Files
Delta-v/Content.Shared/Blocking/BlockingSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

336 lines
13 KiB
C#

using System.Linq;
using Content.Shared.Actions;
using Content.Shared.Damage;
using Content.Shared.Examine;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction.Events;
using Content.Shared.Maps;
using Content.Shared.Mobs.Components;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Toggleable;
using Content.Shared.Verbs;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Utility;
namespace Content.Shared.Blocking;
public sealed partial class BlockingSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly TurfSystem _turf = default!;
public override void Initialize()
{
base.Initialize();
InitializeUser();
SubscribeLocalEvent<BlockingComponent, GotEquippedHandEvent>(OnEquip);
SubscribeLocalEvent<BlockingComponent, GotUnequippedHandEvent>(OnUnequip);
SubscribeLocalEvent<BlockingComponent, DroppedEvent>(OnDrop);
SubscribeLocalEvent<BlockingComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<BlockingComponent, ToggleActionEvent>(OnToggleAction);
SubscribeLocalEvent<BlockingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<BlockingComponent, GetVerbsEvent<ExamineVerb>>(OnVerbExamine);
SubscribeLocalEvent<BlockingComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(EntityUid uid, BlockingComponent component, MapInitEvent args)
{
_actionContainer.EnsureAction(uid, ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
Dirty(uid, component);
}
private void OnEquip(EntityUid uid, BlockingComponent component, GotEquippedHandEvent args)
{
component.User = args.User;
Dirty(uid, component);
//To make sure that this bodytype doesn't get set as anything but the original
if (TryComp<PhysicsComponent>(args.User, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static && !HasComp<BlockingUserComponent>(args.User))
{
var userComp = EnsureComp<BlockingUserComponent>(args.User);
userComp.BlockingItem = uid;
userComp.OriginalBodyType = physicsComponent.BodyType;
}
}
private void OnUnequip(EntityUid uid, BlockingComponent component, GotUnequippedHandEvent args)
{
StopBlockingHelper(uid, component, args.User);
}
private void OnDrop(EntityUid uid, BlockingComponent component, DroppedEvent args)
{
StopBlockingHelper(uid, component, args.User);
}
private void OnGetActions(EntityUid uid, BlockingComponent component, GetItemActionsEvent args)
{
args.AddAction(ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
}
private void OnToggleAction(EntityUid uid, BlockingComponent component, ToggleActionEvent args)
{
if (args.Handled)
return;
var blockQuery = GetEntityQuery<BlockingComponent>();
var handQuery = GetEntityQuery<HandsComponent>();
if (!handQuery.TryGetComponent(args.Performer, out var hands))
return;
var shields = _handsSystem.EnumerateHeld((args.Performer, hands)).ToArray();
foreach (var shield in shields)
{
if (shield == uid)
continue;
if (blockQuery.TryGetComponent(shield, out var otherBlockComp) && otherBlockComp.IsBlocking)
{
CantBlockError(args.Performer);
return;
}
}
if (component.IsBlocking)
StopBlocking(uid, component, args.Performer);
else
StartBlocking(uid, component, args.Performer);
args.Handled = true;
}
private void OnShutdown(EntityUid uid, BlockingComponent component, ComponentShutdown args)
{
//In theory the user should not be null when this fires off
if (component.User != null)
{
_actionsSystem.RemoveProvidedActions(component.User.Value, uid);
StopBlockingHelper(uid, component, component.User.Value);
}
}
/// <summary>
/// Called where you want the user to start blocking
/// Creates a new hard fixture to bodyblock
/// Also makes the user static to prevent prediction issues
/// </summary>
/// <param name="item"> The entity with the blocking component</param>
/// <param name="component"> The <see cref="BlockingComponent"/></param>
/// <param name="user"> The entity who's using the item to block</param>
/// <returns></returns>
public bool StartBlocking(EntityUid item, BlockingComponent component, EntityUid user)
{
if (component.IsBlocking)
return false;
var xform = Transform(user);
var shieldName = Name(item);
var blockerName = Identity.Entity(user, EntityManager);
var msgUser = Loc.GetString("action-popup-blocking-user", ("shield", shieldName));
var msgOther = Loc.GetString("action-popup-blocking-other", ("blockerName", blockerName), ("shield", shieldName));
//Don't allow someone to block if they're not parented to a grid
if (xform.GridUid != xform.ParentUid)
{
CantBlockError(user);
return false;
}
// Don't allow someone to block if they're not holding the shield
if (!_handsSystem.IsHolding(user, item, out _))
{
CantBlockError(user);
return false;
}
//Don't allow someone to block if someone else is on the same tile
var playerTileRef = _turf.GetTileRef(xform.Coordinates);
if (playerTileRef != null)
{
var intersecting = _lookup.GetLocalEntitiesIntersecting(playerTileRef.Value, 0f);
var mobQuery = GetEntityQuery<MobStateComponent>();
foreach (var uid in intersecting)
{
if (uid != user && mobQuery.HasComponent(uid))
{
TooCloseError(user);
return false;
}
}
}
//Don't allow someone to block if they're somehow not anchored.
