# 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 # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # 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 # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # 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 # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
487 lines
19 KiB
C#
487 lines
19 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Clothing.Components;
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using Content.Server.DeviceLinking.Events;
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using Content.Server.DeviceLinking.Systems;
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using Content.Server.DeviceLinking.Components;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Emp;
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using Content.Server.Ghost;
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using Content.Server.Light.Components;
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using Content.Server.Power.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Light.EntitySystems
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{
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/// <summary>
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/// System for the PoweredLightComponents
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/// </summary>
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public sealed class PoweredLightSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedAmbientSoundSystem _ambientSystem = default!;
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[Dependency] private readonly LightBulbSystem _bulbSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger= default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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private static readonly TimeSpan ThunkDelay = TimeSpan.FromSeconds(2);
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public const string LightBulbContainer = "light_bulb";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PoweredLightComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<PoweredLightComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PoweredLightComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<PoweredLightComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<PoweredLightComponent, GhostBooEvent>(OnGhostBoo);
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SubscribeLocalEvent<PoweredLightComponent, DamageChangedEvent>(HandleLightDamaged);
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SubscribeLocalEvent<PoweredLightComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<PoweredLightComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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SubscribeLocalEvent<PoweredLightComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<PoweredLightComponent, PoweredLightDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<PoweredLightComponent, EmpPulseEvent>(OnEmpPulse);
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}
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private void OnInit(EntityUid uid, PoweredLightComponent light, ComponentInit args)
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{
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light.LightBulbContainer = _containerSystem.EnsureContainer<ContainerSlot>(uid, LightBulbContainer);
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_signalSystem.EnsureSinkPorts(uid, light.OnPort, light.OffPort, light.TogglePort);
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_signalSystem.EnsureSourcePorts(uid, light.StatusPort); // WD
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}
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private void OnMapInit(EntityUid uid, PoweredLightComponent light, MapInitEvent args)
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{
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// TODO: Use ContainerFill dog
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if (light.HasLampOnSpawn != null)
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{
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var entity = EntityManager.SpawnEntity(light.HasLampOnSpawn, EntityManager.GetComponent<TransformComponent>(uid).Coordinates);
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_containerSystem.Insert(entity, light.LightBulbContainer);
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}
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// need this to update visualizers
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UpdateLight(uid, light);
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}
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private void OnInteractUsing(EntityUid uid, PoweredLightComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = InsertBulb(uid, args.Used, component);
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}
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private void OnInteractHand(EntityUid uid, PoweredLightComponent light, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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// check if light has bulb to eject
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null)
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return;
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// check if it's possible to apply burn damage to user
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var userUid = args.User;
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if (EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
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{
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// get users heat resistance
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var res = int.MinValue;
|
|
if (_inventory.TryGetSlotEntity(userUid, "gloves", out var slotEntity) &&
|
|
TryComp<GloveHeatResistanceComponent>(slotEntity, out var gloves))
|
|
{
|
|
res = gloves.HeatResistance;
|
|
}
|
|
|
|
// check heat resistance against user
|
|
var burnedHand = light.CurrentLit && res < lightBulb.BurningTemperature;
|
|
if (burnedHand)
|
|
{
|
|
var damage = _damageableSystem.TryChangeDamage(userUid, light.Damage, origin: userUid);
|
|
|
|
// If damage is null then the entity could not take heat damage so they did not get burned.
