# 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
410 lines
14 KiB
C#
410 lines
14 KiB
C#
using System.Linq;
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using Content.Shared._White.StaminaProtection;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Rounding;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee.Events;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Damage.Systems;
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public sealed partial class StaminaSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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/// <summary>
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/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
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/// </summary>
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private static readonly TimeSpan StamCritBufferTime = TimeSpan.FromSeconds(3f);
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public override void Initialize()
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{
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base.Initialize();
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InitializeModifier();
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SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StaminaComponent, AfterAutoHandleStateEvent>(OnStamHandleState);
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<StaminaDamageOnEmbedComponent, EmbedEvent>(OnProjectileEmbed);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnProjectileHit);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, ThrowDoHitEvent>(OnThrowHit);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnMeleeHit);
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}
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private void OnStamHandleState(EntityUid uid, StaminaComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (component.Critical)
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EnterStamCrit(uid, component);
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else
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{
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if (component.StaminaDamage > 0f)
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EnsureComp<ActiveStaminaComponent>(uid);
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ExitStamCrit(uid, component);
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}
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}
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private void OnShutdown(EntityUid uid, StaminaComponent component, ComponentShutdown args)
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{
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if (MetaData(uid).EntityLifeStage < EntityLifeStage.Terminating)
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{
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RemCompDeferred<ActiveStaminaComponent>(uid);
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}
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SetStaminaAlert(uid);
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}
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private void OnStartup(EntityUid uid, StaminaComponent component, ComponentStartup args)
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{
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SetStaminaAlert(uid, component);
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}
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[PublicAPI]
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public float GetStaminaDamage(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return 0f;
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var curTime = _timing.CurTime;
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var pauseTime = _metadata.GetPauseTime(uid);
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return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
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}
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private void OnRejuvenate(EntityUid uid, StaminaComponent component, RejuvenateEvent args)
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{
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if (component.StaminaDamage >= component.CritThreshold)
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{
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ExitStamCrit(uid, component);
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}
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component.StaminaDamage = 0;
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RemComp<ActiveStaminaComponent>(uid);
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SetStaminaAlert(uid, component);
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Dirty(uid, component);
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}
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private void OnDisarmed(EntityUid uid, StaminaComponent component, DisarmedEvent args)
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{
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if (args.Handled)
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return;
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if (component.Critical)
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return;
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var damage = args.PushProbability * component.CritThreshold;
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TakeStaminaDamage(uid, damage, component, source: args.Source);
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args.PopupPrefix = "disarm-action-shove-";
|
|
args.IsStunned = component.Critical;
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnMeleeHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
|
|
{
|
|
if (!args.IsHit ||
|
|
!args.HitEntities.Any() ||
|
|
component.Damage <= 0f)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var ev = new StaminaDamageOnHitAttemptEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
if (ev.Cancelled)
|
|
return;
|
|
|
|
var stamQuery = GetEntityQuery<StaminaComponent>();
|
|
var toHit = new List<(EntityUid Entity, StaminaComponent Component)>();
|
|
|
|
// Split stamina damage between all eligible targets.
|
|
foreach (var ent in args.HitEntities)
|
|
{
|
|
if (!stamQuery.TryGetComponent(ent, out var stam))
|
|
continue;
|
|
|
|
toHit.Add((ent, stam));
|
|
}
|
|
|
|
var hitEvent = new StaminaMeleeHitEvent(toHit, args.User); // WD EDIT
|
|
RaiseLocalEvent(uid, hitEvent);
|
|
|
|
if (hitEvent.Handled)
|
|
return;
|
|
|
|
var damage = component.Damage;
|
|
|
|
damage *= hitEvent.Multiplier;
|
|
|
|
damage += hitEvent.FlatModifier;
|
|
|
|
foreach (var (ent, comp) in toHit)
|
|
{
|
|
TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon, sound: component.Sound);
|
|
}
|
|
}
|
|
|
|
private void OnProjectileHit(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
|
|
{
|
|
OnCollide(uid, component, args.Target);
|
|
}
|
|
|
|
private void OnProjectileEmbed(EntityUid uid, StaminaDamageOnEmbedComponent component, ref EmbedEvent args)
|
|
{
|
|
if (!TryComp<StaminaComponent>(args.Embedded, out var stamina))
|
|
return;
|
|
|
|
TakeStaminaDamage(args.Embedded, component.Damage, stamina, source: uid);
|
|
}
|
|
|
|
private void OnThrowHit(EntityUid uid, StaminaDamageOnCollideComponent component, ThrowDoHitEvent args)
|
|
{
|
|
OnCollide(uid, component, args.Target);
|
|
}
|
|
|
|
private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, EntityUid target)
|
|
{
|
|
var ev = new StaminaDamageOnHitAttemptEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
if (ev.Cancelled)
|
|
return;
|
|
|
|
// WD EDIT START
|
|
var damage = component.Damage;
|
|
|
|
if (!component.IgnoreResistances)
|
|
{
|
|
var modifyEv = new StaminaDamageModifyEvent {Damage = damage};
|
|
RaiseLocalEvent(target, modifyEv);
|
|
damage = modifyEv.Damage;
|
|
}
|
|
|
|
TakeStaminaDamage(target, damage, source: uid, sound: component.Sound);
|
|
// WD EDIT END
|
|
}
|
|
|
|
private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component, false) || component.Deleted)
|
|
{
|
|
_alerts.ClearAlert(uid, AlertType.Stamina);
|
|
return;
|
|
}
|
|
|
|
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
|
|
_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to take stamina damage without raising the entity over the crit threshold.
