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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)
94 lines
3.3 KiB
C#
94 lines
3.3 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Devour.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Devour;
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public abstract class SharedDevourSystem : EntitySystem
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{
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[Dependency] protected readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] protected readonly SharedContainerSystem ContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DevourerComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<DevourerComponent, DevourActionEvent>(OnDevourAction);
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}
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protected void OnInit(EntityUid uid, DevourerComponent component, MapInitEvent args)
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{
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//Devourer doesn't actually chew, since he sends targets right into his stomach.
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//I did it mom, I added ERP content into upstream. Legally!
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component.Stomach = ContainerSystem.EnsureContainer<Container>(uid, "stomach");
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_actionsSystem.AddAction(uid, ref component.DevourActionEntity, component.DevourAction);
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}
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/// <summary>
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/// The devour action
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/// </summary>
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protected void OnDevourAction(EntityUid uid, DevourerComponent component, DevourActionEvent args)
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{
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if (args.Handled || component.Whitelist?.IsValid(args.Target, EntityManager) != true)
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return;
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args.Handled = true;
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var target = args.Target;
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// Structure and mob devours handled differently.
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if (TryComp(target, out MobStateComponent? targetState))
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{
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switch (targetState.CurrentState)
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{
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case MobState.Critical:
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case MobState.Dead:
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, uid, component.DevourTime, new DevourDoAfterEvent(), uid, target: target, used: uid)
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{
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BreakOnMove = true,
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});
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break;
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default:
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_popupSystem.PopupClient(Loc.GetString("devour-action-popup-message-fail-target-alive"), uid,uid);
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break;
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}
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return;
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}
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_popupSystem.PopupClient(Loc.GetString("devour-action-popup-message-structure"), uid, uid);
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if (component.SoundStructureDevour != null)
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_audioSystem.PlayPredicted(component.SoundStructureDevour, uid, uid, component.SoundStructureDevour.Params);
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, uid, component.StructureDevourTime, new DevourDoAfterEvent(), uid, target: target, used: uid)
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{
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BreakOnMove = true,
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});
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}
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}
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public sealed partial class DevourActionEvent : EntityTargetActionEvent { }
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[Serializable, NetSerializable]
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public sealed partial class DevourDoAfterEvent : SimpleDoAfterEvent { }
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[Serializable, NetSerializable]
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public enum FoodPreference : byte
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{
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Humanoid = 0,
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All = 1
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}
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