Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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#nullable enable
using Content.Server.Administration;
using Content.Shared.Administration;
using Robust.Server.Player;
using Robust.Shared.Console;
namespace Content.Server.Damage.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class AddDamageFlagCommand : DamageFlagCommand
{
public override string Command => "adddamageflag";
public override string Description => "Adds a damage flag to your entity or another.";
public override string Help => $"Usage: {Command} <flag> / {Command} <entityUid> <flag>";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
if (!TryGetEntity(shell, player, args, true, out var entity, out var flag, out var damageable))
{
return;
}
damageable.AddFlag(flag);
shell.WriteLine($"Added damage flag {flag} to entity {entity.Name}");
}
}
}

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#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Damage.Commands
{
public abstract class DamageFlagCommand : IConsoleCommand
{
public abstract string Command { get; }
public abstract string Description { get; }
public abstract string Help { get; }
public abstract void Execute(IConsoleShell shell, string argStr, string[] args);
public bool TryGetEntity(
IConsoleShell shell,
IPlayerSession? player,
string[] args,
bool adding,
[NotNullWhen(true)] out IEntity? entity,
out DamageFlag flag,
[NotNullWhen(true)] out IDamageableComponent? damageable)
{
entity = null;
flag = DamageFlag.None;
damageable = null;
IEntity? parsedEntity;
DamageFlag parsedFlag;
IDamageableComponent? parsedDamageable;
switch (args.Length)
{
case 1:
{
if (player == null)
{
shell.WriteLine("An entity needs to be specified when the command isn't used by a player.");
return false;
}
if (player.AttachedEntity == null)
{
shell.WriteLine("An entity needs to be specified when you aren't attached to an entity.");
return false;
}
if (!Enum.TryParse(args[0], true, out parsedFlag))
{
shell.WriteLine($"{args[0]} is not a valid damage flag.");
return false;
}
parsedEntity = player.AttachedEntity;
flag = parsedFlag;
break;
}
case 2:
{
if (!EntityUid.TryParse(args[0], out var id))
{
shell.WriteLine($"{args[0]} isn't a valid entity id.");
return false;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetEntity(id, out parsedEntity))
{
shell.WriteLine($"No entity found with id {id}.");
return false;
}
if (!Enum.TryParse(args[1], true, out parsedFlag))
{
shell.WriteLine($"{args[1]} is not a valid damage flag.");
return false;
}
break;
}
default:
shell.WriteLine(Help);
return false;
}
if (!parsedEntity.TryGetComponent(out parsedDamageable))
{
shell.WriteLine($"Entity {parsedEntity.Name} doesn't have a {nameof(IDamageableComponent)}");
return false;
}
if (parsedDamageable.HasFlag(parsedFlag) && adding)
{
shell.WriteLine($"Entity {parsedEntity.Name} already has damage flag {parsedFlag}.");
return false;
}
else if (!parsedDamageable.HasFlag(parsedFlag) && !adding)
{
shell.WriteLine($"Entity {parsedEntity.Name} doesn't have damage flag {parsedFlag}.");
return false;
}
entity = parsedEntity;
flag = parsedFlag;
damageable = parsedDamageable;
return true;
}
}
}

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#nullable enable
using Content.Server.Administration;
using Content.Shared.Administration;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Damage.Commands
{
[AdminCommand(AdminFlags.Admin)]
public class GodModeCommand : IConsoleCommand
{
public string Command => "godmode";
public string Description => "Makes your entity or another invulnerable to almost anything. May have irreversible changes.";
public string Help => $"Usage: {Command} / {Command} <entityUid>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
IEntity entity;
switch (args.Length)
{
case 0:
if (player == null)
{
shell.WriteLine("An entity needs to be specified when the command isn't used by a player.");
return;
}
if (player.AttachedEntity == null)
{
shell.WriteLine("An entity needs to be specified when you aren't attached to an entity.");
return;
}
entity = player.AttachedEntity;
break;
case 1:
if (!EntityUid.TryParse(args[0], out var id))
{
shell.WriteLine($"{args[0]} isn't a valid entity id.");
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetEntity(id, out var parsedEntity))
{
shell.WriteLine($"No entity found with id {id}.");
return;
}
entity = parsedEntity;
break;
default:
shell.WriteLine(Help);
return;
}
var godmodeSystem = EntitySystem.Get<GodmodeSystem>();
var enabled = godmodeSystem.ToggleGodmode(entity);
shell.WriteLine(enabled
? $"Enabled godmode for entity {entity.Name} with id {entity.Uid}"
: $"Disabled godmode for entity {entity.Name} with id {entity.Uid}");
}
}
}

