Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd
# Conflicts: # Content.Client/Crayon/CrayonDecalVisualizer.cs # Content.Client/Tabletop/TabletopSystem.cs # Content.IntegrationTests/Tests/InventoryHelpersTest.cs # Content.Server/AI/EntitySystems/AiSystem.cs # Content.Server/AI/Utility/AiLogic/UtilityAI.cs # Content.Server/AME/AMENodeGroup.cs # Content.Server/Administration/AdminVerbSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chemistry/Components/InjectorComponent.cs # Content.Server/Chemistry/TileReactions/CleanTileReaction.cs # Content.Server/Chemistry/TileReactions/SpillTileReaction.cs # Content.Server/Crayon/CrayonComponent.cs # Content.Server/Doors/Components/ServerDoorComponent.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fluids/Components/MopComponent.cs # Content.Server/Fluids/Components/SpillExtensions.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/Instruments/InstrumentSystem.cs # Content.Server/Nutrition/EntitySystems/DrinkSystem.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/PneumaticCannon/PneumaticCannonSystem.cs # Content.Server/Storage/Components/EntityStorageComponent.cs # Content.Server/Storage/Components/StorageFillComponent.cs # Content.Server/Stunnable/StunbatonSystem.cs # Content.Server/Throwing/ThrowHelper.cs # Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs # Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs # Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs # Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs # Content.Shared/Damage/Components/DamageableComponent.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/MobState/Components/MobStateComponent.cs # Content.Shared/Slippery/SharedSlipperySystem.cs
This commit is contained in:
@@ -1,18 +1,28 @@
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using System;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Administration.Logs;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.CombatMode;
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using Content.Server.DoAfter;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry.Components;
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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.Interaction;
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using Content.Shared.Interaction.Helpers;
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using Content.Shared.MobState.Components;
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using Content.Shared.Popups;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -42,16 +52,26 @@ namespace Content.Server.Chemistry.Components
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/// Amount to inject or draw on each usage. If the injector is inject only, it will
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/// attempt to inject it's entire contents upon use.
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/// </summary>
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[ViewVariables]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("transferAmount")]
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private FixedPoint2 _transferAmount = FixedPoint2.New(5);
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/// <summary>
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/// Initial storage volume of the injector
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/// Injection delay (seconds) when the target is a mob.
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/// </summary>
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[ViewVariables]
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[DataField("initialMaxVolume")]
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private FixedPoint2 _initialMaxVolume = FixedPoint2.New(15);
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/// <remarks>
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/// The base delay has a minimum of 1 second, but this will still be modified if the target is incapacitated or
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/// in combat mode.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("delay")]
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public float Delay = 5;
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/// <summary>
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/// Token for interrupting a do-after action (e.g., injection another player). If not null, implies
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/// component is currently "in use".
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/// </summary>
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public CancellationTokenSource? CancelToken;
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private InjectorToggleMode _toggleState;
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@@ -112,9 +132,18 @@ namespace Content.Server.Chemistry.Components
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/// <param name="eventArgs"></param>
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (CancelToken != null)
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{
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CancelToken.Cancel();
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return true;
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}
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if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
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return false;
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if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User))
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return false;
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var solutionsSys = EntitySystem.Get<SolutionContainerSystem>();
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//Make sure we have the attacking entity
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if (eventArgs.Target is not {Valid: true} target ||
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@@ -123,6 +152,14 @@ namespace Content.Server.Chemistry.Components
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return false;
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}
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// Is the target a mob? If yes, use a do-after to give them time to respond.
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if (_entities.HasComponent<MobStateComponent>(target) ||
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_entities.HasComponent<BloodstreamComponent>(target))
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{
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if (!await TryInjectDoAfter(eventArgs.User, target))
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return true;
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}
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// Handle injecting/drawing for solutions
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if (ToggleState == InjectorToggleMode.Inject)
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{
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@@ -162,6 +199,75 @@ namespace Content.Server.Chemistry.Components
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return true;
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}
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/// <summary>
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/// Send informative pop-up messages and wait for a do-after to complete.
