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...
239 lines
9.6 KiB
C#
239 lines
9.6 KiB
C#
using Content.Shared.Audio;
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using Content.Shared.Construction.Components;
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using Content.Shared.Explosion;
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using Content.Shared.Eye;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Serialization;
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namespace Content.Shared.SubFloor
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{
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/// <summary>
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/// Entity system backing <see cref="SubFloorHideComponent"/>.
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/// </summary>
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[UsedImplicitly]
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public abstract class SharedSubFloorHideSystem : EntitySystem
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{
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default!;
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[Dependency] protected readonly SharedMapSystem Map = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] private readonly SharedVisibilitySystem _visibility = default!;
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[Dependency] protected readonly SharedPopupSystem _popup = default!;
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private EntityQuery<SubFloorHideComponent> _hideQuery;
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public override void Initialize()
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{
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base.Initialize();
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_hideQuery = GetEntityQuery<SubFloorHideComponent>();
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<SubFloorHideComponent, ComponentStartup>(OnSubFloorStarted);
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SubscribeLocalEvent<SubFloorHideComponent, ComponentShutdown>(OnSubFloorTerminating);
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// Like 80% sure this doesn't need to handle re-anchoring.
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SubscribeLocalEvent<SubFloorHideComponent, AnchorStateChangedEvent>(HandleAnchorChanged);
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SubscribeLocalEvent<SubFloorHideComponent, GettingInteractedWithAttemptEvent>(OnInteractionAttempt);
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SubscribeLocalEvent<SubFloorHideComponent, GettingAttackedAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<SubFloorHideComponent, GetExplosionResistanceEvent>(OnGetExplosionResistance);
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SubscribeLocalEvent<SubFloorHideComponent, AnchorAttemptEvent>(OnAnchorAttempt);
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SubscribeLocalEvent<SubFloorHideComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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}
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private void OnAnchorAttempt(EntityUid uid, SubFloorHideComponent component, AnchorAttemptEvent args)
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{
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// No teleporting entities through floor tiles when anchoring them.
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var xform = Transform(uid);
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if (TryComp<MapGridComponent>(xform.GridUid, out var grid)
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&& HasFloorCover(xform.GridUid.Value, grid, Map.TileIndicesFor(xform.GridUid.Value, grid, xform.Coordinates)))
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{
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_popup.PopupClient(Loc.GetString("subfloor-anchor-failure", ("entity", uid)), args.User);
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args.Cancel();
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}
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}
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private void OnUnanchorAttempt(EntityUid uid, SubFloorHideComponent component, UnanchorAttemptEvent args)
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{
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// No un-anchoring things under the floor. Only required for something like vents, which are still interactable
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// despite being partially under the floor.
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if (component.IsUnderCover)
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{
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_popup.PopupClient(Loc.GetString("subfloor-unanchor-failure", ("entity", uid)), args.User);
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args.Cancel();
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}
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}
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private void OnGetExplosionResistance(EntityUid uid, SubFloorHideComponent component, ref GetExplosionResistanceEvent args)
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{
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if (component.BlockInteractions && component.IsUnderCover)
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args.DamageCoefficient = 0;
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}
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private void OnAttackAttempt(EntityUid uid, SubFloorHideComponent component, ref GettingAttackedAttemptEvent args)
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{
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if (component.BlockInteractions && component.IsUnderCover)
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args.Cancelled = true;
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}
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private void OnInteractionAttempt(EntityUid uid, SubFloorHideComponent component, ref GettingInteractedWithAttemptEvent args)
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{
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// Allow admins (e.g., mappers/aghosts) to twiddle with stuff under subfloors
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if (HasComp<BypassInteractionChecksComponent>(args.Uid))
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return;
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// No interactions with entities hidden under floor tiles.
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if (component.BlockInteractions && component.IsUnderCover)
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args.Cancelled = true;
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}
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private void OnSubFloorStarted(EntityUid uid, SubFloorHideComponent component, ComponentStartup _)
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{
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UpdateFloorCover(uid, component);
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UpdateAppearance(uid, component);
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EnsureComp<CollideOnAnchorComponent>(uid);
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}
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private void OnSubFloorTerminating(EntityUid uid, SubFloorHideComponent component, ComponentShutdown _)
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{
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// If component is being deleted don't need to worry about updating any component stuff because it won't matter very shortly.
