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* Merge pull request #838 from FoxxoTrystan/Shadekin Shadekin # Conflicts: # Resources/Prototypes/Body/species_base.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/tattoos.yml # Resources/Prototypes/Guidebook/species.yml # Resources/Prototypes/Species/species_weights.yml * Merge pull request #868 from FoxxoTrystan/Shadekin-Perf Shadekin Performence * Merge pull request #883 from FoxxoTrystan/Shadekin-Patch Shadekin Patch + Markings * Merge pull request #947 from RHSvenson/Shadekin_SurvivalBox Added and implemented emergency boxes for nonbreathers * Merge pull request #1861 from ilovehans10/shadekin-guidebook-typo-fixes Shadekin guidebook typo fixes * Mars -> Marrs (#2381) <!-- IT'S NOT WIZDENS REPO, IF YOU WANT TO ADD YOUR CHANGES ON ALL SERVERS, CREATE PR TO WIZDENS REPO --> <!-- What do you propose to change with your PR? --> Changes `@ mars` to `@ marr`s for Shadekin. <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Parity with emote wheel. Also, `<PLAYERNAME> mars` feels weird. (...probably because Mars as in the planet.) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> <!-- check boxes for faster reviewing of your PR --> - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [Starlight Fork License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE-Starlight.TXT) and grant permission for use in this repository under its conditions. **Changelog** 🆑 Fractalflower - tweak: Changed Mar emote text to `@ marrs`. * Fix shadekin guidebook resistance info (#2881) The shadekin guidebook currently overstates the cellular resistance by 10% and vastly underestimates the bloodloss damage. The guidebook being accurate helps guide player understanding. <img width="563" height="669" alt="image" src="https://github.com/user-attachments/assets/bece997a-5aa4-46f5-9b9f-2fe41dc98e97" /> - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [Starlight Fork License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE-Starlight.TXT) and grant permission for use in this repository under its conditions. **Changelog** 🆑 Penguinwizzard - fix: Turns out that we were issuing wildly incorrect guidebooks on Shadekin; an updated edition should now be available for crews. * New Shadekin Disabilities * Light hurts Shadekin Shadekin should get more than a mild sunburn in extreme light * Changes to make it work * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Foam Immunity Readded * Flash Modifer works now * Remove DarkLightComponent * Add missing Locale for Markings from Den * Fix Issues, Seperate from _DV namespace * Yaml Linter Fixes * ARGH * ARGHv.2 * ARGHv.3 * Nutribatard instead of Baguette * Exchange Nutribricks with PSB * Cotton Baguette * Changing away from BaseOrganic and Respirator Removal in Code * Fulfill Content Review Requests * Remove Eye Coloration - Unused * Remove ShadekinPhase entirely * Attribution correctly linked * Review Changes * done yml links correctly now * yml format in shadekin effects * Remove yml file mention and read Internal * Readd Internals * _StarLight -> _Starlight * Port to Nubody and maybe fixing some fuckups * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Shadekin Yaml Errors * Add missing markings name, add missing base_scale * Remove Internal Removal in base_species. Make it Component based * Add missing readonly * Remove Non Breahter emergency boxes, Shadekin normal box * DV Comment Fixes * Untouched File? * Use FlashMultiplierDurationEvent * Add missing attribution * Fixed scream attributions * Shadekins can now properly succumb. Starlight#4746 --------- Co-authored-by: Matthew Herber <32679887+Happyrobot33@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> Co-authored-by: Rinary <rinary.super@gmail.com> Co-authored-by: FoxxoTrystan <trystan.garnierhein@gmail.com> Co-authored-by: Tess_the_Evil <tessawfresh@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Tobias Berger <toby@tobot.dev> Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
352 lines
13 KiB
C#
352 lines
13 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Shared.EntityEffects.Effects;
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using Content.Server.Spreader;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Smoking;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Linq;
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using Content.Shared.EntityEffects.Effects.Solution;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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using Content.Server.Body.Components; // Delta V
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namespace Content.Server.Fluids.EntitySystems;
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/// <summary>
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/// Handles non-atmos solution entities similar to puddles.
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/// </summary>
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public sealed class SmokeSystem : EntitySystem
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{
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// If I could do it all again this could probably use a lot more of puddles.
