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:
Remuchi
2024-04-13 11:29:33 +07:00
918 changed files with 18886 additions and 12471 deletions

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@@ -1,49 +0,0 @@
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Shared.Inventory;
using Content.Shared.Projectiles;
namespace Content.Server.Chemistry.EntitySystems;
public sealed class SolutionInjectOnCollideSystem : EntitySystem
{
[Dependency] private readonly SolutionContainerSystem _solutionContainersSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionInjectOnCollideComponent, ProjectileHitEvent>(HandleInjection);
}
private void HandleInjection(Entity<SolutionInjectOnCollideComponent> ent, ref ProjectileHitEvent args)
{
var component = ent.Comp;
var target = args.Target;
if (!TryComp<BloodstreamComponent>(target, out var bloodstream) ||
!_solutionContainersSystem.TryGetInjectableSolution(ent.Owner, out var solution, out _))
{
return;
}
if (component.BlockSlots != 0x0)
{
var containerEnumerator = _inventorySystem.GetSlotEnumerator(target, component.BlockSlots);
// TODO add a helper method for this?
if (containerEnumerator.MoveNext(out _))
return;
}
var solRemoved = _solutionContainersSystem.SplitSolution(solution.Value, component.TransferAmount);
var solRemovedVol = solRemoved.Volume;
var solToInject = solRemoved.SplitSolution(solRemovedVol * component.TransferEfficiency);
_bloodstreamSystem.TryAddToChemicals(target, solToInject, bloodstream);
}
}

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using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Tag;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Collections;
namespace Content.Server.Chemistry.EntitySystems;
/// <summary>
/// System for handling the different inheritors of <see cref="BaseSolutionInjectOnEventComponent"/>.
/// Subscribes to relevent events and performs solution injections when they are raised.
/// </summary>
public sealed class SolutionInjectOnCollideSystem : EntitySystem
{
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly TagSystem _tag = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
}
private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.Target, args.Shooter);
}
private void HandleEmbed(Entity<SolutionInjectOnEmbedComponent> entity, ref EmbedEvent args)
{
DoInjection((entity.Owner, entity.Comp), args.Embedded, args.Shooter);
}
private void HandleMeleeHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
{
// MeleeHitEvent is weird, so we have to filter to make sure we actually
// hit something and aren't just examining the weapon.
if (args.IsHit)
TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
}
private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
{
TryInjectTargets(injectorEntity, [target], source);
}
/// <summary>
/// Filters <paramref name="targets"/> for valid targets and tries to inject a portion of <see cref="BaseSolutionInjectOnEventComponent.Solution"/> into
/// each valid target's bloodstream.
/// </summary>
/// <remarks>
/// Targets are invalid if any of the following are true:
/// <list type="bullet">
/// <item>The target does not have a bloodstream.</item>
/// <item><see cref="BaseSolutionInjectOnEventComponent.PierceArmor"/> is false and the target is wearing a hardsuit.</item>
/// <item><see cref="BaseSolutionInjectOnEventComponent.BlockSlots"/> is not NONE and the target has an item equipped in any of the specified slots.</item>
/// </list>
/// </remarks>
/// <returns>true if at least one target was successfully injected, otherwise false</returns>
private bool TryInjectTargets(Entity<BaseSolutionInjectOnEventComponent> injector, IReadOnlyList<EntityUid> targets, EntityUid? source = null)
{
// Make sure we have at least one target
if (targets.Count == 0)
return false;
// Get the solution to inject
if (!_solutionContainer.TryGetSolution(injector.Owner, injector.Comp.Solution, out var injectorSolution))
return false;
// Build a list of bloodstreams to inject into
var targetBloodstreams = new ValueList<Entity<BloodstreamComponent>>();
foreach (var target in targets)
{
if (Deleted(target))
continue;
// Yuck, this is way to hardcodey for my tastes
// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
{
// Only show popup to attacker
if (source != null)
_popup.PopupEntity(Loc.GetString(injector.Comp.BlockedByHardsuitPopupMessage, ("weapon", injector.Owner), ("target", target)), target, source.Value, PopupType.SmallCaution);
continue;
}
// Check if the target has anything equipped in a slot that would block injection
if (injector.Comp.BlockSlots != SlotFlags.NONE)
{
var blocked = false;
var containerEnumerator = _inventory.GetSlotEnumerator(target, injector.Comp.BlockSlots);
while (containerEnumerator.MoveNext(out var container))
{
if (container.ContainedEntity != null)
{
blocked = true;
break;
}
}
if (blocked)
continue;
}
// Make sure the target has a bloodstream
if (!TryComp<BloodstreamComponent>(target, out var bloodstream))
continue;
// Checks passed; add this target's bloodstream to the list
targetBloodstreams.Add((target, bloodstream));
}
// Make sure we got at least one bloodstream
if (targetBloodstreams.Count == 0)
return false;
// Extract total needed solution from the injector
var removedSolution = _solutionContainer.SplitSolution(injectorSolution.Value, injector.Comp.TransferAmount * targetBloodstreams.Count);
// Adjust solution amount based on transfer efficiency
var solutionToInject = removedSolution.SplitSolution(removedSolution.Volume * injector.Comp.TransferEfficiency);
// Calculate how much of the adjusted solution each target will get
var volumePerBloodstream = solutionToInject.Volume * (1f / targetBloodstreams.Count);
var anySuccess = false;
foreach (var targetBloodstream in targetBloodstreams)
{
// Take our portion of the adjusted solution for this target
var individualInjection = solutionToInject.SplitSolution(volumePerBloodstream);
// Inject our portion into the target's bloodstream
if (_bloodstream.TryAddToChemicals(targetBloodstream.Owner, individualInjection, targetBloodstream.Comp))
anySuccess = true;
}
// Huzzah!
