Merge remote-tracking branch 'origin/master' into weapon-modules

# Conflicts:
#	Resources/Prototypes/Recipes/Lathes/security.yml
This commit is contained in:
CaYpeN1
2024-03-21 11:01:20 +05:00
389 changed files with 3471 additions and 1231 deletions

View File

@@ -137,7 +137,7 @@ public abstract class SharedTentacleGun : EntitySystem
private bool PullMob(ProjectileEmbedEvent args)
{
var stunTime = _random.Next(TimeSpan.FromSeconds(2), TimeSpan.FromSeconds(5));
var stunTime = _random.Next(TimeSpan.FromSeconds(1), TimeSpan.FromSeconds(3));
if (!_stunSystem.TryParalyze(args.Embedded, stunTime, true))
return false;

View File

@@ -0,0 +1,42 @@
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Chemistry.Components;
[Serializable, NetSerializable]
public sealed partial class PatchDoAfterEvent : SimpleDoAfterEvent
{
}
/// <summary>
/// Implements draw/inject behavior for droppers and syringes.
/// </summary>
/// <remarks>
/// Can optionally support both
/// injection and drawing or just injection. Can inject/draw reagents from solution
/// containers, and can directly inject into a mobs bloodstream.
/// </remarks>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class PatchComponent : Component
{
[ViewVariables, AutoNetworkedField]
public FixedPoint2 CurrentVolume;
[ViewVariables, AutoNetworkedField]
public FixedPoint2 TotalVolume;
[DataField("solutionName")]
public string SolutionName = "patch";
[DataField("onlyMobs")]
public bool OnlyMobs = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("delay")]
public TimeSpan Delay = TimeSpan.FromSeconds(5);
}

View File

@@ -56,6 +56,7 @@ namespace Content.Shared.Input
public static readonly BoundKeyFunction ZoomOut = "ZoomOut";
public static readonly BoundKeyFunction ZoomIn = "ZoomIn";
public static readonly BoundKeyFunction ResetZoom = "ResetZoom";
public static readonly BoundKeyFunction LieDown = "LieDown"; // WD EDIT
public static readonly BoundKeyFunction ArcadeUp = "ArcadeUp";
public static readonly BoundKeyFunction ArcadeDown = "ArcadeDown";

View File

@@ -26,6 +26,12 @@ public sealed partial class ProjectileComponent : Component
[DataField, AutoNetworkedField]
public EntityUid? Weapon;
/// <summary>
/// Entity being targeted by crosshair.
/// </summary>
[AutoNetworkedField]
public EntityUid? Target;
/// <summary>
/// The projectile spawns inside the shooter most of the time, this prevents entities from shooting themselves.
/// </summary>

View File

@@ -334,6 +334,12 @@ public sealed class ImpactEffectEvent : EntityEventArgs
}
}
/// <summary>
/// Raised when an entity is just about to be hit with a projectile
/// </summary>
[ByRefEvent]
public record struct ProjectileCollideAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled);
/// <summary>
/// Raised when an entity is just about to be hit with a projectile but can reflect it
/// </summary>
@@ -350,4 +356,4 @@ public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target
/// Raised after a projectile has dealt it's damage.
/// </summary>
[ByRefEvent]
public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);
public record struct AfterProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, Fixture Fixture);

View File

@@ -1,24 +1,47 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(StandingStateSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(StandingStateSystem))]
public sealed partial class StandingStateComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
[ViewVariables(VVAccess.ReadWrite), DataField]
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall");
[DataField, AutoNetworkedField]
public bool Standing { get; set; } = true;
public StandingState CurrentState { get; set; } = StandingState.Standing; // WD EDIT
/// <summary>
/// Time required to get up.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan StandingUpTime { get; set; } = TimeSpan.FromSeconds(1); // WD EDIT
// WD EDIT
[DataField, AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool CanLieDown = false;
/// <summary>
/// List of fixtures that had their collision mask changed when the entity was downed.
/// Required for re-adding the collision mask.
/// </summary>
[DataField, AutoNetworkedField]
public List<string> ChangedFixtures = new();
}
}
[Serializable, NetSerializable]
public sealed class ChangeStandingStateEvent : EntityEventArgs
{
}
// WD EDIT
public enum StandingState
{
Lying,
GettingUp,
Standing
}

