# 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
384 lines
15 KiB
C#
384 lines
15 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Server.Ame.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.NodeContainer;
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using Content.Server.Power.Components;
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using Content.Shared.Ame.Components;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Database;
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using Content.Shared.Mind.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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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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namespace Content.Server.Ame.EntitySystems;
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public sealed class AmeControllerSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AmeControllerComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<AmeControllerComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<AmeControllerComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<AmeControllerComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<AmeControllerComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<AmeControllerComponent, UiButtonPressedMessage>(OnUiButtonPressed);
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}
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private void OnInit(EntityUid uid, AmeControllerComponent component, ComponentInit args)
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{
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_itemSlots.AddItemSlot(uid, SharedAmeControllerComponent.FuelSlotId, component.FuelSlot);
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UpdateUi(uid, component);
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}
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public override void Update(float frameTime)
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{
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var curTime = _gameTiming.CurTime;
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var query = EntityQueryEnumerator<AmeControllerComponent, NodeContainerComponent>();
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while (query.MoveNext(out var uid, out var controller, out var nodes))
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{
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if (controller.NextUpdate <= curTime)
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UpdateController(uid, curTime, controller, nodes);
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else if (controller.NextUIUpdate <= curTime)
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UpdateUi(uid, controller);
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}
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}
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private void OnRemove(EntityUid uid, AmeControllerComponent component, ComponentRemove args)
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{
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_itemSlots.RemoveItemSlot(uid, component.FuelSlot);
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}
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private void OnItemSlotChanged(EntityUid uid, AmeControllerComponent component, ContainerModifiedMessage args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.FuelSlot.ID)
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return;
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UpdateUi(uid, component);
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}
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private void UpdateController(EntityUid uid, TimeSpan curTime, AmeControllerComponent? controller = null, NodeContainerComponent? nodes = null)
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{
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if (!Resolve(uid, ref controller))
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return;
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controller.LastUpdate = curTime;
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controller.NextUpdate = curTime + controller.UpdatePeriod;
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// update the UI regardless of other factors to update the power readings
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UpdateUi(uid, controller);
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if (!controller.Injecting)
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return;
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if (!TryGetAMENodeGroup(uid, out var group, nodes))
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return;
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if (TryComp<AmeFuelContainerComponent>(controller.FuelSlot.Item, out var fuelContainer))
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{
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// if the jar is empty shut down the AME
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if (fuelContainer.FuelAmount <= 0)
