mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* 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...
305 lines
11 KiB
C#
305 lines
11 KiB
C#
using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.UserInterface;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Robust.Shared.Player;
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using Robust.Shared.Audio.Systems;
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using static Content.Shared.Paper.PaperComponent;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Paper;
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public sealed class PaperSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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private static readonly ProtoId<TagPrototype> WriteIgnoreStampsTag = "WriteIgnoreStamps";
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private static readonly ProtoId<TagPrototype> WriteTag = "Write";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PaperComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PaperComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<PaperComponent, BeforeActivatableUIOpenEvent>(BeforeUIOpen);
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SubscribeLocalEvent<PaperComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<PaperComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<PaperComponent, PaperInputTextMessage>(OnInputTextMessage);
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SubscribeLocalEvent<ActivateOnPaperOpenedComponent, PaperWriteEvent>(OnPaperWrite);
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}
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private void OnMapInit(Entity<PaperComponent> entity, ref MapInitEvent args)
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{
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if (!string.IsNullOrEmpty(entity.Comp.Content))
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{
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SetContent(entity, Loc.GetString(entity.Comp.Content));
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}
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}
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private void OnInit(Entity<PaperComponent> entity, ref ComponentInit args)
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{
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entity.Comp.Mode = PaperAction.Read;
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UpdateUserInterface(entity);
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if (TryComp<AppearanceComponent>(entity, out var appearance))
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{
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if (entity.Comp.Content != "")
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_appearance.SetData(entity, PaperVisuals.Status, PaperStatus.Written, appearance);
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if (entity.Comp.StampState != null)
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_appearance.SetData(entity, PaperVisuals.Stamp, entity.Comp.StampState, appearance);
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}
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}
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private void BeforeUIOpen(Entity<PaperComponent> entity, ref BeforeActivatableUIOpenEvent args)
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{
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entity.Comp.Mode = PaperAction.Read;
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UpdateUserInterface(entity);
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}
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private void OnExamined(Entity<PaperComponent> entity, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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using (args.PushGroup(nameof(PaperComponent)))
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{
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if (entity.Comp.Content != "")
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{
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args.PushMarkup(
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Loc.GetString(
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"paper-component-examine-detail-has-words",
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("paper", entity)
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)
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);
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}
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if (entity.Comp.StampedBy.Count > 0)
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{
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var commaSeparated =
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string.Join(", ", entity.Comp.StampedBy.Select(s => Loc.GetString(s.StampedName)));
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args.PushMarkup(
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Loc.GetString(
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"paper-component-examine-detail-stamped-by",
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("paper", entity),
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("stamps", commaSeparated))
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);
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}
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}
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}
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private void OnInteractUsing(Entity<PaperComponent> entity, ref InteractUsingEvent args)
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{
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// only allow editing if there are no stamps or when using a cyberpen
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var editable = entity.Comp.StampedBy.Count == 0 || _tagSystem.HasTag(args.Used, WriteIgnoreStampsTag);
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if (_tagSystem.HasTag(args.Used, WriteTag))
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{
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if (editable)
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{
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if (entity.Comp.EditingDisabled)
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{
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var paperEditingDisabledMessage = Loc.GetString("paper-tamper-proof-modified-message");
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_popupSystem.PopupClient(paperEditingDisabledMessage, entity, args.User);
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args.Handled = true;
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return;
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}
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var ev = new PaperWriteAttemptEvent(entity.Owner);
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RaiseLocalEvent(args.User, ref ev);
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if (ev.Cancelled)
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{
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if (ev.FailReason is not null)
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{
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var fileWriteMessage = Loc.GetString(ev.FailReason);
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_popupSystem.PopupClient(fileWriteMessage, entity.Owner, args.User);
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}
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args.Handled = true;
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return;
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}
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var writeEvent = new PaperWriteEvent(args.User, entity);
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RaiseLocalEvent(args.Used, ref writeEvent);
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entity.Comp.Mode = PaperAction.Write;
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_uiSystem.OpenUi(entity.Owner, PaperUiKey.Key, args.User);
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UpdateUserInterface(entity);
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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 a stamp, attempt to stamp paper
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if (TryComp<StampComponent>(args.Used, out var stampComp) && TryStamp(entity, GetStampInfo(stampComp), stampComp.StampState))
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{
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// successfully stamped, play popup
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var stampPaperOtherMessage = Loc.GetString("paper-component-action-stamp-paper-other",
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("user", args.User),
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("target", args.Target),
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("stamp", args.Used));
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_popupSystem.PopupEntity(stampPaperOtherMessage, args.User, Filter.PvsExcept(args.User, entityManager: EntityManager), true);
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var stampPaperSelfMessage = Loc.GetString("paper-component-action-stamp-paper-self",
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("target", args.Target),
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("stamp", args.Used));
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_popupSystem.PopupClient(stampPaperSelfMessage, args.User, args.User);
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_audio.PlayPredicted(stampComp.Sound, entity, args.User);
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UpdateUserInterface(entity);
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}
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}
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private static StampDisplayInfo GetStampInfo(StampComponent stamp)