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[Dependency] private readonly IAdminLogManager _logger = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly BloodstreamSystem _blood = default!;
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[Dependency] private readonly InternalsSystem _internals = default!;
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[Dependency] private readonly ReactiveSystem _reactive = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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private EntityQuery<SmokeComponent> _smokeQuery;
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private EntityQuery<SmokeAffectedComponent> _smokeAffectedQuery;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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_smokeQuery = GetEntityQuery<SmokeComponent>();
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_smokeAffectedQuery = GetEntityQuery<SmokeAffectedComponent>();
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SubscribeLocalEvent<SmokeComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<SmokeComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<SmokeComponent, ReactionAttemptEvent>(OnReactionAttempt);
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SubscribeLocalEvent<SmokeComponent, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
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SubscribeLocalEvent<SmokeComponent, SpreadNeighborsEvent>(OnSmokeSpread);
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}
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/// <inheritdoc/>
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<SmokeAffectedComponent>();
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var curTime = _timing.CurTime;
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while (query.MoveNext(out var uid, out var smoke))
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{
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if (curTime < smoke.NextSecond)
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continue;
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smoke.NextSecond += TimeSpan.FromSeconds(1);
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SmokeReact(uid, smoke.SmokeEntity);
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}
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}
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private void OnStartCollide(Entity<SmokeComponent> entity, ref StartCollideEvent args)
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{
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if (_smokeAffectedQuery.HasComponent(args.OtherEntity))
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return;
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var smokeAffected = AddComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffected.SmokeEntity = entity;
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smokeAffected.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1);
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}
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private void OnEndCollide(Entity<SmokeComponent> entity, ref EndCollideEvent args)
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{
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// if we are already in smoke, make sure the thing we are exiting is the current smoke we are in.
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if (_smokeAffectedQuery.TryGetComponent(args.OtherEntity, out var smokeAffectedComponent))
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{
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if (smokeAffectedComponent.SmokeEntity != entity.Owner)
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return;
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}
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var exists = Exists(entity);
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if (!TryComp<PhysicsComponent>(args.OtherEntity, out var body))
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return;
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foreach (var ent in _physics.GetContactingEntities(args.OtherEntity, body))
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{
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if (exists && ent == entity.Owner)
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continue;
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if (!_smokeQuery.HasComponent(ent))
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continue;
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smokeAffectedComponent ??= EnsureComp<SmokeAffectedComponent>(args.OtherEntity);
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smokeAffectedComponent.SmokeEntity = ent;
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return; // exit the function so we don't remove the component.
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}
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if (smokeAffectedComponent != null)
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RemComp(args.OtherEntity, smokeAffectedComponent);
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}
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private void OnSmokeSpread(Entity<SmokeComponent> entity, ref SpreadNeighborsEvent args)
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{
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if (entity.Comp.SpreadAmount == 0 || !_solutionContainerSystem.ResolveSolution(entity.Owner, SmokeComponent.SolutionName, ref entity.Comp.Solution, out var solution))
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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return;
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}
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if (Prototype(entity) is not { } prototype)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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return;
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}
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if (args.NeighborFreeTiles.Count == 0)
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return;
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TryComp<TimedDespawnComponent>(entity, out var timer);
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// wtf is the logic behind any of this.
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var smokePerSpread = entity.Comp.SpreadAmount / Math.Max(1, args.NeighborFreeTiles.Count);
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foreach (var neighbor in args.NeighborFreeTiles)
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{
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var coords = _map.GridTileToLocal(neighbor.Tile.GridUid, neighbor.Grid, neighbor.Tile.GridIndices);
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var ent = Spawn(prototype.ID, coords);
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var spreadAmount = Math.Max(0, smokePerSpread);
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entity.Comp.SpreadAmount -= args.NeighborFreeTiles.Count;
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StartSmoke(ent, solution.Clone(), timer?.Lifetime ?? entity.Comp.Duration, spreadAmount);
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if (entity.Comp.SpreadAmount == 0)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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break;
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}
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}
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args.Updates--;
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if (args.NeighborFreeTiles.Count > 0 || args.Neighbors.Count == 0 || entity.Comp.SpreadAmount < 1)
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return;
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// We have no more neighbours to spread to. So instead we will randomly distribute our volume to neighbouring smoke tiles.
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var smokeQuery = GetEntityQuery<SmokeComponent>();
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_random.Shuffle(args.Neighbors);
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foreach (var neighbor in args.Neighbors)
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{
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if (!smokeQuery.TryGetComponent(neighbor, out var smoke))
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continue;
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smoke.SpreadAmount++;
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entity.Comp.SpreadAmount--;
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EnsureComp<ActiveEdgeSpreaderComponent>(neighbor);
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if (entity.Comp.SpreadAmount == 0)
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{
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RemCompDeferred<ActiveEdgeSpreaderComponent>(entity);
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break;
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}
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}
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}
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private void OnReactionAttempt(Entity<SmokeComponent> entity, ref ReactionAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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// Prevent smoke/foam fork bombs (smoke creating more smoke).
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foreach (var effect in args.Reaction.Effects)
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{
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if (effect is AreaReactionEffect)
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{
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args.Cancelled = true;
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return;
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}
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}
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}
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private void OnReactionAttempt(Entity<SmokeComponent> entity, ref SolutionRelayEvent<ReactionAttemptEvent> args)
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{
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if (args.Name == SmokeComponent.SolutionName)
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OnReactionAttempt(entity, ref args.Event);
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}
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/// <summary>
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/// Sets up a smoke component for spreading.
