Files
OldThink/Content.Shared/Implants/SharedImplanterSystem.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# Conflicts:
#	Content.Client/Administration/Managers/ClientAdminManager.cs
#	Content.Client/Administration/Systems/BwoinkSystem.cs
#	Content.Client/Alerts/ClientAlertsSystem.cs
#	Content.Client/Audio/BackgroundAudioSystem.cs
#	Content.Client/CardboardBox/CardboardBoxSystem.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs
#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs
#	Content.Client/Decals/Overlays/DecalOverlay.cs
#	Content.Client/DoAfter/DoAfterOverlay.cs
#	Content.Client/Doors/AirlockSystem.cs
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs
#	Content.Client/Launcher/LauncherConnectingGui.xaml
#	Content.Client/Launcher/LauncherConnectingGui.xaml.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/MainMenu/UI/MainMenuControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs
#	Content.Client/Options/UI/Tabs/MiscTab.xaml
#	Content.Client/Options/UI/Tabs/MiscTab.xaml.cs
#	Content.Client/Outline/InteractionOutlineSystem.cs
#	Content.Client/Overlays/ShowSecurityIconsSystem.cs
#	Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
#	Content.Client/Popups/PopupOverlay.cs
#	Content.Client/Popups/PopupSystem.cs
#	Content.Client/Preferences/ClientPreferencesManager.cs
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/BanCommand.cs
#	Content.Server/Administration/Notes/AdminMessageEui.cs
#	Content.Server/Administration/Notes/AdminNotesSystem.cs
#	Content.Server/Administration/Notes/IAdminNotesManager.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/BwoinkSystem.cs
#	Content.Server/Administration/UI/PermissionsEui.cs
#	Content.Server/Antag/AntagSelectionSystem.cs
#	Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
#	Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs
#	Content.Server/Database/DatabaseRecords.cs
#	Content.Server/Database/ServerDbBase.cs
#	Content.Server/Database/ServerDbManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Doors/Systems/DoorSystem.cs
#	Content.Server/Execution/ExecutionSystem.cs
#	Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs
#	Content.Server/GameTicking/GameTicker.Replays.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs
#	Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs
#	Content.Server/GameTicking/Rules/ThiefRuleSystem.cs
#	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
#	Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
#	Content.Server/Hands/Systems/HandsSystem.cs
#	Content.Server/Holosign/HolosignSystem.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Info/InfoSystem.cs
#	Content.Server/Kitchen/EntitySystems/SharpSystem.cs
#	Content.Server/Magic/MagicSystem.cs
#	Content.Server/MagicMirror/MagicMirrorSystem.cs
#	Content.Server/Mapping/MappingSystem.cs
#	Content.Server/MassMedia/Systems/NewsSystem.cs
#	Content.Server/Medical/Components/HealthAnalyzerComponent.cs
#	Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs
#	Content.Server/Medical/CryoPodSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Nutrition/EntitySystems/OpenableSystem.cs
#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
#	Content.Server/Remotes/DoorRemoteSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
#	Content.Server/Species/Systems/NymphSystem.cs
#	Content.Server/StationEvents/Components/GasLeakRuleComponent.cs
#	Content.Server/StationEvents/EventManagerSystem.cs
#	Content.Server/Store/Systems/StoreSystem.Ui.cs
#	Content.Server/Strip/StrippableSystem.cs
#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Administration/AdminFlags.cs
#	Content.Shared/Administration/SharedBwoinkSystem.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Buckle/SharedBuckleSystem.Strap.cs
#	Content.Shared/Chat/ChatChannel.cs
#	Content.Shared/Chemistry/Components/InjectorComponent.cs
#	Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs
#	Content.Shared/Chemistry/SharedReagentDispenser.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs
#	Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Friction/TileFrictionController.cs
#	Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Implants/SharedImplanterSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs
#	Content.Shared/Nutrition/Components/OpenableComponent.cs
#	Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs
#	Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Preferences/ICharacterProfile.cs
#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs
#	Content.Shared/Security/SecurityStatus.cs
#	Content.Shared/Security/Systems/DeployableBarrierSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/Species/Systems/ReformSystem.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Store/ListingPrototype.cs
#	Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	README.md
#	Resources/Audio/Ambience/Antag/pirate_start.ogg
#	Resources/Changelog/Changelog.yml
#	Resources/Credits/GitHub.txt
#	Resources/Locale/en-US/criminal-records/criminal-records.ftl
#	Resources/Locale/en-US/escape-menu/ui/options-menu.ftl
#	Resources/Locale/en-US/medical/components/health-analyzer-component.ftl
#	Resources/Locale/en-US/reagents/meta/biological.ftl
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#	Resources/Maps/Shuttles/cargo_fland.yml