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{
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return new StampDisplayInfo
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{
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StampedName = stamp.StampedName,
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StampedColor = stamp.StampedColor
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};
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}
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private void OnInputTextMessage(Entity<PaperComponent> entity, ref PaperInputTextMessage args)
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{
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var ev = new PaperWriteAttemptEvent(entity.Owner);
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RaiseLocalEvent(args.Actor, ref ev);
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if (ev.Cancelled)
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return;
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if (args.Text.Length <= entity.Comp.ContentSize)
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{
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SetContent(entity, args.Text);
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var paperStatus = string.IsNullOrWhiteSpace(args.Text) ? PaperStatus.Blank : PaperStatus.Written;
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if (TryComp<AppearanceComponent>(entity, out var appearance))
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_appearance.SetData(entity, PaperVisuals.Status, paperStatus, appearance);
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if (TryComp(entity, out MetaDataComponent? meta))
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_metaSystem.SetEntityDescription(entity, "", meta);
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_adminLogger.Add(LogType.Chat,
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LogImpact.Low,
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$"{ToPrettyString(args.Actor):player} has written on {ToPrettyString(entity):entity} the following text: {args.Text}");
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_audio.PlayPvs(entity.Comp.Sound, entity);
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}
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entity.Comp.Mode = PaperAction.Read;
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UpdateUserInterface(entity);
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var writeAfterEv = new PaperAfterWriteEvent(args.Actor);
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RaiseLocalEvent(entity.Owner, ref writeAfterEv);
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}
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// private void OnRandomPaperContentMapInit(Entity<RandomPaperContentComponent> ent, ref MapInitEvent args) // DV - removed
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private void OnPaperWrite(Entity<ActivateOnPaperOpenedComponent> entity, ref PaperWriteEvent args)
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{
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_interaction.UseInHandInteraction(args.User, entity);
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}
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/// <summary>
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/// Accepts the name and state to be stamped onto the paper, returns true if successful.
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/// </summary>
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public bool TryStamp(Entity<PaperComponent> entity, StampDisplayInfo stampInfo, string spriteStampState)
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{
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if (!entity.Comp.StampedBy.Contains(stampInfo))
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{
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entity.Comp.StampedBy.Add(stampInfo);
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Dirty(entity);
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if (entity.Comp.StampState == null && TryComp<AppearanceComponent>(entity, out var appearance))
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{
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entity.Comp.StampState = spriteStampState;
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// Would be nice to be able to display multiple sprites on the paper
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// but most of the existing images overlap
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_appearance.SetData(entity, PaperVisuals.Stamp, entity.Comp.StampState, appearance);
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}
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}
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return true;
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}
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/// <summary>
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/// Copy any stamp information from one piece of paper to another.
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/// </summary>
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public void CopyStamps(Entity<PaperComponent?> source, Entity<PaperComponent?> target)
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{
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if (!Resolve(source, ref source.Comp) || !Resolve(target, ref target.Comp))
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return;
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target.Comp.StampedBy = new List<StampDisplayInfo>(source.Comp.StampedBy);
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target.Comp.StampState = source.Comp.StampState;
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Dirty(target);
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if (TryComp<AppearanceComponent>(target, out var appearance))
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{
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// delete any stamps if the stamp state is null
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_appearance.SetData(target, PaperVisuals.Stamp, target.Comp.StampState ?? "", appearance);
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}
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}
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public void SetContent(EntityUid entity, string content)
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{
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if (!TryComp<PaperComponent>(entity, out var paper))
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return;
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SetContent((entity, paper), content);
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}
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public void SetContent(Entity<PaperComponent> entity, string content)
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{
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entity.Comp.Content = content;
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Dirty(entity);
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UpdateUserInterface(entity);
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if (!TryComp<AppearanceComponent>(entity, out var appearance))
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return;
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var status = string.IsNullOrWhiteSpace(content)
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? PaperStatus.Blank
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: PaperStatus.Written;
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_appearance.SetData(entity, PaperVisuals.Status, status, appearance);
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}
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private void UpdateUserInterface(Entity<PaperComponent> entity)
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{
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_uiSystem.SetUiState(entity.Owner, PaperUiKey.Key, new PaperBoundUserInterfaceState(entity.Comp.Content, entity.Comp.StampedBy, entity.Comp.Mode));
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}
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}
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/// <summary>
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/// Event fired when using a pen on paper, opening the UI.
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/// </summary>
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[ByRefEvent]
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public record struct PaperWriteEvent(EntityUid User, EntityUid Paper);
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/// <summary>
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/// Cancellable event for attempting to write on a piece of paper.
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/// </summary>
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/// <param name="Paper">The paper that the writing will take place on.</param>
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[ByRefEvent]
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public record struct PaperWriteAttemptEvent(EntityUid Paper, string? FailReason = null, bool Cancelled = false);
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/// <summary>
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/// Event raised on paper after it was written on by someone.
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/// </summary>
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/// <param name="Actor">Entity that wrote something on the paper.</param>
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[ByRefEvent]
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public readonly record struct PaperAfterWriteEvent(EntityUid Actor);
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