# Conflicts: # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Client/VoiceMask/VoiceMaskBoundUserInterface.cs # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml # Content.Client/VoiceMask/VoiceMaskNameChangeWindow.xaml.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Bed/Sleep/SleepingSystem.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Components/RespiratorComponent.cs # Content.Server/Body/Systems/InternalsSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/IChatManager.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/DeviceNetwork/Systems/DeviceNetworkSystem.cs # Content.Server/Electrocution/ElectrocutionSystem.cs # Content.Server/Holosign/HolosignProjectorComponent.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.Equip.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/VoiceMask/VoiceMaskerComponent.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/Sleep/SleepEmitSoundComponent.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/VoiceMask/SharedVoiceMaskSystem.cs # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Maps/bagel.yml # Resources/Maps/box.yml # Resources/Maps/centcomm.yml # Resources/Maps/cluster.yml # Resources/Maps/europa.yml # Resources/Maps/marathon.yml # Resources/Maps/meta.yml # Resources/Maps/omega.yml # Resources/Maps/origin.yml # Resources/Maps/packed.yml # Resources/Maps/reach.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Neck/mantles.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml # Resources/Prototypes/Entities/Objects/Consumable/Smokeables/Cigarettes/packs.yml # Resources/Prototypes/Entities/Objects/Misc/land_mine.yml # Resources/Prototypes/Entities/Objects/Tools/cable_coils.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/armblade.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml # Resources/Prototypes/Entities/Structures/Doors/Shutter/shutters.yml # Resources/Prototypes/Entities/Structures/Holographic/projections.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Maps/marathon.yml # Resources/Prototypes/Maps/packed.yml # Resources/Prototypes/Recipes/Lathes/security.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Textures/Clothing/OuterClothing/Armor/lingarmor.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-left.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_chem.rsi/open-inhand-right.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon-open.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/icon.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_cmo.rsi/open-equipped-OUTERCLOTHING.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Coats/labcoat_sci.rsi/open-equipped-OUTERCLOTHING-body-slim.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/lingspacesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/nunrobe.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Misc/plaguedoctorsuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coat.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatatmos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatbar.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcap.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcargo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatce.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcentcom.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatchem.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatclown.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatcmo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatengi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatgen.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathop.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathos.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coathydro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatjani.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatmime.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatminer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatnomi.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatparamed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatqm.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatrobo.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsci.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatsec.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatviro.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/WinterCoats/coatwarden.rsi/meta.json # Resources/Textures/Clothing/Shoes/Boots/combatboots.rsi/meta.json # Resources/Textures/Clothing/Shoes/Specific/bling.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/atmosf.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/centcomformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/hosformaldress.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpskirt/operative_s.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/atmos.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/centcomformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/hosformal.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/journalist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/operative.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/psychologist.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/reporter.rsi/meta.json # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence0.png # Resources/Textures/Interface/Alerts/essence_counter.rsi/essence16.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Standard/atmospherics.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/highsec/highsec.rsi/meta.json
270 lines
9.0 KiB
C#
270 lines
9.0 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Popups;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Content.Shared.Internals;
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using Content.Shared.Inventory;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Content.Shared.ActionBlocker;
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using Robust.Shared.Utility;
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namespace Content.Server.Body.Systems;
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public sealed class InternalsSystem : EntitySystem
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{
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly AtmosphereSystem _atmos = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly GasTankSystem _gasTank = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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public const SlotFlags InventorySlots = SlotFlags.POCKET | SlotFlags.BELT;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InternalsComponent, InhaleLocationEvent>(OnInhaleLocation);
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SubscribeLocalEvent<InternalsComponent, ComponentStartup>(OnInternalsStartup);
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SubscribeLocalEvent<InternalsComponent, ComponentShutdown>(OnInternalsShutdown);
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SubscribeLocalEvent<InternalsComponent, GetVerbsEvent<InteractionVerb>>(OnGetInteractionVerbs);
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SubscribeLocalEvent<InternalsComponent, InternalsDoAfterEvent>(OnDoAfter);
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}
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private void OnGetInteractionVerbs(
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Entity<InternalsComponent> ent,
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ref GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands is null)
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return;
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var user = args.User;
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InteractionVerb verb = new()
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{
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Act = () =>
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{
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ToggleInternals(ent, user, force: false, ent);
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},
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Message = Loc.GetString("action-description-internals-toggle"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/dot.svg.192dpi.png")),
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Text = Loc.GetString("action-name-internals-toggle"),
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};
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args.Verbs.Add(verb);
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}
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public void ToggleInternals(
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EntityUid uid,
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EntityUid user,
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bool force,
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InternalsComponent? internals = null)
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{
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if (!Resolve(uid, ref internals, logMissing: false))
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return;
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if (_actionBlocker.CanInteract(user, uid) == false)
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return;
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// Toggle off if they're on
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if (AreInternalsWorking(internals))
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{
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if (force || user == uid)
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{
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DisconnectTank(internals);
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return;
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}
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StartToggleInternalsDoAfter(user, (uid, internals));
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return;
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}
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// If they're not on then check if we have a mask to use
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if (internals.BreathToolEntity is null)
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{
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_popupSystem.PopupEntity(Loc.GetString("internals-no-breath-tool"), uid, user);
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return;
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}
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var tank = FindBestGasTank(uid);
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if (tank is null)
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{
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_popupSystem.PopupEntity(Loc.GetString("internals-no-tank"), uid, user);
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return;
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}
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if (!force)
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{
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StartToggleInternalsDoAfter(user, (uid, internals));
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return;
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}
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_gasTank.ConnectToInternals(tank.Value);
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}
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private void StartToggleInternalsDoAfter(EntityUid user, Entity<InternalsComponent> targetEnt)
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{
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// Is the target not you? If yes, use a do-after to give them time to respond.