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/// </summary>
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public void StartSmoke(EntityUid uid, Solution solution, float duration, int spreadAmount, SmokeComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.SpreadAmount = spreadAmount;
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component.Duration = duration;
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component.TransferRate = solution.Volume / duration;
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TryAddSolution(uid, solution);
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Dirty(uid, component);
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EnsureComp<ActiveEdgeSpreaderComponent>(uid);
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if (TryComp<PhysicsComponent>(uid, out var body) && TryComp<FixturesComponent>(uid, out var fixtures))
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{
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var xform = Transform(uid);
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_physics.SetBodyType(uid, BodyType.Dynamic, fixtures, body, xform);
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_physics.SetCanCollide(uid, true, manager: fixtures, body: body);
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_broadphase.RegenerateContacts((uid, body, fixtures, xform));
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}
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var timer = EnsureComp<TimedDespawnComponent>(uid);
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timer.Lifetime = duration;
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// The tile reaction happens here because it only occurs once.
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ReactOnTile(uid, component);
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}
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/// <summary>
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/// Does the relevant smoke reactions for an entity.
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/// </summary>
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public void SmokeReact(EntityUid entity, EntityUid smokeUid, SmokeComponent? component = null)
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{
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if (!Resolve(smokeUid, ref component))
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return;
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if (!_solutionContainerSystem.ResolveSolution(smokeUid, SmokeComponent.SolutionName, ref component.Solution, out var solution) ||
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solution.Contents.Count == 0)
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{
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return;
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}
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ReactWithEntity(entity, smokeUid, solution, component);
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UpdateVisuals((smokeUid, component));
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}
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private void ReactWithEntity(EntityUid entity, EntityUid smokeUid, Solution solution, SmokeComponent? component = null)
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{
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if (!Resolve(smokeUid, ref component))
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return;
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if (!TryComp<BloodstreamComponent>(entity, out var bloodstream))
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return;
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if (!_solutionContainerSystem.ResolveSolution(entity, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution) || bloodSolution.AvailableVolume <= 0)
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return;
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var blockIngestion = _internals.AreInternalsWorking(entity)
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|| !HasComp<RespiratorComponent>(entity); // Starlight - Shadekin does not breathe and "AreInternalsWorking" does not check for that
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var cloneSolution = solution.Clone();
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var availableTransfer = FixedPoint2.Min(cloneSolution.Volume, component.TransferRate);
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var transferAmount = FixedPoint2.Min(availableTransfer, bloodSolution.AvailableVolume);
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var transferSolution = cloneSolution.SplitSolution(transferAmount);
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foreach (var reagentQuantity in transferSolution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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_reactive.ReactionEntity(entity, ReactionMethod.Touch, reagentQuantity);
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if (!blockIngestion)
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_reactive.ReactionEntity(entity, ReactionMethod.Ingestion, reagentQuantity);
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}
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if (blockIngestion)
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return;
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if (_blood.TryAddToBloodstream((entity, bloodstream), transferSolution))
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{
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// Log solution addition by smoke
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_logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(entity):target} ingested smoke {SharedSolutionContainerSystem.ToPrettyString(transferSolution)}");
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}
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}
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private void ReactOnTile(EntityUid uid, SmokeComponent? 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 (!_solutionContainerSystem.ResolveSolution(uid, SmokeComponent.SolutionName, ref component.Solution, out var solution) || !solution.Any())
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return;
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if (!TryComp<MapGridComponent>(xform.GridUid, out var mapGrid))
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return;
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var tile = _map.GetTileRef(xform.GridUid.Value, mapGrid, xform.Coordinates);
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foreach (var reagentQuantity in solution.Contents.ToArray())
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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var reagent = _prototype.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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reagent.ReactionTile(tile, reagentQuantity.Quantity, EntityManager, reagentQuantity.Reagent.Data);
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}
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}
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/// <summary>
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/// Adds the specified solution to the relevant smoke solution.
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/// </summary>
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private void TryAddSolution(Entity<SmokeComponent?> smoke, Solution solution)
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{
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if (solution.Volume == FixedPoint2.Zero)
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return;
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if (!Resolve(smoke, ref smoke.Comp))
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return;
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if (!_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp.Solution, out var solutionArea))
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return;
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var addSolution = solution.SplitSolution(FixedPoint2.Min(solution.Volume, solutionArea.AvailableVolume));
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_solutionContainerSystem.TryAddSolution(smoke.Comp.Solution.Value, addSolution);
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UpdateVisuals(smoke);
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}
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private void UpdateVisuals(Entity<SmokeComponent?, AppearanceComponent?> smoke)
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{
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if (!Resolve(smoke, ref smoke.Comp1, ref smoke.Comp2) ||
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!_solutionContainerSystem.ResolveSolution(smoke.Owner, SmokeComponent.SolutionName, ref smoke.Comp1.Solution, out var solution))
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return;
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var color = solution.GetColor(_prototype);
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_appearance.SetData(smoke.Owner, SmokeVisuals.Color, color, smoke.Comp2);
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}
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}
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