|
|
if (damage != null)
|
|
{
|
|
|
|
var burnMsg = Loc.GetString("powered-light-component-burn-hand");
|
|
_popupSystem.PopupEntity(burnMsg, uid, userUid);
|
|
_adminLogger.Add(LogType.Damaged, $"{ToPrettyString(args.User):user} burned their hand on {ToPrettyString(args.Target):target} and received {damage.GetTotal():damage} damage");
|
|
_audio.PlayEntity(light.BurnHandSound, Filter.Pvs(uid), uid, true);
|
|
|
|
args.Handled = true;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//removing a broken/burned bulb, so allow instant removal
|
|
if(TryComp<LightBulbComponent>(bulbUid.Value, out var bulb) && bulb.State != LightBulbState.Normal)
|
|
{
|
|
args.Handled = EjectBulb(uid, userUid, light) != null;
|
|
return;
|
|
}
|
|
|
|
// removing a working bulb, so require a delay
|
|
_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, userUid, light.EjectBulbDelay, new PoweredLightDoAfterEvent(), uid, target: uid)
|
|
{
|
|
BreakOnMove = true,
|
|
BreakOnDamage = true,
|
|
});
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
#region Bulb Logic API
|
|
/// <summary>
|
|
/// Inserts the bulb if possible.
|
|
/// </summary>
|
|
/// <returns>True if it could insert it, false if it couldn't.</returns>
|
|
public bool InsertBulb(EntityUid uid, EntityUid bulbUid, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return false;
|
|
|
|
// check if light already has bulb
|
|
if (GetBulb(uid, light) != null)
|
|
return false;
|
|
|
|
// check if bulb fits
|
|
if (!EntityManager.TryGetComponent(bulbUid, out LightBulbComponent? lightBulb))
|
|
return false;
|
|
if (lightBulb.Type != light.BulbType)
|
|
return false;
|
|
|
|
// try to insert bulb in container
|
|
if (!_containerSystem.Insert(bulbUid, light.LightBulbContainer))
|
|
return false;
|
|
|
|
UpdateLight(uid, light);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ejects the bulb to a mob's hand if possible.
|
|
/// </summary>
|
|
/// <returns>Bulb uid if it was successfully ejected, null otherwise</returns>
|
|
public EntityUid? EjectBulb(EntityUid uid, EntityUid? userUid = null, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return null;
|
|
|
|
// check if light has bulb
|
|
if (GetBulb(uid, light) is not { Valid: true } bulb)
|
|
return null;
|
|
|
|
// try to remove bulb from container
|
|
if (!_containerSystem.Remove(bulb, light.LightBulbContainer))
|
|
return null;
|
|
|
|
// try to place bulb in hands
|
|
_handsSystem.PickupOrDrop(userUid, bulb);
|
|
|
|
UpdateLight(uid, light);
|
|
return bulb;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Replaces the spawned prototype of a pre-mapinit powered light with a different variant.
|
|
/// </summary>
|
|
public bool ReplaceSpawnedPrototype(Entity<PoweredLightComponent> light, string bulb)
|
|
{
|
|
if (light.Comp.LightBulbContainer.ContainedEntity != null)
|
|
return false;
|
|
|
|
if (LifeStage(light.Owner) >= EntityLifeStage.MapInitialized)
|
|
return false;
|
|
|
|
light.Comp.HasLampOnSpawn = bulb;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to replace current bulb with a new one
|
|
/// If succeed old bulb just drops on floor
|
|
/// </summary>
|
|
public bool ReplaceBulb(EntityUid uid, EntityUid bulb, PoweredLightComponent? light = null)
|
|
{
|
|
EjectBulb(uid, null, light);
|
|
return InsertBulb(uid, bulb, light);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to get light bulb inserted in powered light
|
|
/// </summary>
|
|
/// <returns>Bulb uid if it exist, null otherwise</returns>
|
|
public EntityUid? GetBulb(EntityUid uid, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return null;
|
|
|
|
return light.LightBulbContainer.ContainedEntity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to break bulb inside light fixture
|
|
/// </summary>
|
|
public bool TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light, false))
|
|
return false;
|
|
|
|
// if we aren't mapinited,
|
|
// just null the spawned bulb
|
|
if (LifeStage(uid) < EntityLifeStage.MapInitialized)
|
|
{
|
|
light.HasLampOnSpawn = null;
|
|
return true;
|
|
}
|
|
|
|
// check bulb state
|
|
var bulbUid = GetBulb(uid, light);
|
|
if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
|
|
return false;
|
|
if (lightBulb.State == LightBulbState.Broken)
|
|
return false;
|
|
|
|
// break it
|
|
_bulbSystem.SetState(bulbUid.Value, LightBulbState.Broken, lightBulb);
|
|
_bulbSystem.PlayBreakSound(bulbUid.Value, lightBulb);
|
|
UpdateLight(uid, light);
|
|
return true;
|
|
}
|
|
#endregion
|
|
|
|
private void UpdateLight(EntityUid uid,
|
|
PoweredLightComponent? light = null,
|
|
ApcPowerReceiverComponent? powerReceiver = null,
|
|
AppearanceComponent? appearance = null)
|
|
{
|
|
if (!Resolve(uid, ref light, ref powerReceiver, false))
|
|
return;
|
|
|
|
// Optional component.