View File

@@ -1,166 +1,324 @@
using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Content.Shared.Input;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Projectiles;
using Content.Shared.Rotation;
using Robust.Shared.Audio;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Input.Binding;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing
namespace Content.Shared.Standing;
public sealed class StandingStateSystem : EntitySystem
{
public sealed class StandingStateSystem : EntitySystem
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!; // WD EDIT
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!; // WD EDIT
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
// WD EDIT START
/// <inheritdoc />
public override void Initialize()
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
base.Initialize();
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
SubscribeLocalEvent<StandingStateComponent, ProjectileCollideAttemptEvent>(OnProjectileCollideAttempt);
SubscribeLocalEvent<StandingStateComponent, HitscanHitAttemptEvent>(OnHitscanHitAttempt);
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
SubscribeNetworkEvent<ChangeStandingStateEvent>(OnChangeState);
CommandBinds.Builder
.Bind(ContentKeyFunctions.LieDown, InputCmdHandler.FromDelegate(ChangeLyingState))
.Register<StandingStateSystem>();
}
private void OnRefreshMovementSpeed(
EntityUid uid,
StandingStateComponent component,
RefreshMovementSpeedModifiersEvent args)
{
if (IsDown(uid))
args.ModifySpeed(0.4f, 0.4f);
else
args.ModifySpeed(1f, 1f);
}
private void OnProjectileCollideAttempt(EntityUid uid, StandingStateComponent component, ref ProjectileCollideAttemptEvent args)
{
if (component.CurrentState is StandingState.Standing)
{
if (!Resolve(uid, ref standingState, false))
return false;
return;
}
if (!args.Component.Target.HasValue || args.Component.Target != uid)
{
args.Cancelled = true;
}
}
private void OnHitscanHitAttempt(EntityUid uid, StandingStateComponent component, ref HitscanHitAttemptEvent args)
{
if (component.CurrentState is StandingState.Standing)
{
return;
}
if (!args.Target.HasValue || args.Target != uid)
{
args.Cancelled = true;
}
}
return !standingState.Standing;
private void OnStandingUpDoAfter(EntityUid uid, StandingStateComponent component, StandingUpDoAfterEvent args)
{
Stand(uid);
_movement.RefreshMovementSpeedModifiers(uid);
}
private void OnChangeState(ChangeStandingStateEvent ev, EntitySessionEventArgs args)
{
if (!args.SenderSession.AttachedEntity.HasValue)
{
return;
}
public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
HandsComponent? hands = null)
var uid = args.SenderSession.AttachedEntity.Value;
if (IsDown(uid))
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
TryStandUp(uid);
}
else
{
TryLieDown(uid);
}
}
// Optional component.
Resolve(uid, ref appearance, ref hands, false);
/// <summary>
/// Send an update event when player pressed keybind.
/// </summary>
private void ChangeLyingState(ICommonSession? session)
{
if (session?.AttachedEntity == null ||
!TryComp(session.AttachedEntity, out StandingStateComponent? standing) ||
!standing.CanLieDown)
{
return;
}
if (!standingState.Standing)
return true;
RaiseNetworkEvent(new ChangeStandingStateEvent());
}
public bool TryStandUp(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;
// This is just to avoid most callers doing this manually saving boilerplate
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null)
if (standingState.CurrentState is not StandingState.Lying)
return false;
standingState.CurrentState = StandingState.GettingUp;
var doargs = new DoAfterArgs(EntityManager, uid, standingState.StandingUpTime,
new StandingUpDoAfterEvent(), uid)
{
BreakOnUserMove = false,
BreakOnDamage = false,
BreakOnHandChange = false
};
_doAfter.TryStartDoAfter(doargs);
return true;
}
public bool TryLieDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;
if (standingState.CurrentState is not StandingState.Standing)
{
return false;
}
Down(uid, true, false, standingState);
_movement.RefreshMovementSpeedModifiers(uid);
return true;
}
// WD EDIT END
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;