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var isUser = user == targetEnt.Owner;
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var delay = !isUser ? targetEnt.Comp.Delay : TimeSpan.Zero;
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_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, delay, new InternalsDoAfterEvent(), targetEnt, target: targetEnt)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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MovementThreshold = 0.1f,
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});
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}
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private void OnDoAfter(Entity<InternalsComponent> ent, ref InternalsDoAfterEvent args)
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{
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if (args.Cancelled || args.Handled)
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return;
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ToggleInternals(ent, args.User, force: true, ent);
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args.Handled = true;
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}
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private void OnInternalsStartup(Entity<InternalsComponent> ent, ref ComponentStartup args)
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{
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_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
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}
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private void OnInternalsShutdown(Entity<InternalsComponent> ent, ref ComponentShutdown args)
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{
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_alerts.ClearAlert(ent, AlertType.Internals);
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}
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private void OnInhaleLocation(Entity<InternalsComponent> ent, ref InhaleLocationEvent args)
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{
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if (AreInternalsWorking(ent))
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{
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var gasTank = Comp<GasTankComponent>(ent.Comp.GasTankEntity!.Value);
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args.Gas = _gasTank.RemoveAirVolume((ent.Comp.GasTankEntity.Value, gasTank), Atmospherics.BreathVolume);
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// TODO: Should listen to gas tank updates instead I guess?
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_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
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}
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}
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public void DisconnectBreathTool(Entity<InternalsComponent> ent)
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{
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var old = ent.Comp.BreathToolEntity;
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ent.Comp.BreathToolEntity = null;
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if (TryComp(old, out BreathToolComponent? breathTool))
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{
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_atmos.DisconnectInternals(breathTool);
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DisconnectTank(ent);
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}
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_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
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}
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public void ConnectBreathTool(Entity<InternalsComponent> ent, EntityUid toolEntity)
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{
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if (TryComp(ent.Comp.BreathToolEntity, out BreathToolComponent? tool))
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{
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_atmos.DisconnectInternals(tool);
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}
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ent.Comp.BreathToolEntity = toolEntity;
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_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
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}
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public void DisconnectTank(InternalsComponent? component)
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{
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if (component is null)
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return;
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if (TryComp(component.GasTankEntity, out GasTankComponent? tank))
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_gasTank.DisconnectFromInternals((component.GasTankEntity.Value, tank));
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component.GasTankEntity = null;
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_alerts.ShowAlert(component.Owner, AlertType.Internals, GetSeverity(component));
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}
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public bool TryConnectTank(Entity<InternalsComponent> ent, EntityUid tankEntity)
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{
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if (ent.Comp.BreathToolEntity is null)
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return false;
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if (TryComp(ent.Comp.GasTankEntity, out GasTankComponent? tank))
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_gasTank.DisconnectFromInternals((ent.Comp.GasTankEntity.Value, tank));
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ent.Comp.GasTankEntity = tankEntity;
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_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
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return true;
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}
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public bool AreInternalsWorking(EntityUid uid, InternalsComponent? component = null)
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{
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return Resolve(uid, ref component, logMissing: false)
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&& AreInternalsWorking(component);
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}
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public bool AreInternalsWorking(InternalsComponent component)
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{
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return TryComp(component.BreathToolEntity, out BreathToolComponent? breathTool)
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&& breathTool.IsFunctional
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&& HasComp<GasTankComponent>(component.GasTankEntity);
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}
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private short GetSeverity(InternalsComponent component)
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{
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if (component.BreathToolEntity is null || !AreInternalsWorking(component))
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return 2;
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// If pressure in the tank is below low pressure threshhold, flash warning on internals UI
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if (TryComp<GasTankComponent>(component.GasTankEntity, out var gasTank)
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&& gasTank.IsLowPressure)
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{
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return 0;
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}
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return 1;
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}
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public Entity<GasTankComponent>? FindBestGasTank(
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Entity<HandsComponent?, InventoryComponent?, ContainerManagerComponent?> user)
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{
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// Prioritise
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// 1. back equipped tanks
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// 2. exo-slot tanks
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// 3. in-hand tanks
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// 4. pocket/belt tanks
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if (!Resolve(user, ref user.Comp1, ref user.Comp2, ref user.Comp3))
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return null;
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if (_inventory.TryGetSlotEntity(user, "back", out var backEntity, user.Comp2, user.Comp3) &&
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TryComp<GasTankComponent>(backEntity, out var backGasTank) &&
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_gasTank.CanConnectToInternals(backGasTank))
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{
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return (backEntity.Value, backGasTank);
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}
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if (_inventory.TryGetSlotEntity(user, "suitstorage", out var entity, user.Comp2, user.Comp3) &&
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TryComp<GasTankComponent>(entity, out var gasTank) &&
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_gasTank.CanConnectToInternals(gasTank))
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{
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return (entity.Value, gasTank);
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}
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foreach (var item in _inventory.GetHandOrInventoryEntities((user.Owner, user.Comp1, user.Comp2)))
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{
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if (TryComp(item, out gasTank) && _gasTank.CanConnectToInternals(gasTank))
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return (item, gasTank);
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}
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return null;
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}
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}
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