|
|
/// </summary>
|
|
public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
|
|
{
|
|
// Something that has no Stamina component automatically passes stamina checks
|
|
if (!Resolve(uid, ref component, false))
|
|
return true;
|
|
|
|
var oldStam = component.StaminaDamage;
|
|
|
|
if (oldStam + value > component.CritThreshold || component.Critical)
|
|
return false;
|
|
|
|
TakeStaminaDamage(uid, value, component, source, with, visual: false);
|
|
return true;
|
|
}
|
|
|
|
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null,
|
|
EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null)
|
|
{
|
|
if (!Resolve(uid, ref component, false))
|
|
return;
|
|
|
|
var ev = new BeforeStaminaDamageEvent(value);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
if (ev.Cancelled)
|
|
return;
|
|
|
|
// Have we already reached the point of max stamina damage?
|
|
if (component.Critical)
|
|
return;
|
|
|
|
var oldDamage = component.StaminaDamage;
|
|
component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
|
|
|
|
// Reset the decay cooldown upon taking damage.
|
|
if (oldDamage < component.StaminaDamage)
|
|
{
|
|
var nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(component.Cooldown);
|
|
|
|
if (component.NextUpdate < nextUpdate)
|
|
component.NextUpdate = nextUpdate;
|
|
}
|
|
|
|
var slowdownThreshold = component.CritThreshold / 2f;
|
|
|
|
// If we go above n% then apply slowdown
|
|
if (oldDamage < slowdownThreshold &&
|
|
component.StaminaDamage > slowdownThreshold)
|
|
{
|
|
_stunSystem.TrySlowdown(uid, TimeSpan.FromSeconds(3), true, 0.8f, 0.8f);
|
|
}
|
|
|
|
SetStaminaAlert(uid, component);
|
|
|
|
if (!component.Critical)
|
|
{
|
|
if (component.StaminaDamage >= component.CritThreshold)
|
|
{
|
|
EnterStamCrit(uid, component);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (component.StaminaDamage < component.CritThreshold)
|
|
{
|
|
ExitStamCrit(uid, component);
|
|
}
|
|
}
|
|
|
|
EnsureComp<ActiveStaminaComponent>(uid);
|
|
Dirty(uid, component);
|
|
|
|
if (value <= 0)
|
|
return;
|
|
if (source != null)
|
|
{
|
|
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(source.Value):user} caused {value} stamina damage to {ToPrettyString(uid):target}{(with != null ? $" using {ToPrettyString(with.Value):using}" : "")}");
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(uid):target} took {value} stamina damage");
|
|
}
|
|
|
|
if (visual)
|
|
{
|
|
_color.RaiseEffect(Color.Aqua, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
|
|
}
|
|
|
|
if (_net.IsServer)
|
|
{
|
|
_audio.PlayPvs(sound, uid);
|
|
}
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
if (!_timing.IsFirstTimePredicted)
|
|
return;
|
|
|
|
var stamQuery = GetEntityQuery<StaminaComponent>();
|
|
var query = EntityQueryEnumerator<ActiveStaminaComponent>();
|
|
var curTime = _timing.CurTime;
|
|
|
|
while (query.MoveNext(out var uid, out _))
|
|
{
|
|
// Just in case we have active but not stamina we'll check and account for it.
|
|
if (!stamQuery.TryGetComponent(uid, out var comp) ||
|
|
comp.StaminaDamage <= 0f && !comp.Critical)
|
|
{
|
|
RemComp<ActiveStaminaComponent>(uid);
|
|
continue;
|
|
}
|
|
|
|
// Shouldn't need to consider paused time as we're only iterating non-paused stamina components.
|
|
var nextUpdate = comp.NextUpdate;
|
|
|
|
if (nextUpdate > curTime)
|
|
continue;
|
|
|
|
// We were in crit so come out of it and continue.
|
|
if (comp.Critical)
|
|
{
|
|
ExitStamCrit(uid, comp);
|
|
continue;
|
|
}
|
|
|
|
comp.NextUpdate += TimeSpan.FromSeconds(1f);
|
|
TakeStaminaDamage(uid, -comp.Decay, comp);
|
|
Dirty(uid, comp);
|
|
}
|
|
}
|
|
|
|
private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component) ||
|
|
component.Critical)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// To make the difference between a stun and a stamcrit clear
|
|
// TODO: Mask?
|
|
|
|
component.Critical = true;
|
|
component.StaminaDamage = component.CritThreshold;
|
|
|
|
_stunSystem.TryParalyze(uid, component.StunTime, true);
|
|
|
|
// Give them buffer before being able to be re-stunned
|
|
component.NextUpdate = _timing.CurTime + component.StunTime + StamCritBufferTime;
|
|
EnsureComp<ActiveStaminaComponent>(uid);
|
|
Dirty(uid, component);
|
|
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} entered stamina crit");
|
|
}
|
|
|
|
private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component) ||
|
|
!component.Critical)
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.Critical = false;
|
|
component.StaminaDamage = 0f;
|
|
component.NextUpdate = _timing.CurTime;
|
|
SetStaminaAlert(uid, component);
|
|
RemComp<ActiveStaminaComponent>(uid);
|
|
Dirty(uid, component);
|
|
_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised before stamina damage is dealt to allow other systems to cancel it.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false);
|