return standingState.CurrentState is StandingState.Lying or StandingState.GettingUp;
}
public bool Down(
EntityUid uid,
bool playSound = true,
bool dropHeldItems = true,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
HandsComponent? hands = null)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, ref hands, false);
if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
return true;
// This is just to avoid most callers doing this manually saving boilerplate
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null)
{
RaiseLocalEvent(uid, new DropHandItemsEvent());
}
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg);
if (msg.Cancelled)
return false;
standingState.CurrentState = StandingState.Lying;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new DownedEvent());
// Seemed like the best place to put it
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
// Change collision masks to allow going under certain entities like flaps and tables
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
}
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
continue;
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg, false);
standingState.ChangedFixtures.Add(key);
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer,
manager: fixtureComponent);
}
}
// check if component was just added or streamed to client
// if true, no need to play sound - mob was down before player could seen that
if (standingState.LifeStage <= ComponentLifeStage.Starting)
return true;
if (playSound)
{
_audio.PlayPredicted(standingState.DownSound, uid, uid);
}
return true;
}
public bool Stand(
EntityUid uid,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
bool force = false)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, false);
if (standingState.CurrentState is StandingState.Standing)
return true;
if (!force)
{
var msg = new StandAttemptEvent();
RaiseLocalEvent(uid, msg);
if (msg.Cancelled)
return false;
standingState.Standing = false;
Dirty(standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
// Seemed like the best place to put it
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
// Change collision masks to allow going under certain entities like flaps and tables
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
continue;
standingState.ChangedFixtures.Add(key);
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
}
}
// check if component was just added or streamed to client
// if true, no need to play sound - mob was down before player could seen that
if (standingState.LifeStage <= ComponentLifeStage.Starting)
return true;
if (playSound)
{
_audio.PlayPredicted(standingState.DownSound, uid, uid);
}
return true;
}
public bool Stand(EntityUid uid,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
bool force = false)
standingState.CurrentState = StandingState.Standing;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new StoodEvent());
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, false);
if (standingState.Standing)
return true;
if (!force)
foreach (var key in standingState.ChangedFixtures)
{
var msg = new StandAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
}
standingState.Standing = true;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new StoodEvent(), false);
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var key in standingState.ChangedFixtures)
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer,
fixtureComponent);
}
}
standingState.ChangedFixtures.Clear();
return true;
}
}
public sealed class DropHandItemsEvent : EventArgs
{
}
standingState.ChangedFixtures.Clear();
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs
{
}
/// <summary>
/// Raised when an entity is not standing
/// </summary>
public sealed class DownedEvent : EntityEventArgs
{
return true;
}
}
public sealed class DropHandItemsEvent : EventArgs
{
}
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs
{
}
/// <summary>
/// Raised when an entity is not standing
/// </summary>
public sealed class DownedEvent : EntityEventArgs
{
}
// WD EDIT
[Serializable, NetSerializable]
public sealed partial class StandingUpDoAfterEvent : SimpleDoAfterEvent
{
}

