mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 05:17:28 +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...
291 lines
10 KiB
C#
291 lines
10 KiB
C#
using Content.Server.Objectives.Components;
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using Content.Server.Objectives.Systems;
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using Content.Server.Popups;
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using Content.Server.Roles;
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using Content.Shared.Actions;
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using Content.Shared.Damage; // DeltaV
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using Content.Shared.Dragon;
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using Content.Shared.Maps;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Zombies;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Dragon;
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public sealed partial class DragonSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!; // DeltaV
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[Dependency] private readonly CarpRiftsConditionSystem _carpRifts = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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[Dependency] private readonly NpcFactionSystem _faction = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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private EntityQuery<CarpRiftsConditionComponent> _objQuery;
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/// <summary>
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/// Minimum distance between 2 rifts allowed.
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/// </summary>
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private const int RiftRange = 15;
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/// <summary>
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/// Radius of tiles
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/// </summary>
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private const int RiftTileRadius = 2;
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private const int RiftsAllowed = 3;
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public override void Initialize()
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{
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base.Initialize();
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_objQuery = GetEntityQuery<CarpRiftsConditionComponent>();
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SubscribeLocalEvent<DragonComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<DragonComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<DragonComponent, DragonSpawnRiftActionEvent>(OnSpawnRift);
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SubscribeLocalEvent<DragonComponent, RefreshMovementSpeedModifiersEvent>(OnDragonMove);
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SubscribeLocalEvent<DragonComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<DragonComponent, EntityZombifiedEvent>(OnZombified);
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}
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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<DragonComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.WeakenedAccumulator > 0f)
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{
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comp.WeakenedAccumulator -= frameTime;
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// No longer weakened.
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if (comp.WeakenedAccumulator < 0f)
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{
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comp.WeakenedAccumulator = 0f;
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_movement.RefreshMovementSpeedModifiers(uid);
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}
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}
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// At max rifts
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if (comp.Rifts.Count >= RiftsAllowed)
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continue;
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// If there's an active rift don't accumulate.
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if (comp.Rifts.Count > 0)
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{
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var lastRift = comp.Rifts[^1];
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if (TryComp<DragonRiftComponent>(lastRift, out var rift) && rift.State != DragonRiftState.Finished)
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{
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comp.RiftAccumulator = 0f;
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continue;
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}
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}
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if (!_mobState.IsDead(uid))
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comp.RiftAccumulator += frameTime;
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// Begin DeltaV Changes
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if (!comp.HalftimePopupShown && Math.Round(comp.RiftAccumulator) == 0.5 * comp.RiftMaxAccumulator) // at halftime tell them they gonna die
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{
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Roar(uid, comp);
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_popup.PopupEntity(Loc.GetString("deltav-dragon-halftime-popup"), uid, uid);
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comp.HalftimePopupShown = true; // no spamming popups
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}
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if (comp.RiftAccumulator >= comp.RiftMaxAccumulator) // dragon is out of time
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{
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Roar(uid, comp);
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_damageable.TryChangeDamage(uid, comp.DeathDamage,true,true); // gib time
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}
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// End DeltaV Changes
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}
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}
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private void OnInit(EntityUid uid, DragonComponent component, MapInitEvent args)
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{
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Roar(uid, component);
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_actions.AddAction(uid, ref component.SpawnRiftActionEntity, component.SpawnRiftAction);
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}
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private void OnShutdown(EntityUid uid, DragonComponent component, ComponentShutdown args)
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{
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DeleteRifts(uid, false, component);
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}
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private void OnSpawnRift(EntityUid uid, DragonComponent component, DragonSpawnRiftActionEvent args)
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{
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if (component.Weakened)
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{
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_popup.PopupEntity(Loc.GetString("carp-rift-weakened"), uid, uid);
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return;
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}
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if (component.Rifts.Count >= RiftsAllowed)
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{
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_popup.PopupEntity(Loc.GetString("carp-rift-max"), uid, uid);
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return;
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}
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if (component.Rifts.Count > 0 && TryComp<DragonRiftComponent>(component.Rifts[^1], out var rift) && rift.State != DragonRiftState.Finished)
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{
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_popup.PopupEntity(Loc.GetString("carp-rift-duplicate"), uid, uid);
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return;
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}
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var xform = Transform(uid);
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// Have to be on a grid fam
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if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
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{
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_popup.PopupEntity(Loc.GetString("carp-rift-anchor"), uid, uid);
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return;
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}
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// cant stack rifts near eachother
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foreach (var (_, riftXform) in EntityQuery<DragonRiftComponent, TransformComponent>(true))
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{
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if (_transform.InRange(riftXform.Coordinates, xform.Coordinates, RiftRange))
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{
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_popup.PopupEntity(Loc.GetString("carp-rift-proximity", ("proximity", RiftRange)), uid, uid);
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return;
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}
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}
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// cant put a rift on solars
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foreach (var tile in _map.GetTilesIntersecting(xform.GridUid.Value, grid, new Circle(_transform.GetWorldPosition(xform), RiftTileRadius), false))
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{
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if (!_turf.IsSpace(tile))
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continue;
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_popup.PopupEntity(Loc.GetString("carp-rift-space-proximity", ("proximity", RiftTileRadius)), uid, uid);
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return;
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}
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var carpUid = Spawn(component.RiftPrototype, _transform.GetMapCoordinates(uid, xform: xform));
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component.Rifts.Add(carpUid);
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Comp<DragonRiftComponent>(carpUid).Dragon = uid;
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component.HalftimePopupShown = false; // DeltaV - Reset popup flag
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}
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// TODO: just make this a move speed modifier component???