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{
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SetInjecting(uid, false, null, controller);
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}
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else
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{
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var availableInject = Math.Min(controller.InjectionAmount, fuelContainer.FuelAmount);
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var powerOutput = group.InjectFuel(availableInject, out var overloading);
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if (TryComp<PowerSupplierComponent>(uid, out var powerOutlet))
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powerOutlet.MaxSupply = powerOutput;
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fuelContainer.FuelAmount -= availableInject;
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// only play audio if we actually had an injection
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if (availableInject > 0)
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_audioSystem.PlayPvs(controller.InjectSound, uid, AudioParams.Default.WithVolume(overloading ? 10f : 0f));
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UpdateUi(uid, controller);
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}
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}
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controller.Stability = group.GetTotalStability();
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group.UpdateCoreVisuals();
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UpdateDisplay(uid, controller.Stability, controller);
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if (controller.Stability <= 0)
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group.ExplodeCores();
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}
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public void UpdateUi(EntityUid uid, AmeControllerComponent? controller = null)
|
|
{
|
|
if (!Resolve(uid, ref controller))
|
|
return;
|
|
|
|
if (!_userInterfaceSystem.TryGetUi(uid, AmeControllerUiKey.Key, out var bui))
|
|
return;
|
|
|
|
var state = GetUiState(uid, controller);
|
|
_userInterfaceSystem.SetUiState(bui, state);
|
|
|
|
controller.NextUIUpdate = _gameTiming.CurTime + controller.UpdateUIPeriod;
|
|
}
|
|
|
|
private AmeControllerBoundUserInterfaceState GetUiState(EntityUid uid, AmeControllerComponent controller)
|
|
{
|
|
var powered = !TryComp<ApcPowerReceiverComponent>(uid, out var powerSource) || powerSource.Powered;
|
|
var coreCount = 0;
|
|
// how much power can be produced at the current settings, in kW
|
|
// we don't use max. here since this is what is set in the Controller, not what the AME is actually producing
|
|
float targetedPowerSupply = 0;
|
|
if (TryGetAMENodeGroup(uid, out var group))
|
|
{
|
|
coreCount = group.CoreCount;
|
|
targetedPowerSupply = group.CalculatePower(controller.InjectionAmount, group.CoreCount) / 1000;
|
|
}
|
|
|
|
// set current power statistics in kW
|
|
float currentPowerSupply = 0;
|
|
if (TryComp<PowerSupplierComponent>(uid, out var powerOutlet) && coreCount > 0)
|
|
{
|
|
currentPowerSupply = powerOutlet.CurrentSupply / 1000;
|
|
}
|
|
|
|
var fuelContainerInSlot = controller.FuelSlot.Item;
|
|
var hasFuelContainerInSlot = Exists(fuelContainerInSlot);
|
|
if (!hasFuelContainerInSlot || !TryComp<AmeFuelContainerComponent>(fuelContainerInSlot, out var fuelContainer))
|
|
return new AmeControllerBoundUserInterfaceState(powered,
|
|
IsMasterController(uid),
|
|
false,
|
|
hasFuelContainerInSlot,
|
|
0,
|
|
controller.InjectionAmount,
|
|
coreCount,
|
|
currentPowerSupply,
|
|
targetedPowerSupply);
|
|
|
|
return new AmeControllerBoundUserInterfaceState(powered,
|
|
IsMasterController(uid),
|
|
controller.Injecting,
|
|
hasFuelContainerInSlot,
|
|
fuelContainer.FuelAmount,
|
|
controller.InjectionAmount,
|
|
coreCount,
|
|
currentPowerSupply,
|
|
targetedPowerSupply);
|
|
}
|
|
|
|
private bool IsMasterController(EntityUid uid)
|
|
{
|
|
return TryGetAMENodeGroup(uid, out var group) && group.MasterController == uid;
|
|
}
|
|
|
|
private bool TryGetAMENodeGroup(EntityUid uid, [MaybeNullWhen(false)] out AmeNodeGroup group, NodeContainerComponent? nodes = null)
|
|
{
|
|
if (!Resolve(uid, ref nodes))
|
|
{
|
|
group = null;
|
|
return false;
|
|
}
|
|
|
|
group = nodes.Nodes.Values
|
|
.Select(node => node.NodeGroup)
|
|
.OfType<AmeNodeGroup>()
|
|
.FirstOrDefault();
|
|
|
|
return group != null;
|
|
}
|
|
|
|
public void TryEject(EntityUid uid, EntityUid? user = null, AmeControllerComponent? controller = null)
|
|
{
|
|
if (!Resolve(uid, ref controller))
|
|
return;
|
|
|
|
if (controller.Injecting)
|
|
return;
|
|
|
|
if (!Exists(controller.FuelSlot.Item))
|
|
return;
|
|
|
|
_itemSlots.TryEjectToHands(uid, controller.FuelSlot, user);
|
|
|
|
UpdateUi(uid, controller);
|
|
}
|
|
|
|
public void SetInjecting(EntityUid uid, bool value, EntityUid? user = null, AmeControllerComponent? controller = null)
|
|
{
|
|
if (!Resolve(uid, ref controller))
|
|
return;
|
|
|
|
if (controller.Injecting == value)