View File

@@ -22,6 +22,7 @@ using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared._White;
using Content.Shared._White.MagGloves;
using Content.Shared._White.Chaplain;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;

View File

@@ -235,6 +235,9 @@ public sealed partial class GunComponent : Component
public bool ClumsyProof = false;
// WD START
public EntityUid? Target;
[DataField("forceThrowingAngle")]
[ViewVariables(VVAccess.ReadWrite)]
public bool ForceThrowingAngle;

View File

@@ -9,6 +9,7 @@ namespace Content.Shared.Weapons.Ranged.Events;
[Serializable, NetSerializable]
public sealed class RequestShootEvent : EntityEventArgs
{
public NetEntity? Target;
public NetEntity Gun;
public NetCoordinates Coordinates;
}

View File

@@ -144,6 +144,7 @@ public abstract partial class SharedGunSystem : EntitySystem
return;
gun.ShootCoordinates = GetCoordinates(msg.Coordinates);
gun.Target = GetEntity(msg.Target);
Log.Debug($"Set shoot coordinates to {gun.ShootCoordinates}");
AttemptShoot(user.Value, ent, gun);
}
@@ -591,6 +592,12 @@ public abstract partial class SharedGunSystem : EntitySystem
[ByRefEvent]
public record struct AttemptShootEvent(EntityUid User, string? Message, bool Cancelled = false, bool ThrowItems = false);
/// <summary>
/// Raised when an entity is just about to be hit with a hitscan
/// </summary>
[ByRefEvent]
public record struct HitscanHitAttemptEvent(EntityUid HitEntity, EntityUid? Target, bool Cancelled = false);
/// <summary>
/// Raised directed on the gun after firing.
/// </summary>

View File

@@ -52,6 +52,6 @@ public sealed class BackstabSystem : EntitySystem
return;
var message = Loc.GetString("backstab-damage-betrayal-dagger", ("damage", damage));
_popup.PopupClient(message, args.User, args.User, PopupType.MediumCaution);
_popup.PopupEntity(message, args.User, args.User, PopupType.MediumCaution);
}
}

View File

@@ -0,0 +1,10 @@
namespace Content.Shared._White.MagGloves;
/// <summary>
/// This is used to prevent entity loose it's items on fall.
/// </summary>
[RegisterComponent]
public sealed partial class KeepItemsOnFallComponent : Component
{
}

View File

@@ -0,0 +1,16 @@
using Robust.Shared.Prototypes;
namespace Content.Shared._White.MagGloves;
/// <summary>
/// This is used as a marker for advanced magnetic gloves.
/// </summary>
[RegisterComponent, AutoGenerateComponentState]
public sealed partial class MagneticGlovesAdvancedComponent : Component
{
[DataField, AutoNetworkedField]
public EntityUid? ToggleActionEntity;
[DataField]
public EntProtoId ToggleAction = "ActionToggleMagneticGlovesAdvanced";
}

View File

@@ -0,0 +1,31 @@
using Robust.Shared.Prototypes;
namespace Content.Shared._White.MagGloves;
/// <summary>
/// This is used for...
/// </summary>
[RegisterComponent, AutoGenerateComponentState]
public sealed partial class MagneticGlovesComponent : Component
{
[ViewVariables]
public bool Enabled { get; set; } = false;
[DataField, AutoNetworkedField]
public EntityUid? ToggleActionEntity;
[DataField("action")]
public EntProtoId ToggleAction = "ActionToggleMagneticGloves";
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan GlovesReadyAt = TimeSpan.Zero;
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan GlovesLastActivation = TimeSpan.Zero;
[DataField("glovesCooldown")]
public TimeSpan GlovesCooldown = TimeSpan.FromSeconds(60);
[DataField("glovesActiveTime")]
public TimeSpan GlovesActiveTime = TimeSpan.FromSeconds(60);
}

View File

@@ -0,0 +1,10 @@
namespace Content.Shared._White.MagGloves;
/// <summary>
/// This is used to prevent disarming when magnetic gloves are enabled.
/// </summary>
[RegisterComponent]
public sealed partial class PreventDisarmComponent : Component
{
}

View File

@@ -0,0 +1,10 @@
namespace Content.Shared._White.MagGloves;
/// <summary>
/// This is used to block stripping when magnetic gloves are enabled.
/// </summary>
[RegisterComponent]
public sealed partial class PreventStrippingFromHandsAndGlovesComponent : Component
{
}