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/// </summary>
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public async Task<bool> TryInjectDoAfter(EntityUid user, EntityUid target)
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{
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var popupSys = EntitySystem.Get<SharedPopupSystem>();
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// Create a pop-up for the user
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popupSys.PopupEntity(Loc.GetString("injector-component-injecting-user"), target, Filter.Entities(user));
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// Get entity for logging. Log with EntityUids when?
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var logSys = EntitySystem.Get<AdminLogSystem>();
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var actualDelay = MathF.Max(Delay, 1f);
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if (user != target)
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{
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// Create a pop-up for the target
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var userName = _entities.GetComponent<MetaDataComponent>(user).EntityName;
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popupSys.PopupEntity(Loc.GetString("injector-component-injecting-target",
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("user", userName)), user, Filter.Entities(target));
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// Check if the target is incapacitated or in combat mode and modify time accordingly.
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if (_entities.TryGetComponent<MobStateComponent>(target, out var mobState) &&
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mobState.IsIncapacitated())
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{
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actualDelay /= 2;
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}
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else if (_entities.TryGetComponent<CombatModeComponent>(target, out var combat) &&
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combat.IsInCombatMode)
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{
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// Slightly increase the delay when the target is in combat mode. Helps prevents cheese injections in
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// combat with fast syringes & lag.
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actualDelay += 1;
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}
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// Add an admin log, using the "force feed" log type. It's not quite feeding, but the effect is the same.
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if (ToggleState == InjectorToggleMode.Inject)
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{
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logSys.Add(LogType.ForceFeed,
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$"{_entities.ToPrettyString(user)} is attempting to inject a solution into {_entities.ToPrettyString(target)}");
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// TODO solution pretty string.
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}
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}
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else
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{
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// Self-injections take half as long.
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actualDelay /= 2;
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if (ToggleState == InjectorToggleMode.Inject)
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logSys.Add(LogType.Ingestion,
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$"{_entities.ToPrettyString(user)} is attempting to inject themselves with a solution.");
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//TODO solution pretty string.
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}
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CancelToken = new();
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var status = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(
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new DoAfterEventArgs(user, actualDelay, CancelToken.Token, target)
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{
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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MovementThreshold = 1.0f
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});
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CancelToken = null;
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return status == DoAfterStatus.Finished;
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}
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/// <summary>
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/// Called when use key is pressed when held in active hand
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/// </summary>
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@@ -1,6 +1,8 @@
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Hands;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using System;
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namespace Content.Server.Chemistry.EntitySystems
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{
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@@ -12,6 +14,16 @@ namespace Content.Server.Chemistry.EntitySystems
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base.Initialize();
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SubscribeLocalEvent<InjectorComponent, SolutionChangedEvent>(OnSolutionChange);
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SubscribeLocalEvent<InjectorComponent, HandDeselectedEvent>(OnInjectorDeselected);
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}
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private void OnInjectorDeselected(EntityUid uid, InjectorComponent component, HandDeselectedEvent args)
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{
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if (component.CancelToken != null)
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{
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component.CancelToken.Cancel();
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component.CancelToken = null;
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}
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}
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private void OnSolutionChange(EntityUid uid, InjectorComponent component, SolutionChangedEvent args)
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@@ -1,5 +1,7 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Text;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Database;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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@@ -128,5 +130,27 @@ namespace Content.Server.Chemistry.EntitySystems
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return true;
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}
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public static string ToPrettyString(Solution solution)
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{
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var sb = new StringBuilder();
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sb.Append("Solution content: [");
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var first = true;
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foreach (var (id, quantity) in solution.Contents)
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{
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if (first)
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{
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first = false;
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}
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else
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{
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sb.Append(", ");
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}
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sb.AppendFormat("{0}: {1}u", id, quantity);
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}
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sb.Append(']');
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return sb.ToString();
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}
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}