#	Resources/Maps/core.yml
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#	Resources/Maps/origin.yml
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#	Resources/Prototypes/Actions/diona.yml
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#	Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml
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#	Resources/Prototypes/Catalog/Cargo/cargo_security.yml
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#	Resources/Prototypes/Entities/Objects/Misc/implanters.yml
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#	Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml
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#	Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml
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#	Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml
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#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Structures/Decoration/curtains.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml
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#	Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml
#	Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml
#	Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
#	Resources/Prototypes/Entities/Structures/Storage/glass_box.yml
#	Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml
#	Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml
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#	Resources/Prototypes/Entities/Structures/Windows/window.yml
#	Resources/Prototypes/Entities/Structures/stairs.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/Hydroponics/seeds.yml
#	Resources/Prototypes/Maps/saltern.yml
#	Resources/Prototypes/Reagents/biological.yml
#	Resources/Prototypes/Reagents/fun.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml
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#	Resources/Prototypes/Roles/Jobs/departments.yml
#	Resources/Prototypes/Species/human.yml
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#	Resources/Prototypes/Stacks/Materials/materials.yml
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#	Resources/clientCommandPerms.yml
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2024-03-26 15:52:23 +07:00

255 lines
9.4 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Forensics;
using Content.Shared.IdentityManagement;
using Content.Shared.Implants.Components;
using Content.Shared.Popups;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Implants;
//WD EDIT START
public sealed class SubdermalImplantInserted(EntityUid user, EntityUid target, SubdermalImplantComponent component)
{
/// <summary>
/// Entity who implants
/// </summary>
public EntityUid User = user;
/// <summary>
/// Entity being implanted
/// </summary>
public EntityUid Target = target;
public SubdermalImplantComponent Component = component;
}
public sealed class SubdermalImplantRemoved(EntityUid user, EntityUid target, SubdermalImplantComponent component)
{
/// <summary>
/// Entity who removes implant
/// </summary>
public EntityUid User = user;
/// <summary>
/// Entity which implant is removing
/// </summary>
public EntityUid Target = target;
public SubdermalImplantComponent Component = component;
}
//WD EDIT END
public abstract class SharedImplanterSystem : EntitySystem
{
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ImplanterComponent, ComponentInit>(OnImplanterInit);
SubscribeLocalEvent<ImplanterComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<ImplanterComponent, ExaminedEvent>(OnExamine);
}
private void OnImplanterInit(EntityUid uid, ImplanterComponent component, ComponentInit args)
{
if (component.Implant != null)
component.ImplanterSlot.StartingItem = component.Implant;
_itemSlots.AddItemSlot(uid, ImplanterComponent.ImplanterSlotId, component.ImplanterSlot);
}
private void OnEntInserted(EntityUid uid, ImplanterComponent component, EntInsertedIntoContainerMessage args)
{
var implantData = EntityManager.GetComponent<MetaDataComponent>(args.Entity);
component.ImplantData = (implantData.EntityName, implantData.EntityDescription);
}
private void OnExamine(EntityUid uid, ImplanterComponent component, ExaminedEvent args)
{
if (!component.ImplanterSlot.HasItem || !args.IsInDetailsRange)
return;
args.PushMarkup(Loc.GetString("implanter-contained-implant-text", ("desc", component.ImplantData.Item2)));
}
//Instantly implant something and add all necessary components and containers.
//Set to draw mode if not implant only
public void Implant(EntityUid user, EntityUid target, EntityUid implanter, ImplanterComponent component)
{
if (!CanImplant(user, target, implanter, component, out var implant, out var implantComp))
return;
//If the target doesn't have the implanted component, add it.