View File

@@ -0,0 +1,107 @@
using Content.Shared.Actions;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Popups;
using Content.Shared.Toggleable;
using Robust.Shared.Containers;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Shared._White.MagGloves;
/// <summary>
/// This handles...
/// </summary>
public sealed class SharedMagneticGlovesSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _sharedActions = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedContainerSystem _sharedContainer = default!;
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly INetManager _net = default!;
public override void Initialize()
{
SubscribeLocalEvent<MagneticGlovesComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<MagneticGlovesComponent, ToggleMagneticGlovesEvent>(OnToggleGloves);
}
public void OnGetActions(EntityUid uid, MagneticGlovesComponent component, GetItemActionsEvent args)
{
if (!args.InHands)
{
args.AddAction(ref component.ToggleActionEntity, component.ToggleAction);
}
}
public void OnToggleGloves(EntityUid uid, MagneticGlovesComponent component, ToggleMagneticGlovesEvent args)
{
if (args.Handled || _net.IsClient)
return;
_sharedContainer.TryGetContainingContainer(uid, out var container);
if (!component.Enabled)
{
if (component.GlovesReadyAt > _gameTiming.CurTime)
{
if (container != null)
{
_popup.PopupEntity(Loc.GetString("maggloves-not-ready"), uid, container.Owner);
}
return;
}
// If the gloves are not enabled, we want to activate them.
component.Enabled = true;
component.GlovesLastActivation = _gameTiming.CurTime;
_sharedActions.SetToggled(component.ToggleActionEntity, component.Enabled);
if (container != null)
{
_popup.PopupEntity(Loc.GetString("maggloves-activated"), uid, container.Owner);
EnsureComp<KeepItemsOnFallComponent>(container.Owner);
if (TryComp<MagneticGlovesAdvancedComponent>(uid, out var adv))
{
EnsureComp<PreventDisarmComponent>(container.Owner);
EnsureComp<PreventStrippingFromHandsAndGlovesComponent>(container.Owner);
}
}
}
else
{
component.Enabled = false;
_sharedActions.SetToggled(component.ToggleActionEntity, component.Enabled);
component.GlovesReadyAt = _gameTiming.CurTime + component.GlovesCooldown;
if (container != null)
{
_popup.PopupEntity(Loc.GetString("maggloves-deactivated"), uid, container.Owner);
RemComp<KeepItemsOnFallComponent>(container.Owner);
if (TryComp<MagneticGlovesAdvancedComponent>(uid, out var adv))
{
RemComp<PreventDisarmComponent>(container.Owner);
RemComp<PreventStrippingFromHandsAndGlovesComponent>(container.Owner);
}
}
}
if (TryComp<AppearanceComponent>(uid, out var appearance) &&
TryComp<ItemComponent>(uid, out var item))
{
_item.SetHeldPrefix(uid, component.Enabled ? "on" : "off", false, item);
_appearance.SetData(uid, ToggleVisuals.Toggled, component.Enabled, appearance);
_clothing.SetEquippedPrefix(uid, component.Enabled ? "on" : null);
}
args.Handled = true;
}
}
public sealed partial class ToggleMagneticGlovesEvent : InstantActionEvent {}

View File

@@ -17,7 +17,7 @@ public sealed class WhiteCVars
*/
public static readonly CVarDef<string> RulesWiki =
CVarDef.Create("white.wiki_rules", "https://wiki.ss14.su/%D0%9F%D1%80%D0%B0%D0%B2%D0%B8%D0%BB%D0%B0",
CVarDef.Create("white.wiki_rules", "https://js.ss14.su/rules",
CVar.SERVER | CVar.REPLICATED);
/*
@@ -197,7 +197,7 @@ public sealed class WhiteCVars
CVarDef.Create("white.chat_size_separated", "0.6;0", CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<string> DefaultChatSize =
CVarDef.Create("white.chat_size_default", "300;500", CVar.CLIENTONLY | CVar.ARCHIVE);
CVarDef.Create("white.chat_size_default", "300;-500", CVar.CLIENTONLY | CVar.ARCHIVE);
/*
* OnlyInOhio