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}
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@@ -15,12 +15,17 @@ public class Electrocute : ReagentEffect
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[DataField("electrocuteDamageScale")] public int ElectrocuteDamageScale = 5;
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/// <remarks>
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/// true - refresh electrocute time, false - accumulate electrocute time
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/// </remarks>
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[DataField("refresh")] public bool Refresh = true;
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public override bool ShouldLog => true;
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public override void Effect(ReagentEffectArgs args)
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{
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EntitySystem.Get<ElectrocutionSystem>().TryDoElectrocution(args.SolutionEntity, null,
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Math.Max((args.Quantity * ElectrocuteDamageScale).Int(), 1), TimeSpan.FromSeconds(ElectrocuteTime));
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Math.Max((args.Quantity * ElectrocuteDamageScale).Int(), 1), TimeSpan.FromSeconds(ElectrocuteTime), Refresh);
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args.Source?.RemoveReagent(args.Reagent.ID, args.Quantity);
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}
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@@ -30,6 +30,12 @@ namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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[DataField("time")]
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public float Time = 2.0f;
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/// <remarks>
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/// true - refresh status effect time, false - accumulate status effect time
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/// </remarks>
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[DataField("refresh")]
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public bool Refresh = true;
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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@@ -41,7 +47,7 @@ namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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var statusSys = args.EntityManager.EntitySysManager.GetEntitySystem<StatusEffectsSystem>();
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if (Type == StatusEffectMetabolismType.Add && Component != String.Empty)
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{
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statusSys.TryAddStatusEffect(args.SolutionEntity, Key, TimeSpan.FromSeconds(Time), Component);
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statusSys.TryAddStatusEffect(args.SolutionEntity, Key, TimeSpan.FromSeconds(Time), Refresh, Component);
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}
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else if (Type == StatusEffectMetabolismType.Remove)
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{
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@@ -23,10 +23,16 @@ namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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[DataField("time")]
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public float Time = 2.0f;
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/// <remarks>
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/// true - refresh jitter time, false - accumulate jitter time
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/// </remarks>
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[DataField("refresh")]
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public bool Refresh = true;
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public override void Effect(ReagentEffectArgs args)
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{
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args.EntityManager.EntitySysManager.GetEntitySystem<SharedJitteringSystem>()
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.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(Time), Amplitude, Frequency);
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.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(Time), Refresh, Amplitude, Frequency);
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}
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}
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}
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@@ -1,12 +1,14 @@
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using System.Linq;
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using Content.Server.Cleanable;
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using Content.Server.Coordinates.Helpers;
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using Content.Server.Decals;
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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.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.TileReactions
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@@ -36,6 +38,12 @@ namespace Content.Server.Chemistry.TileReactions
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}
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}
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var decalSystem = EntitySystem.Get<DecalSystem>();
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foreach (var uid in decalSystem.GetDecalsInRange(tile.GridIndex, tile.GridIndices+new Vector2(0.5f, 0.5f), validDelegate: x => x.Cleanable))
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{
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decalSystem.RemoveDecal(tile.GridIndex, uid);
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}
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return amount;
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}
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}
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@@ -1,9 +1,11 @@
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using Content.Server.Fluids.Components;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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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.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -15,9 +17,12 @@ namespace Content.Server.Chemistry.TileReactions
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{
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public FixedPoint2 TileReact(TileRef tile, ReagentPrototype reagent, FixedPoint2 reactVolume)
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{
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if (reactVolume < 5 || !tile.TryGetPuddle(null, out _)) return FixedPoint2.Zero;
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var spillSystem = EntitySystem.Get<SpillableSystem>();
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if (reactVolume < 5 || !spillSystem.TryGetPuddle(tile, out _)) return FixedPoint2.Zero;
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return tile.SpillAt(new Solution(reagent.ID, reactVolume), "PuddleSmear", true, false, true) != null ? reactVolume : FixedPoint2.Zero;
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return spillSystem.SpillAt(tile,new Solution(reagent.ID, reactVolume), "PuddleSmear", true, false, true) != null
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? reactVolume
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: FixedPoint2.Zero;
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Fluids.Components;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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@@ -26,7 +27,8 @@ namespace Content.Server.Chemistry.TileReactions
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if (reactVolume < 5) return FixedPoint2.Zero;
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// TODO Make this not puddle smear.
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var puddle = tile.SpillAt(new Solution(reagent.ID, reactVolume), "PuddleSmear", _overflow, false, true);
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var puddle = EntitySystem.Get<SpillableSystem>()
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.SpillAt(tile, new Solution(reagent.ID, reactVolume), "PuddleSmear", _overflow, false, true);
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if (puddle != null)
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{
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