Merge remote-tracking branch 'upstream/master' into upstream
# Conflicts: # Content.Client/Access/AccessOverlay.cs # Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs # Content.Client/Access/UI/IdCardConsoleWindow.xaml # Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/AGhost.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Shared/Access/Components/IdCardConsoleComponent.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/RCD/Systems/RCDSystem.cs # Content.Shared/Roles/JobPrototype.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/rcd/components/rcd-component.ftl # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/DeviceLinking/sink_ports.yml # Resources/Prototypes/Entities/Clothing/Back/duffel.yml # Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml # Resources/Prototypes/Entities/Clothing/Neck/misc.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml # Resources/Prototypes/Entities/Objects/Magic/books.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Misc/tiles.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Decals/bricktile.rsi/white_box.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/migration.yml
This commit is contained in:
@@ -0,0 +1,60 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Inventory;
|
||||
|
||||
namespace Content.Server.Chemistry.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Base class for components that inject a solution into a target's bloodstream in response to an event.
|
||||
/// </summary>
|
||||
public abstract partial class BaseSolutionInjectOnEventComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// How much solution to remove from this entity per target when transferring.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Note that this amount is per target, so the total amount removed will be
|
||||
/// multiplied by the number of targets hit.
|
||||
/// </remarks>
|
||||
[DataField]
|
||||
public FixedPoint2 TransferAmount = FixedPoint2.New(1);
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
|
||||
|
||||
/// <summary>
|
||||
/// Proportion of the <see cref="TransferAmount"/> that will actually be injected
|
||||
/// into the target's bloodstream. The rest is lost.
|
||||
/// 0 means none of the transferred solution will enter the bloodstream.
|
||||
/// 1 means the entire amount will enter the bloodstream.
|
||||
/// </summary>
|
||||
[DataField("transferEfficiency")]
|
||||
private float _transferEfficiency = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Solution to inject from.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public string Solution = "default";
|
||||
|
||||
/// <summary>
|
||||
/// Whether this will inject through hardsuits or not.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public bool PierceArmor = true;
|
||||
|
||||
/// <summary>
|
||||
/// Contents of popup message to display to the attacker when injection
|
||||
/// fails due to the target wearing a hardsuit.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Passed values: $weapon and $target
|
||||
/// </remarks>
|
||||
[DataField]
|
||||
public LocId BlockedByHardsuitPopupMessage = "melee-inject-failed-hardsuit";
|
||||
|
||||
/// <summary>
|
||||
/// If anything covers any of these slots then the injection fails.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public SlotFlags BlockSlots = SlotFlags.NONE;
|
||||
}
|
||||
@@ -1,31 +1,8 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
namespace Content.Server.Chemistry.Components;
|
||||
|
||||
namespace Content.Server.Chemistry.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed partial class MeleeChemicalInjectorComponent : Component
|
||||
{
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("transferAmount")]
|
||||
public FixedPoint2 TransferAmount { get; set; } = FixedPoint2.New(1);
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
|
||||
|
||||
[DataField("transferEfficiency")]
|
||||
private float _transferEfficiency = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this will inject through hardsuits or not.
|
||||
/// </summary>
|
||||
[DataField("pierceArmor"), ViewVariables(VVAccess.ReadWrite)]
|
||||
public bool PierceArmor = true;
|
||||
|
||||
/// <summary>
|
||||
/// Solution to inject from.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("solution")]
|
||||
public string Solution { get; set; } = "default";
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Used for melee weapon entities that should try to inject a
|
||||
/// contained solution into a target when used to hit it.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed partial class MeleeChemicalInjectorComponent : BaseSolutionInjectOnEventComponent { }
|
||||
|
||||
@@ -1,28 +0,0 @@
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Projectiles;
|
||||
|
||||
namespace Content.Server.Chemistry.Components;
|
||||
|
||||
/// <summary>
|
||||
/// On colliding with an entity that has a bloodstream will dump its solution onto them.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed partial class SolutionInjectOnCollideComponent : Component
|
||||
{
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("transferAmount")]
|
||||
public FixedPoint2 TransferAmount = FixedPoint2.New(1);
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
|
||||
|
||||
[DataField("transferEfficiency")]
|
||||
private float _transferEfficiency = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// If anything covers any of these slots then the injection fails.
|
||||
/// </summary>
|
||||
[DataField("blockSlots"), ViewVariables(VVAccess.ReadWrite)]
|
||||
public SlotFlags BlockSlots = SlotFlags.MASK;
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Content.Server.Chemistry.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Used for embeddable entities that should try to inject a
|
||||
/// contained solution into a target when they become embedded in it.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed partial class SolutionInjectOnEmbedComponent : BaseSolutionInjectOnEventComponent { }
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Content.Server.Chemistry.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Used for projectile entities that should try to inject a
|
||||
/// contained solution into a target when they hit it.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed partial class SolutionInjectOnProjectileHitComponent : BaseSolutionInjectOnEventComponent { }
|
||||
Reference in New Issue
Block a user