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#nullable enable
using System;
using System.Diagnostics.CodeAnalysis;
using System.Text;
using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Damage.Commands
{
[AdminCommand(AdminFlags.Fun)]
class HurtCommand : IConsoleCommand
{
public string Command => "hurt";
public string Description => "Ouch";
public string Help => $"Usage: {Command} <type/?> <amount> (<entity uid/_>) (<ignoreResistances>)";
private string DamageTypes()
{
var msg = new StringBuilder();
foreach (var dClass in Enum.GetNames(typeof(DamageClass)))
{
msg.Append($"\n{dClass}");
var types = Enum.Parse<DamageClass>(dClass).ToTypes();
if (types.Count > 0)
{
msg.Append(": ");
msg.AppendJoin('|', types);
}
}
return $"Damage Types:{msg}";
}
private delegate void Damage(IDamageableComponent damageable, bool ignoreResistances);
private bool TryParseEntity(IConsoleShell shell, IPlayerSession? player, string arg,
[NotNullWhen(true)] out IEntity? entity)
{
entity = null;
if (arg == "_")
{
var playerEntity = player?.AttachedEntity;
if (playerEntity == null)
{
shell.WriteLine($"You must have a player entity to use this command without specifying an entity.\n{Help}");
return false;
}
entity = playerEntity;
return true;
}
if (!EntityUid.TryParse(arg, out var entityUid))
{
shell.WriteLine($"{arg} is not a valid entity uid.\n{Help}");
return false;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
if (!entityManager.TryGetEntity(entityUid, out var parsedEntity))
{
shell.WriteLine($"No entity found with uid {entityUid}");
return false;
}
entity = parsedEntity;
return true;
}
private bool TryParseDamageArgs(
IConsoleShell shell,
IPlayerSession? player,
string[] args,
[NotNullWhen(true)] out Damage? func)
{
if (!int.TryParse(args[1], out var amount))
{
shell.WriteLine($"{args[1]} is not a valid damage integer.");
func = null;
return false;
}
if (Enum.TryParse<DamageClass>(args[0], true, out var damageClass))
{
func = (damageable, ignoreResistances) =>
{
if (!damageable.DamageClasses.ContainsKey(damageClass))
{
shell.WriteLine($"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} can not be damaged with damage class {damageClass}");
return;
}
if (!damageable.ChangeDamage(damageClass, amount, ignoreResistances))
{
shell.WriteLine($"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} received no damage.");
return;
}
shell.WriteLine($"Damaged entity {damageable.Owner.Name} with id {damageable.Owner.Uid} for {amount} {damageClass} damage{(ignoreResistances ? ", ignoring resistances." : ".")}");
};
return true;
}
// Fall back to DamageType
else if (Enum.TryParse<DamageType>(args[0], true, out var damageType))
{
func = (damageable, ignoreResistances) =>
{
if (!damageable.DamageTypes.ContainsKey(damageType))
{
shell.WriteLine($"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} can not be damaged with damage class {damageType}");
return;
}
if (!damageable.ChangeDamage(damageType, amount, ignoreResistances))
{
shell.WriteLine($"Entity {damageable.Owner.Name} with id {damageable.Owner.Uid} received no damage.");
return;
}
shell.WriteLine($"Damaged entity {damageable.Owner.Name} with id {damageable.Owner.Uid} for {amount} {damageType} damage{(ignoreResistances ? ", ignoring resistances." : ".")}");
};
return true;
}
else
{
shell.WriteLine($"{args[0]} is not a valid damage class or type.");
var types = DamageTypes();
shell.WriteLine(types);
func = null;
return false;
}
}
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
bool ignoreResistances;
IEntity entity;
Damage? damageFunc;
switch (args.Length)
{
// Check if we have enough for the dmg types to show
case var n when n > 0 && (args[0] == "?" || args[0] == "¿"):
var types = DamageTypes();
if (args[0] == "¿")
{
types = types.Replace('e', 'é');
}
shell.WriteLine(types);
return;
// Not enough args
case var n when n < 2:
shell.WriteLine($"Invalid number of arguments ({args.Length}).\n{Help}");
return;
case var n when n >= 2 && n <= 4:
if (!TryParseDamageArgs(shell, player, args, out damageFunc))
{
return;
}
var entityUid = n == 2 ? "_" : args[2];
if (!TryParseEntity(shell, player, entityUid, out var parsedEntity))
{
return;
}
entity = parsedEntity;
if (n == 4)
{
if (!bool.TryParse(args[3], out ignoreResistances))
{
shell.WriteLine($"{args[3]} is not a valid boolean value for ignoreResistances.\n{Help}");
return;
}
}
else
{
ignoreResistances = false;
}
break;
default:
shell.WriteLine($"Invalid amount of arguments ({args.Length}).\n{Help}");
return;
}
if (!entity.TryGetComponent(out IDamageableComponent? damageable))
{
shell.WriteLine($"Entity {entity.Name} with id {entity.Uid} does not have a {nameof(IDamageableComponent)}.");
return;
}
damageFunc(damageable, ignoreResistances);
}
}
}