return anySuccess;
}
}

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@@ -1,234 +0,0 @@
using Content.Server.Administration.Logs;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
namespace Content.Server.Chemistry.EntitySystems
{
[UsedImplicitly]
public sealed class SolutionTransferSystem : EntitySystem
{
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
/// <summary>
/// Default transfer amounts for the set-transfer verb.
/// </summary>
public static readonly List<int> DefaultTransferAmounts = new() { 1, 5, 10, 25, 50, 100, 250, 500, 1000 };
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionTransferComponent, GetVerbsEvent<AlternativeVerb>>(AddSetTransferVerbs);
SubscribeLocalEvent<SolutionTransferComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<SolutionTransferComponent, TransferAmountSetValueMessage>(OnTransferAmountSetValueMessage);
}
private void OnTransferAmountSetValueMessage(Entity<SolutionTransferComponent> entity, ref TransferAmountSetValueMessage message)
{
var newTransferAmount = FixedPoint2.Clamp(message.Value, entity.Comp.MinimumTransferAmount, entity.Comp.MaximumTransferAmount);
entity.Comp.TransferAmount = newTransferAmount;
if (message.Session.AttachedEntity is { Valid: true } user)
_popupSystem.PopupEntity(Loc.GetString("comp-solution-transfer-set-amount", ("amount", newTransferAmount)), entity.Owner, user);
}
private void AddSetTransferVerbs(Entity<SolutionTransferComponent> entity, ref GetVerbsEvent<AlternativeVerb> args)
{
var (uid, component) = entity;
if (!args.CanAccess || !args.CanInteract || !component.CanChangeTransferAmount || args.Hands == null)
return;
if (!EntityManager.TryGetComponent(args.User, out ActorComponent? actor))
return;
// Custom transfer verb
AlternativeVerb custom = new();
custom.Text = Loc.GetString("comp-solution-transfer-verb-custom-amount");
custom.Category = VerbCategory.SetTransferAmount;
custom.Act = () => _userInterfaceSystem.TryOpen(uid, TransferAmountUiKey.Key, actor.PlayerSession);
custom.Priority = 1;
args.Verbs.Add(custom);
// Add specific transfer verbs according to the container's size
var priority = 0;
var user = args.User;
foreach (var amount in DefaultTransferAmounts)
{
if (amount < component.MinimumTransferAmount.Int() || amount > component.MaximumTransferAmount.Int())
continue;
AlternativeVerb verb = new();
verb.Text = Loc.GetString("comp-solution-transfer-verb-amount", ("amount", amount));
verb.Category = VerbCategory.SetTransferAmount;
verb.Act = () =>
{
component.TransferAmount = FixedPoint2.New(amount);
_popupSystem.PopupEntity(Loc.GetString("comp-solution-transfer-set-amount", ("amount", amount)), uid, user);
};
// we want to sort by size, not alphabetically by the verb text.
verb.Priority = priority;
priority--;
args.Verbs.Add(verb);
}
}
private void OnAfterInteract(Entity<SolutionTransferComponent> entity, ref AfterInteractEvent args)
{
if (!args.CanReach || args.Target == null)
return;
var target = args.Target!.Value;
var (uid, component) = entity;
//Special case for reagent tanks, because normally clicking another container will give solution, not take it.
if (component.CanReceive && !EntityManager.HasComponent<RefillableSolutionComponent>(target) // target must not be refillable (e.g. Reagent Tanks)
&& _solutionContainerSystem.TryGetDrainableSolution(target, out var targetSoln, out _) // target must be drainable
&& EntityManager.TryGetComponent(uid, out RefillableSolutionComponent? refillComp)
&& _solutionContainerSystem.TryGetRefillableSolution((uid, refillComp, null), out var ownerSoln, out var ownerRefill))
{
var transferAmount = component.TransferAmount; // This is the player-configurable transfer amount of "uid," not the target reagent tank.
if (EntityManager.TryGetComponent(uid, out RefillableSolutionComponent? refill) && refill.MaxRefill != null) // uid is the entity receiving solution from target.