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if (Comp<MetaDataComponent>(uid).EntityLifeStage >= EntityLifeStage.Terminating)
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return;
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// Regardless of whether we're on a subfloor or not, unhide.
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SetUnderCover((uid, component), false);
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UpdateAppearance(uid, component);
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}
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private void HandleAnchorChanged(EntityUid uid, SubFloorHideComponent component, ref AnchorStateChangedEvent args)
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{
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if (args.Anchored)
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{
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var xform = Transform(uid);
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UpdateFloorCover(uid, component, xform);
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}
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else if (component.IsUnderCover)
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{
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SetUnderCover((uid, component), false);
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UpdateAppearance(uid, component);
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}
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}
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private void OnTileChanged(ref TileChangedEvent args)
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{
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foreach (var change in args.Changes)
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{
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if (change.OldTile.IsEmpty)
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continue; // Nothing is anchored here anyways.
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if (change.NewTile.IsEmpty)
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continue; // Anything that was here will be unanchored anyways.
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UpdateTile(args.Entity, args.Entity.Comp, change.GridIndices);
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}
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}
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/// <summary>
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/// Update whether a given entity is currently covered by a floor tile.
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/// </summary>
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private void UpdateFloorCover(EntityUid uid, SubFloorHideComponent? component = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref component, ref xform))
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return;
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if (xform.Anchored && TryComp<MapGridComponent>(xform.GridUid, out var grid))
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SetUnderCover((uid, component), HasFloorCover(xform.GridUid.Value, grid, Map.TileIndicesFor(xform.GridUid.Value, grid, xform.Coordinates)));
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else
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SetUnderCover((uid, component), false);
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UpdateAppearance(uid, component);
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}
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private void SetUnderCover(Entity<SubFloorHideComponent> entity, bool value)
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{
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// If it's not undercover or it always has visible layers then normal visibility.
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_visibility.SetLayer(entity.Owner, value && entity.Comp.VisibleLayers.Count == 0 ? (ushort) VisibilityFlags.Subfloor : (ushort) VisibilityFlags.Normal);
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if (entity.Comp.IsUnderCover == value)
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return;
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entity.Comp.IsUnderCover = value;
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}
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public bool HasFloorCover(EntityUid gridUid, MapGridComponent grid, Vector2i position)
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{
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// TODO Redo this function. Currently wires on an asteroid are always "below the floor"
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var tileDef = (ContentTileDefinition) _tileDefinitionManager[Map.GetTileRef(gridUid, grid, position).Tile.TypeId];
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return !tileDef.IsSubFloor;
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}
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private void UpdateTile(EntityUid gridUid, MapGridComponent grid, Vector2i position)
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{
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var covered = HasFloorCover(gridUid, grid, position);
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foreach (var uid in Map.GetAnchoredEntities(gridUid, grid, position))
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{
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if (!_hideQuery.TryComp(uid, out var hideComp))
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continue;
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if (hideComp.IsUnderCover == covered)
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continue;
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SetUnderCover((uid, hideComp), covered);
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UpdateAppearance(uid, hideComp);
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}
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}
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public void UpdateAppearance(
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EntityUid uid,
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SubFloorHideComponent? hideComp = null,
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AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref hideComp, false))
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return;
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if (hideComp.BlockAmbience && hideComp.IsUnderCover)
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_ambientSoundSystem.SetAmbience(uid, false);
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else if (hideComp.BlockAmbience && !hideComp.IsUnderCover)
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_ambientSoundSystem.SetAmbience(uid, true);
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if (Resolve(uid, ref appearance, false))
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{
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Appearance.SetData(uid, SubFloorVisuals.Covered, hideComp.IsUnderCover, appearance);
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}
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}
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[Serializable, NetSerializable]
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protected sealed class ShowSubfloorRequestEvent : EntityEventArgs
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{
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public bool Value;
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}
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}
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[Serializable, NetSerializable]
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public enum SubFloorVisuals : byte
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{
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/// <summary>
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/// Is there a floor tile over this entity
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/// </summary>
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Covered,
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/// <summary>
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/// Is this entity revealed by a scanner or some other entity?
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/// </summary>
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ScannerRevealed,
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}
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[Serializable, NetSerializable]
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public enum SubfloorLayers : byte
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{
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FirstLayer
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}
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}
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