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#nullable enable
using Content.Server.Administration;
using Content.Shared.Administration;
using Robust.Server.Player;
using Robust.Shared.Console;
namespace Content.Server.Damage.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class RemoveDamageFlagCommand : DamageFlagCommand
{
public override string Command => "removedamageflag";
public override string Description => "Removes a damage flag from your entity or another.";
public override string Help => $"Usage: {Command} <flag> / {Command} <entityUid> <flag>";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
if (!TryGetEntity(shell, player, args, false, out var entity, out var flag, out var damageable))
{
return;
}
damageable.RemoveFlag(flag);
shell.WriteLine($"Removed damage flag {flag} from entity {entity.Name}");
}
}
}

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using System;
using Content.Server.Stunnable.Components;
using Content.Shared.Audio;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
namespace Content.Server.Damage.Components
{
[RegisterComponent]
public class DamageOnHighSpeedImpactComponent : Component, IStartCollide
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "DamageOnHighSpeedImpact";
[DataField("damage")]
public DamageType Damage { get; set; } = DamageType.Blunt;
[DataField("minimumSpeed")]
public float MinimumSpeed { get; set; } = 20f;
[DataField("baseDamage")]
public int BaseDamage { get; set; } = 5;
[DataField("factor")]
public float Factor { get; set; } = 1f;
[DataField("soundHit")]
public string SoundHit { get; set; } = "";
[DataField("stunChance")]
public float StunChance { get; set; } = 0.25f;
[DataField("stunMinimumDamage")]
public int StunMinimumDamage { get; set; } = 10;
[DataField("stunSeconds")]
public float StunSeconds { get; set; } = 1f;
[DataField("damageCooldown")]
public float DamageCooldown { get; set; } = 2f;
private TimeSpan _lastHit = TimeSpan.Zero;
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (!Owner.TryGetComponent(out IDamageableComponent? damageable)) return;
var speed = ourFixture.Body.LinearVelocity.Length;
if (speed < MinimumSpeed) return;
if (!string.IsNullOrEmpty(SoundHit))
SoundSystem.Play(Filter.Pvs(otherFixture.Body.Owner), SoundHit, otherFixture.Body.Owner, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
return;
_lastHit = _gameTiming.CurTime;
var damage = (int) (BaseDamage * (speed / MinimumSpeed) * Factor);
if (Owner.TryGetComponent(out StunnableComponent? stun) && _robustRandom.Prob(StunChance))
stun.Stun(StunSeconds);
damageable.ChangeDamage(Damage, damage, false, otherFixture.Body.Owner);
}
}
}

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using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Throwing;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Damage.Components
{
[RegisterComponent]
public class DamageOnLandComponent : Component, ILand
{
public override string Name => "DamageOnLand";
[DataField("damageType")]
private DamageType _damageType = DamageType.Blunt;
[DataField("amount")]
private int _amount = 1;
[DataField("ignoreResistances")]
private bool _ignoreResistances;
void ILand.Land(LandEventArgs eventArgs)
{
if (!Owner.TryGetComponent(out IDamageableComponent? damageable)) return;
damageable.ChangeDamage(_damageType, _amount, _ignoreResistances, eventArgs.User);
}
}
}

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using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.Tools.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Interaction;
using Content.Shared.Tool;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Damage.Components
{
[RegisterComponent]
public class DamageOnToolInteractComponent : Component, IInteractUsing
{
public override string Name => "DamageOnToolInteract";
[DataField("damage")]
protected int Damage;
[DataField("tools")]
private List<ToolQuality> _tools = new();
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (eventArgs.Using.TryGetComponent<ToolComponent>(out var tool))
{
foreach (var toolQuality in _tools)
{
if (tool.HasQuality(ToolQuality.Welding) && toolQuality == ToolQuality.Welding)
{
if (eventArgs.Using.TryGetComponent(out WelderComponent? welder))
{
if (welder.WelderLit) return CallDamage(eventArgs, tool);
}
break; //If the tool quality is welding and its not lit or its not actually a welder that can be lit then its pointless to continue.
}
if (tool.HasQuality(toolQuality)) return CallDamage(eventArgs, tool);
}
}
return false;
}
protected bool CallDamage(InteractUsingEventArgs eventArgs, ToolComponent tool)
{
if (eventArgs.Target.TryGetComponent<IDamageableComponent>(out var damageable))
{
damageable.ChangeDamage(tool.HasQuality(ToolQuality.Welding)
? DamageType.Heat
: DamageType.Blunt,
Damage, false, eventArgs.User);
return true;
}
return false;
}
}
}