|
|
return;
|
|
|
|
controller.Injecting = value;
|
|
UpdateDisplay(uid, controller.Stability, controller);
|
|
if (!value && TryComp<PowerSupplierComponent>(uid, out var powerOut))
|
|
powerOut.MaxSupply = 0;
|
|
|
|
UpdateUi(uid, controller);
|
|
|
|
_itemSlots.SetLock(uid, controller.FuelSlot, value);
|
|
|
|
// Logging
|
|
if (!HasComp<MindContainerComponent>(user))
|
|
return;
|
|
|
|
var humanReadableState = value ? "Inject" : "Not inject";
|
|
_adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{EntityManager.ToPrettyString(user.Value):player} has set the AME to {humanReadableState}");
|
|
}
|
|
|
|
public void ToggleInjecting(EntityUid uid, EntityUid? user = null, AmeControllerComponent? controller = null)
|
|
{
|
|
if (!Resolve(uid, ref controller))
|
|
return;
|
|
SetInjecting(uid, !controller.Injecting, user, controller);
|
|
}
|
|
|
|
public void SetInjectionAmount(EntityUid uid, int value, EntityUid? user = null, AmeControllerComponent? controller = null)
|
|
{
|
|
if (!Resolve(uid, ref controller))
|
|
return;
|
|
if (controller.InjectionAmount == value)
|
|
return;
|
|
|
|
var oldValue = controller.InjectionAmount;
|
|
controller.InjectionAmount = value;
|
|
|
|
UpdateUi(uid, controller);
|
|
|
|
// Logging
|
|
if (!TryComp<MindContainerComponent>(user, out var mindContainer))
|
|
return;
|
|
|
|
var humanReadableState = controller.Injecting ? "Inject" : "Not inject";
|
|
_adminLogger.Add(LogType.Action, LogImpact.Extreme, $"{EntityManager.ToPrettyString(user.Value):player} has set the AME to inject {controller.InjectionAmount} while set to {humanReadableState}");
|
|
|
|
// Admin alert
|
|
var safeLimit = 0;
|
|
if (TryGetAMENodeGroup(uid, out var group))
|
|
safeLimit = group.CoreCount * 3;
|
|
|
|
if (oldValue <= safeLimit && value > safeLimit)
|
|
{
|
|
if (_gameTiming.CurTime > controller.EffectCooldown)
|
|
{
|
|
_chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}");
|
|
_audioSystem.PlayGlobal("/Audio/Misc/adminlarm.ogg",
|
|
Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false, AudioParams.Default.WithVolume(-8f));
|
|
controller.EffectCooldown = _gameTiming.CurTime + controller.CooldownDuration;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void AdjustInjectionAmount(EntityUid uid, int delta, int min = 0, int max = int.MaxValue, EntityUid? user = null, AmeControllerComponent? controller = null)
|
|
{
|
|
if (Resolve(uid, ref controller))
|
|
SetInjectionAmount(uid, MathHelper.Clamp(controller.InjectionAmount + delta, min, max), user, controller);
|
|
}
|
|
|
|
private void UpdateDisplay(EntityUid uid, int stability, AmeControllerComponent? controller = null, AppearanceComponent? appearance = null)
|
|
{
|
|
if (!Resolve(uid, ref controller, ref appearance))
|
|
return;
|
|
|
|
var ameControllerState = stability switch
|
|
{
|
|
< 10 => AmeControllerState.Fuck,
|
|
< 50 => AmeControllerState.Critical,
|
|
< 80 => AmeControllerState.Warning,
|
|
_ => AmeControllerState.On,
|
|
};
|
|
|
|
if (!controller.Injecting)
|
|
ameControllerState = AmeControllerState.Off;
|
|
|
|
_appearanceSystem.SetData(
|
|
uid,
|
|
AmeControllerVisuals.DisplayState,
|
|
ameControllerState,
|
|
appearance
|
|
);
|
|
}
|
|
|
|
private void OnPowerChanged(EntityUid uid, AmeControllerComponent comp, ref PowerChangedEvent args)
|
|
{
|
|
UpdateUi(uid, comp);
|
|
}
|
|
|
|
private void OnUiButtonPressed(EntityUid uid, AmeControllerComponent comp, UiButtonPressedMessage msg)
|
|
{
|
|
var user = msg.Session.AttachedEntity;
|
|
if (!Exists(user))
|
|
return;
|
|
|
|
var needsPower = msg.Button switch
|
|
{
|
|
UiButton.Eject => false,
|
|
_ => true,
|
|
};
|
|
|
|
if (!PlayerCanUseController(uid, user!.Value, needsPower, comp))
|
|
return;
|
|
|
|
_audioSystem.PlayPvs(comp.ClickSound, uid, AudioParams.Default.WithVolume(-2f));
|
|
switch (msg.Button)
|
|
{
|
|
case UiButton.Eject:
|
|
TryEject(uid, user: user, controller: comp);
|
|
break;
|
|
case UiButton.ToggleInjection:
|
|
ToggleInjecting(uid, user: user, controller: comp);
|
|
break;
|
|
case UiButton.IncreaseFuel:
|
|
AdjustInjectionAmount(uid, +3, user: user, controller: comp);
|
|
break;
|
|
case UiButton.DecreaseFuel:
|
|
AdjustInjectionAmount(uid, -3, user: user, controller: comp);
|
|
break;
|
|
}
|
|
|
|
if (TryGetAMENodeGroup(uid, out var group))
|
|
group.UpdateCoreVisuals();
|
|
|
|
UpdateUi(uid, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether the player entity is able to use the controller.
|
|
/// </summary>
|
|
/// <param name="playerEntity">The player entity.</param>
|
|
/// <returns>Returns true if the entity can use the controller, and false if it cannot.</returns>
|
|
private bool PlayerCanUseController(EntityUid uid, EntityUid playerEntity, bool needsPower = true, AmeControllerComponent? controller = null)
|
|
{
|
|
if (!Resolve(uid, ref controller))
|
|
return false;
|
|
|
|
//Need player entity to check if they are still able to use the dispenser
|
|
if (!Exists(playerEntity))
|
|
return false;
|
|
|
|
//Check if device is powered
|
|
if (needsPower && TryComp<ApcPowerReceiverComponent>(uid, out var powerSource) && !powerSource.Powered)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|