
* Exorcise ghost Pt. 2
* Allow for movement check to be overriden in zero g and adjust doafter args where needed.
You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars
* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.
* Fix evil incorrect and uneeded comments
(cherry picked from commit 362d56981f)
64 lines
2.1 KiB
C#
64 lines
2.1 KiB
C#
using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Research.Components;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Research.Systems;
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public abstract class SharedResearchStealerSystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ResearchStealerComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
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}
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/// <summary>
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/// Start do after for downloading techs from a r&d server.
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/// Will only try if there is at least 1 tech researched.
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/// </summary>
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private void OnBeforeInteractHand(EntityUid uid, ResearchStealerComponent comp, BeforeInteractHandEvent args)
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{
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// TODO: generic event
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if (args.Handled || !_gloves.AbilityCheck(uid, args, out var target))
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return;
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// can only hack the server, not a random console
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if (!TryComp<TechnologyDatabaseComponent>(target, out var database) || HasComp<ResearchClientComponent>(target))
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return;
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args.Handled = true;
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// fail fast if theres no techs to steal right now
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if (database.UnlockedTechnologies.Count == 0)
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{
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_popup.PopupClient(Loc.GetString("ninja-download-fail"), uid, uid);
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return;
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}
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var doAfterArgs = new DoAfterArgs(EntityManager, uid, comp.Delay, new ResearchStealDoAfterEvent(), 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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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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}
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}
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/// <summary>
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/// Raised on the research stealer when the doafter completes.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed partial class ResearchStealDoAfterEvent : SimpleDoAfterEvent
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{
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}
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