|
|
Resolve(uid, ref appearance, false);
|
|
|
|
// check if light has bulb
|
|
var bulbUid = GetBulb(uid, light);
|
|
if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
|
|
{
|
|
SetLight(uid, false, light: light);
|
|
powerReceiver.Load = 0;
|
|
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Empty, appearance);
|
|
return;
|
|
}
|
|
|
|
switch (lightBulb.State)
|
|
{
|
|
case LightBulbState.Normal:
|
|
if (powerReceiver.Powered && light.On)
|
|
{
|
|
SetLight(uid, true, lightBulb.Color, light, lightBulb.LightRadius, lightBulb.LightEnergy, lightBulb.LightSoftness);
|
|
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.On, appearance);
|
|
var time = _gameTiming.CurTime;
|
|
if (time > light.LastThunk + ThunkDelay)
|
|
{
|
|
light.LastThunk = time;
|
|
_audio.PlayEntity(light.TurnOnSound, Filter.Pvs(uid), uid, true, AudioParams.Default.WithVolume(-10f));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetLight(uid, false, light: light);
|
|
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Off, appearance);
|
|
}
|
|
break;
|
|
case LightBulbState.Broken:
|
|
SetLight(uid, false, light: light);
|
|
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Broken, appearance);
|
|
break;
|
|
case LightBulbState.Burned:
|
|
SetLight(uid, false, light: light);
|
|
_appearance.SetData(uid, PoweredLightVisuals.BulbState, PoweredLightState.Burned, appearance);
|
|
break;
|
|
}
|
|
|
|
powerReceiver.Load = (light.On && lightBulb.State == LightBulbState.Normal) ? lightBulb.PowerUse : 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Destroy the light bulb if the light took any damage.
|
|
/// </summary>
|
|
public void HandleLightDamaged(EntityUid uid, PoweredLightComponent component, DamageChangedEvent args)
|
|
{
|
|
// Was it being repaired, or did it take damage?
|
|
if (args.DamageIncreased)
|
|
{
|
|
// Eventually, this logic should all be done by this (or some other) system, not a component.
|
|
TryDestroyBulb(uid, component);
|
|
}
|
|
}
|
|
|
|
private void OnGhostBoo(EntityUid uid, PoweredLightComponent light, GhostBooEvent args)
|
|
{
|
|
if (light.IgnoreGhostsBoo)
|
|
return;
|
|
|
|
// check cooldown first to prevent abuse
|
|
var time = _gameTiming.CurTime;
|
|
if (light.LastGhostBlink != null)
|
|
{
|
|
if (time <= light.LastGhostBlink + light.GhostBlinkingCooldown)
|
|
return;
|
|
}
|
|
|
|
light.LastGhostBlink = time;
|
|
|
|
ToggleBlinkingLight(uid, light, true);
|
|
uid.SpawnTimer(light.GhostBlinkingTime, () =>
|
|
{
|
|
ToggleBlinkingLight(uid, light, false);
|
|
});
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnPowerChanged(EntityUid uid, PoweredLightComponent component, ref PowerChangedEvent args)
|
|
{
|
|
// TODO: Power moment
|
|
var metadata = MetaData(uid);
|
|
|
|
if (metadata.EntityPaused || TerminatingOrDeleted(uid, metadata))
|
|
return;
|
|
|
|
UpdateLight(uid, component);
|
|
}
|
|
|
|
public void ToggleBlinkingLight(EntityUid uid, PoweredLightComponent light, bool isNowBlinking)
|
|
{
|
|
if (light.IsBlinking == isNowBlinking)
|
|
return;
|
|
|
|
light.IsBlinking = isNowBlinking;
|
|
|
|
if (!EntityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
|
return;
|
|
|
|
_appearance.SetData(uid, PoweredLightVisuals.Blinking, isNowBlinking, appearance);
|
|
}
|
|
|
|
private void OnSignalReceived(EntityUid uid, PoweredLightComponent component, ref SignalReceivedEvent args)
|
|
{
|
|
if (args.Port == component.OffPort)
|
|
SetState(uid, false, component);
|
|
else if (args.Port == component.OnPort)
|
|
SetState(uid, true, component);
|
|
else if (args.Port == component.TogglePort)
|
|
ToggleLight(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Turns the light on or of when receiving a <see cref="DeviceNetworkConstants.CmdSetState"/> command.
