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OldThink/Content.Server/Morgue/MorgueSystem.cs

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using Content.Server.Storage.Components;
using Content.Shared.Body.Components;
using Content.Shared.Examine;
using Content.Shared.Morgue;
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using Content.Shared.Morgue.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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namespace Content.Server.Morgue;
public sealed class MorgueSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
{
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base.Initialize();
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SubscribeLocalEvent<MorgueComponent, ExaminedEvent>(OnExamine);
}
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/// <summary>
/// Handles the examination text for looking at a morgue.
/// </summary>
private void OnExamine(EntityUid uid, MorgueComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
_appearance.TryGetData<MorgueContents>(uid, MorgueVisuals.Contents, out var contents);
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var text = contents switch
{
MorgueContents.HasSoul => "morgue-entity-storage-component-on-examine-details-body-has-soul",
MorgueContents.HasContents => "morgue-entity-storage-component-on-examine-details-has-contents",
MorgueContents.HasMob => "morgue-entity-storage-component-on-examine-details-body-has-no-soul",
_ => "morgue-entity-storage-component-on-examine-details-empty"
};
args.PushMarkup(Loc.GetString(text));
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}
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/// <summary>
/// Updates data periodically in case something died/got deleted in the morgue.
/// </summary>
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private void CheckContents(EntityUid uid, MorgueComponent? morgue = null, EntityStorageComponent? storage = null, AppearanceComponent? app = null)
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{
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if (!Resolve(uid, ref morgue, ref storage, ref app))
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return;
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if (storage.Contents.ContainedEntities.Count == 0)
{
_appearance.SetData(uid, MorgueVisuals.Contents, MorgueContents.Empty);
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return;
}
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var hasMob = false;
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foreach (var ent in storage.Contents.ContainedEntities)
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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{
if (!hasMob && HasComp<BodyComponent>(ent))
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hasMob = true;
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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if (HasComp<ActorComponent>(ent))
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{
_appearance.SetData(uid, MorgueVisuals.Contents, MorgueContents.HasSoul, app);
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return;
}
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}
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_appearance.SetData(uid, MorgueVisuals.Contents, hasMob ? MorgueContents.HasMob : MorgueContents.HasContents, app);
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}
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/// <summary>
/// Handles the periodic beeping that morgues do when a live body is inside.
/// </summary>
public override void Update(float frameTime)
{
base.Update(frameTime);
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var query = EntityQueryEnumerator<MorgueComponent, EntityStorageComponent, AppearanceComponent>();
while (query.MoveNext(out var uid, out var comp, out var storage, out var appearance))
{
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comp.AccumulatedFrameTime += frameTime;
CheckContents(uid, comp, storage);
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if (comp.AccumulatedFrameTime < comp.BeepTime)
continue;
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comp.AccumulatedFrameTime -= comp.BeepTime;
if (comp.DoSoulBeep && _appearance.TryGetData<MorgueContents>(uid, MorgueVisuals.Contents, out var contents, appearance) && contents == MorgueContents.HasSoul)
{
_audio.PlayPvs(comp.OccupantHasSoulAlarmSound, uid);
}
}
}
}