var implantedComp = EnsureComp<ImplantedComponent>(target);
var implantContainer = implantedComp.ImplantContainer;
if (component.ImplanterSlot.ContainerSlot != null)
_container.Remove(implant.Value, component.ImplanterSlot.ContainerSlot);
implantComp.ImplantedEntity = target;
implantContainer.OccludesLight = false;
_container.Insert(implant.Value, implantContainer);
RaiseLocalEvent(implant.Value, new SubdermalImplantInserted(user, target, implantComp)); //WD EDIT
if (component.CurrentMode == ImplanterToggleMode.Inject && component.SingleUse) // WD EDIT
component.ImplantOnly = true;
if (component.CurrentMode == ImplanterToggleMode.Inject && !component.ImplantOnly)
DrawMode(implanter, component);
else
ImplantMode(implanter, component);
var ev = new TransferDnaEvent { Donor = target, Recipient = implanter };
RaiseLocalEvent(target, ref ev);
Dirty(implanter, component);
}
public bool CanImplant(
EntityUid user,
EntityUid target,
EntityUid implanter,
ImplanterComponent component,
[NotNullWhen(true)] out EntityUid? implant,
[NotNullWhen(true)] out SubdermalImplantComponent? implantComp)
{
implant = component.ImplanterSlot.ContainerSlot?.ContainedEntities.FirstOrNull();
if (!TryComp(implant, out implantComp))
return false;
if (!CheckTarget(target, component.Whitelist, component.Blacklist) ||
!CheckTarget(target, implantComp.Whitelist, implantComp.Blacklist))
{
return false;
}
var ev = new AddImplantAttemptEvent(user, target, implant.Value, implanter);
RaiseLocalEvent(target, ev);
return !ev.Cancelled;
}
protected bool CheckTarget(EntityUid target, EntityWhitelist? whitelist, EntityWhitelist? blacklist)
{
return whitelist?.IsValid(target, EntityManager) != false &&
blacklist?.IsValid(target, EntityManager) != true;
}
//Draw the implant out of the target
//TODO: Rework when surgery is in so implant cases can be a thing
public void Draw(EntityUid implanter, EntityUid user, EntityUid target, ImplanterComponent component)
{
var implanterContainer = component.ImplanterSlot.ContainerSlot;
if (implanterContainer is null)
return;
var permanentFound = false;
if (!_container.TryGetContainer(target, ImplanterComponent.ImplantSlotId, out var implantContainer))
return;
var implantCompQuery = GetEntityQuery<SubdermalImplantComponent>();
foreach (var implant in implantContainer.ContainedEntities)
{
if (!implantCompQuery.TryGetComponent(implant, out var implantComp))
continue;
//Don't remove a permanent implant and look for the next that can be drawn
if (!_container.CanRemove(implant, implantContainer))
{
var implantName = Identity.Entity(implant, EntityManager);
var targetName = Identity.Entity(target, EntityManager);
var failedPermanentMessage = Loc.GetString("implanter-draw-failed-permanent",
("implant", implantName), ("target", targetName));
_popup.PopupEntity(failedPermanentMessage, target, user);
permanentFound = implantComp.Permanent;
continue;
}
RaiseLocalEvent(implant, new SubdermalImplantRemoved(user, target, implantComp)); // WD EDIT
_container.Remove(implant, implantContainer);
implantComp.ImplantedEntity = null;
_container.Insert(implant, implanterContainer);
permanentFound = implantComp.Permanent;
var ev = new TransferDnaEvent { Donor = target, Recipient = implanter };
RaiseLocalEvent(target, ref ev);
//Break so only one implant is drawn
break;
}
if (component.CurrentMode == ImplanterToggleMode.Draw && !component.ImplantOnly && !permanentFound &&
implanterContainer.Count > 0) // WD EDIT
ImplantMode(implanter, component);
Dirty(implanter, component);
}
private void ImplantMode(EntityUid uid, ImplanterComponent component)
{
component.CurrentMode = ImplanterToggleMode.Inject;
ChangeOnImplantVisualizer(uid, component);
}
private void DrawMode(EntityUid uid, ImplanterComponent component)
{
component.CurrentMode = ImplanterToggleMode.Draw;
ChangeOnImplantVisualizer(uid, component);
}
private void ChangeOnImplantVisualizer(EntityUid uid, ImplanterComponent component)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
var implantFound = component.ImplanterSlot.HasItem;
switch (component.CurrentMode)
{
case ImplanterToggleMode.Inject when !component.ImplantOnly:
_appearance.SetData(uid, ImplanterVisuals.Full, implantFound, appearance);
break;
case ImplanterToggleMode.Inject when component.ImplantOnly:
_appearance.SetData(uid, ImplanterVisuals.Full, implantFound, appearance);
_appearance.SetData(uid, ImplanterImplantOnlyVisuals.ImplantOnly, component.ImplantOnly,
appearance);
break;
case ImplanterToggleMode.Draw:
default:
_appearance.SetData(uid, ImplanterVisuals.Full, implantFound, appearance);
break;
}
}
}
[Serializable, NetSerializable]
public sealed partial class ImplantEvent : SimpleDoAfterEvent;
[Serializable, NetSerializable]
public sealed partial class DrawEvent : SimpleDoAfterEvent;
public sealed class AddImplantAttemptEvent(EntityUid user, EntityUid target, EntityUid implant, EntityUid implanter)
: CancellableEntityEventArgs
{
public readonly EntityUid User = user;
public readonly EntityUid Target = target;
public readonly EntityUid Implant = implant;
public readonly EntityUid Implanter = implanter;
}