|
|
/// The light is turned on or of according to the <see cref="DeviceNetworkConstants.StateEnabled"/> value
|
|
/// </summary>
|
|
private void OnPacketReceived(EntityUid uid, PoweredLightComponent component, DeviceNetworkPacketEvent args)
|
|
{
|
|
if (!args.Data.TryGetValue(DeviceNetworkConstants.Command, out string? command) || command != DeviceNetworkConstants.CmdSetState) return;
|
|
if (!args.Data.TryGetValue(DeviceNetworkConstants.StateEnabled, out bool enabled)) return;
|
|
|
|
SetState(uid, enabled, component);
|
|
}
|
|
|
|
private void SetLight(EntityUid uid, bool value, Color? color = null, PoweredLightComponent? light = null, float? radius = null, float? energy = null, float? softness = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return;
|
|
|
|
light.CurrentLit = value;
|
|
_ambientSystem.SetAmbience(uid, value);
|
|
|
|
if (EntityManager.TryGetComponent(uid, out PointLightComponent? pointLight))
|
|
{
|
|
_pointLight.SetEnabled(uid, value, pointLight);
|
|
|
|
if (color != null)
|
|
_pointLight.SetColor(uid, color.Value, pointLight);
|
|
if (radius != null)
|
|
_pointLight.SetRadius(uid, (float) radius, pointLight);
|
|
if (energy != null)
|
|
_pointLight.SetEnergy(uid, (float) energy, pointLight);
|
|
if (softness != null)
|
|
_pointLight.SetSoftness(uid, (float) softness, pointLight);
|
|
}
|
|
}
|
|
|
|
public void ToggleLight(EntityUid uid, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return;
|
|
|
|
light.On = !light.On;
|
|
|
|
// WD START
|
|
var data = new NetworkPayload
|
|
{
|
|
{DeviceNetworkConstants.LogicState, light.On ? SignalState.High : SignalState.Low}
|
|
};
|
|
_signalSystem.InvokePort(uid, light.StatusPort, data);
|
|
// WD END
|
|
|
|
UpdateLight(uid, light);
|
|
}
|
|
|
|
public void SetState(EntityUid uid, bool state, PoweredLightComponent? light = null)
|
|
{
|
|
if (!Resolve(uid, ref light))
|
|
return;
|
|
|
|
light.On = state;
|
|
UpdateLight(uid, light);
|
|
}
|
|
|
|
private void OnDoAfter(EntityUid uid, PoweredLightComponent component, DoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Cancelled || args.Args.Target == null)
|
|
return;
|
|
|
|
EjectBulb(args.Args.Target.Value, args.Args.User, component);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnEmpPulse(EntityUid uid, PoweredLightComponent component, ref EmpPulseEvent args)
|
|
{
|
|
if (TryDestroyBulb(uid, component))
|
|
args.Affected = true;
|
|
}
|
|
}
|
|
}
|