_transformSystem.AnchorEntity(user, xform);
if (!xform.Anchored)
{
CantBlockError(user);
return false;
}
_actionsSystem.SetToggled(component.BlockingToggleActionEntity, true);
_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
if (TryComp<PhysicsComponent>(user, out var physicsComponent))
{
_fixtureSystem.TryCreateFixture(user,
component.Shape,
BlockingComponent.BlockFixtureID,
hard: true,
collisionLayer: (int)CollisionGroup.WallLayer,
body: physicsComponent);
}
component.IsBlocking = true;
Dirty(item, component);
return true;
}
private void CantBlockError(EntityUid user)
{
var msgError = Loc.GetString("action-popup-blocking-user-cant-block");
_popupSystem.PopupClient(msgError, user, user);
}
private void TooCloseError(EntityUid user)
{
var msgError = Loc.GetString("action-popup-blocking-user-too-close");
_popupSystem.PopupClient(msgError, user, user);
}
/// <summary>
/// Called where you want the user to stop blocking.
/// </summary>
/// <param name="item"> The entity with the blocking component</param>
/// <param name="component"> The <see cref="BlockingComponent"/></param>
/// <param name="user"> The entity who's using the item to block</param>
/// <returns></returns>
public bool StopBlocking(EntityUid item, BlockingComponent component, EntityUid user)
{
if (!component.IsBlocking)
return false;
var xform = Transform(user);
var shieldName = Name(item);
var blockerName = Identity.Entity(user, EntityManager);
var msgUser = Loc.GetString("action-popup-blocking-disabling-user", ("shield", shieldName));
var msgOther = Loc.GetString("action-popup-blocking-disabling-other", ("blockerName", blockerName), ("shield", shieldName));
//If the component blocking toggle isn't null, grab the users SharedBlockingUserComponent and PhysicsComponent
//then toggle the action to false, unanchor the user, remove the hard fixture
//and set the users bodytype back to their original type
if (TryComp<BlockingUserComponent>(user, out var blockingUserComponent) && TryComp<PhysicsComponent>(user, out var physicsComponent))
{
if (xform.Anchored)
_transformSystem.Unanchor(user, xform);
_actionsSystem.SetToggled(component.BlockingToggleActionEntity, false);
_fixtureSystem.DestroyFixture(user, BlockingComponent.BlockFixtureID, body: physicsComponent);
_physics.SetBodyType(user, blockingUserComponent.OriginalBodyType, body: physicsComponent);
_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
}
component.IsBlocking = false;
Dirty(item, component);
return true;
}
/// <summary>
/// Called where you want someone to stop blocking and to remove the <see cref="BlockingUserComponent"/> from them
/// Won't remove the <see cref="BlockingUserComponent"/> if they're holding another blocking item
/// </summary>
/// <param name="uid"> The item the component is attached to</param>
/// <param name="component"> The <see cref="BlockingComponent"/> </param>
/// <param name="user"> The person holding the blocking item </param>
private void StopBlockingHelper(EntityUid uid, BlockingComponent component, EntityUid user)
{
if (component.IsBlocking)
StopBlocking(uid, component, user);
var userQuery = GetEntityQuery<BlockingUserComponent>();
var handQuery = GetEntityQuery<HandsComponent>();
if (!handQuery.TryGetComponent(user, out var hands))
return;
var shields = _handsSystem.EnumerateHeld((user, hands)).ToArray();
foreach (var shield in shields)
{
if (HasComp<BlockingComponent>(shield) && userQuery.TryGetComponent(user, out var blockingUserComponent))
{
blockingUserComponent.BlockingItem = shield;
return;
}
}
RemComp<BlockingUserComponent>(user);
component.User = null;
}
private void OnVerbExamine(EntityUid uid, BlockingComponent component, GetVerbsEvent<ExamineVerb> args)
{
if (!args.CanInteract || !args.CanAccess)
return;
var fraction = component.IsBlocking ? component.ActiveBlockFraction : component.PassiveBlockFraction;
var modifier = component.IsBlocking ? component.ActiveBlockDamageModifier : component.PassiveBlockDamageModifer;
var msg = new FormattedMessage();
msg.AddMarkupOrThrow(Loc.GetString("blocking-fraction", ("value", MathF.Round(fraction * 100, 1))));
AppendCoefficients(modifier, msg);
_examine.AddDetailedExamineVerb(args, component, msg,
Loc.GetString("blocking-examinable-verb-text"),
"/Textures/Interface/VerbIcons/dot.svg.192dpi.png",
Loc.GetString("blocking-examinable-verb-message")
);
}
private void AppendCoefficients(DamageModifierSet modifiers, FormattedMessage msg)
{
foreach (var coefficient in modifiers.Coefficients)
{
msg.PushNewline();
msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-coefficient-value",
("type", coefficient.Key),
("value", MathF.Round(coefficient.Value * 100, 1))
));
}
foreach (var flat in modifiers.FlatReduction)
{
msg.PushNewline();
msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-reduction-value",
("type", flat.Key),
("value", flat.Value)
));
}
}
}