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private void OnDragonMove(EntityUid uid, DragonComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (component.Weakened)
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{
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args.ModifySpeed(0.5f, 0.5f);
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}
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}
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private void OnMobStateChanged(EntityUid uid, DragonComponent component, MobStateChangedEvent args)
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{
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// Deletes all rifts after dying
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if (args.NewMobState != MobState.Dead)
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return;
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if (component.SoundDeath != null)
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_audio.PlayPvs(component.SoundDeath, uid);
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// objective is explicitly not reset so that it will show how many you got before dying in round end text
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DeleteRifts(uid, false, component);
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}
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private void OnZombified(Entity<DragonComponent> ent, ref EntityZombifiedEvent args)
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{
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// prevent carp attacking zombie dragon
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_faction.AddFaction(ent.Owner, ent.Comp.Faction);
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}
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private void Roar(EntityUid uid, DragonComponent comp)
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{
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if (comp.SoundRoar != null)
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_audio.PlayPvs(comp.SoundRoar, uid);
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}
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/// <summary>
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/// Delete all rifts this dragon made.
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/// </summary>
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/// <param name="uid">Entity id of the dragon</param>
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/// <param name="resetRole">If true, the role's rift count will be reset too</param>
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/// <param name="comp">The dragon component</param>
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public void DeleteRifts(EntityUid uid, bool resetRole, DragonComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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foreach (var rift in comp.Rifts)
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{
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QueueDel(rift);
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}
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comp.Rifts.Clear();
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// stop here if not trying to reset the objective's rift count
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if (!resetRole || !TryComp<MindContainerComponent>(uid, out var mindContainer) || !mindContainer.HasMind)
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return;
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var mind = Comp<MindComponent>(mindContainer.Mind.Value);
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foreach (var objId in mind.Objectives)
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{
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if (_objQuery.TryGetComponent(objId, out var obj))
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{
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_carpRifts.ResetRifts(objId, obj);
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break;
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}
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}
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}
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/// <summary>
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/// Increment the dragon role's charged rift count.
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/// </summary>
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public void RiftCharged(EntityUid uid, DragonComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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if (!TryComp<MindContainerComponent>(uid, out var mindContainer) || !mindContainer.HasMind)
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return;
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var mind = Comp<MindComponent>(mindContainer.Mind.Value);
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foreach (var objId in mind.Objectives)
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{
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if (_objQuery.TryGetComponent(objId, out var obj))
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{
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_carpRifts.RiftCharged(objId, obj);
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break;
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}
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}
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}
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/// <summary>
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/// Do everything that needs to happen when a rift gets destroyed by the crew.
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/// </summary>
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public void RiftDestroyed(EntityUid uid, DragonComponent? comp = null)
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{
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if (!Resolve(uid, ref comp))
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return;
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// do reset the rift count since crew destroyed the rift, not deleted by the dragon dying.
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DeleteRifts(uid, true, comp);
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// We can't predict the rift being destroyed anyway so no point adding weakened to shared.
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comp.WeakenedAccumulator = comp.WeakenedDuration;
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_movement.RefreshMovementSpeedModifiers(uid);
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_popup.PopupEntity(Loc.GetString("carp-rift-destroyed"), uid, uid);
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}
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}
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