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using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Throwing;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Damage.Components
{
[RegisterComponent]
public class DamageOtherOnHitComponent : Component, IThrowCollide
{
public override string Name => "DamageOtherOnHit";
[DataField("damageType")]
private DamageType _damageType = DamageType.Blunt;
[DataField("amount")]
private int _amount = 1;
[DataField("ignoreResistances")]
private bool _ignoreResistances;
void IThrowCollide.DoHit(ThrowCollideEventArgs eventArgs)
{
if (!eventArgs.Target.TryGetComponent(out IDamageableComponent? damageable)) return;
damageable.ChangeDamage(_damageType, _amount, _ignoreResistances, eventArgs.User);
}
}
}

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#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Atmos;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.GameTicking;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.Damage
{
[UsedImplicitly]
public class GodmodeSystem : EntitySystem, IResettingEntitySystem
{
private readonly Dictionary<IEntity, OldEntityInformation> _entities = new();
public void Reset()
{
_entities.Clear();
}
public bool EnableGodmode(IEntity entity)
{
if (_entities.ContainsKey(entity))
{
return false;
}
_entities[entity] = new OldEntityInformation(entity);
if (entity.TryGetComponent(out MovedByPressureComponent? moved))
{
moved.Enabled = false;
}
if (entity.TryGetComponent(out IDamageableComponent? damageable))
{
damageable.AddFlag(DamageFlag.Invulnerable);
}
return true;
}
public bool HasGodmode(IEntity entity)
{
return _entities.ContainsKey(entity);
}
public bool DisableGodmode(IEntity entity)
{
if (!_entities.Remove(entity, out var old))
{
return false;
}
if (entity.TryGetComponent(out MovedByPressureComponent? moved))
{
moved.Enabled = old.MovedByPressure;
}
if (entity.TryGetComponent(out IDamageableComponent? damageable))
{
damageable.RemoveFlag(DamageFlag.Invulnerable);
}
return true;
}
/// <summary>
/// Toggles godmode for a given entity.
/// </summary>
/// <param name="entity">The entity to toggle godmode for.</param>
/// <returns>true if enabled, false if disabled.</returns>
public bool ToggleGodmode(IEntity entity)
{
if (HasGodmode(entity))
{
DisableGodmode(entity);
return false;
}
else
{
EnableGodmode(entity);
return true;
}
}
public class OldEntityInformation
{
public OldEntityInformation(IEntity entity)
{
Entity = entity;
MovedByPressure = entity.IsMovedByPressure();
}
public IEntity Entity { get; }
public bool MovedByPressure { get; }
}
}
}

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using Content.Server.GameObjects.Components.Atmos;
using Content.Server.Nutrition.Components;
using Content.Server.Stunnable.Components;
using Content.Shared.Damage.Components;
using Content.Shared.MobState;
using Content.Shared.Verbs;
using Robust.Server.Console;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.Damage
{
/// <summary>
/// Completely removes all damage from the DamageableComponent (heals the mob).
/// </summary>
[GlobalVerb]
public class RejuvenateVerb : GlobalVerb
{
public override bool RequireInteractionRange => false;
public override bool BlockedByContainers => false;
public override void GetData(IEntity user, IEntity target, VerbData data)
{
data.Text = Loc.GetString("Rejuvenate");
data.CategoryData = VerbCategories.Debug;
data.Visibility = VerbVisibility.Invisible;
data.IconTexture = "/Textures/Interface/VerbIcons/rejuvenate.svg.192dpi.png";
var groupController = IoCManager.Resolve<IConGroupController>();
if (user.TryGetComponent<ActorComponent>(out var player))
{
if (!target.HasComponent<IDamageableComponent>() && !target.HasComponent<HungerComponent>() &&
!target.HasComponent<ThirstComponent>())
{
return;
}
if (groupController.CanCommand(player.PlayerSession, "rejuvenate"))
{
data.Visibility = VerbVisibility.Visible;
}
}
}
public override void Activate(IEntity user, IEntity target)
{
var groupController = IoCManager.Resolve<IConGroupController>();
if (user.TryGetComponent<ActorComponent>(out var player))
{
if (groupController.CanCommand(player.PlayerSession, "rejuvenate"))
PerformRejuvenate(target);
}
}
public static void PerformRejuvenate(IEntity target)
{
if (target.TryGetComponent(out IDamageableComponent? damage))
{
damage.Heal();
}
if (target.TryGetComponent(out IMobStateComponent? mobState))
{
mobState.UpdateState(0);
}
if (target.TryGetComponent(out HungerComponent? hunger))
{
hunger.ResetFood();
}
if (target.TryGetComponent(out ThirstComponent? thirst))
{
thirst.ResetThirst();
}
if (target.TryGetComponent(out StunnableComponent? stun))
{
stun.ResetStuns();
}
if (target.TryGetComponent(out FlammableComponent? flammable))
{
flammable.Extinguish();
}
if (target.TryGetComponent(out CreamPiedComponent? creamPied))
{
creamPied.Wash();
}
}
}
}