{
transferAmount = FixedPoint2.Min(transferAmount, (FixedPoint2) refill.MaxRefill); // if the receiver has a smaller transfer limit, use that instead
}
var transferred = Transfer(args.User, target, targetSoln.Value, uid, ownerSoln.Value, transferAmount);
if (transferred > 0)
{
var toTheBrim = ownerRefill.AvailableVolume == 0;
var msg = toTheBrim
? "comp-solution-transfer-fill-fully"
: "comp-solution-transfer-fill-normal";
_popupSystem.PopupEntity(Loc.GetString(msg, ("owner", args.Target), ("amount", transferred), ("target", uid)), uid, args.User);
args.Handled = true;
return;
}
}
// if target is refillable, and owner is drainable
if (component.CanSend && _solutionContainerSystem.TryGetRefillableSolution(target, out targetSoln, out var targetRefill)
&& _solutionContainerSystem.TryGetDrainableSolution(uid, out ownerSoln, out var ownerDrain))
{
var transferAmount = component.TransferAmount;
if (EntityManager.TryGetComponent(target, out RefillableSolutionComponent? refill) && refill.MaxRefill != null)
{
transferAmount = FixedPoint2.Min(transferAmount, (FixedPoint2) refill.MaxRefill);
}
var transferred = Transfer(args.User, uid, ownerSoln.Value, target, targetSoln.Value, transferAmount);
if (transferred > 0)
{
var message = Loc.GetString("comp-solution-transfer-transfer-solution", ("amount", transferred), ("target", target));
_popupSystem.PopupEntity(message, uid, args.User);
args.Handled = true;
}
}
}
/// <summary>
/// Transfer from a solution to another.
/// </summary>
/// <returns>The actual amount transferred.</returns>
public FixedPoint2 Transfer(EntityUid user,
EntityUid sourceEntity,
Entity<SolutionComponent> source,
EntityUid targetEntity,
Entity<SolutionComponent> target,
FixedPoint2 amount)
{
var transferAttempt = new SolutionTransferAttemptEvent(sourceEntity, targetEntity);
// Check if the source is cancelling the transfer
RaiseLocalEvent(sourceEntity, transferAttempt, broadcast: true);
if (transferAttempt.Cancelled)
{
_popupSystem.PopupEntity(transferAttempt.CancelReason!, sourceEntity, user);
return FixedPoint2.Zero;
}
var sourceSolution = source.Comp.Solution;
if (sourceSolution.Volume == 0)
{
_popupSystem.PopupEntity(Loc.GetString("comp-solution-transfer-is-empty", ("target", sourceEntity)), sourceEntity, user);
return FixedPoint2.Zero;
}
// Check if the target is cancelling the transfer
RaiseLocalEvent(targetEntity, transferAttempt, broadcast: true);
if (transferAttempt.Cancelled)
{
_popupSystem.PopupEntity(transferAttempt.CancelReason!, sourceEntity, user);
return FixedPoint2.Zero;
}
var targetSolution = target.Comp.Solution;
if (targetSolution.AvailableVolume == 0)
{
_popupSystem.PopupEntity(Loc.GetString("comp-solution-transfer-is-full", ("target", targetEntity)), targetEntity, user);
return FixedPoint2.Zero;
}
var actualAmount = FixedPoint2.Min(amount, FixedPoint2.Min(sourceSolution.Volume, targetSolution.AvailableVolume));
var solution = _solutionContainerSystem.Drain(sourceEntity, source, actualAmount);
_solutionContainerSystem.Refill(targetEntity, target, solution);
_adminLogger.Add(LogType.Action, LogImpact.Medium,
$"{EntityManager.ToPrettyString(user):player} transferred {string.Join(", ", solution.Contents)} to {EntityManager.ToPrettyString(targetEntity):entity}, which now contains {SolutionContainerSystem.ToPrettyString(targetSolution)}");
return actualAmount;
}
}
/// <summary>
/// Raised when attempting to transfer from one solution to another.
/// </summary>
public sealed class SolutionTransferAttemptEvent : CancellableEntityEventArgs
{
public SolutionTransferAttemptEvent(EntityUid from, EntityUid to)
{
From = from;
To = to;
}
public EntityUid From { get; }
public EntityUid To { get; }
/// <summary>
/// Why the transfer has been cancelled.
/// </summary>
public string? CancelReason { get; private set; }
/// <summary>
/// Cancels the transfer.
/// </summary>
public void Cancel(string reason)
{
base.Cancel();
CancelReason = reason;
}
}
}