# 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
322 lines
11 KiB
C#
322 lines
11 KiB
C#
using System.Numerics;
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using Content.Shared.Database;
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using Content.Shared.Follower.Components;
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using Content.Shared.Ghost;
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using Content.Shared.Hands;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Tag;
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using Content.Shared.Verbs;
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using Content.Shared._White.Administration;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Events;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Utility;
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using InvisibilityComponent = Content.Shared._White.Administration.InvisibilityComponent;
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namespace Content.Shared.Follower;
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public sealed class FollowerSystem : EntitySystem
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{
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedJointSystem _jointSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GetVerbsEvent<AlternativeVerb>>(OnGetAlternativeVerbs);
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SubscribeLocalEvent<FollowerComponent, MoveInputEvent>(OnFollowerMove);
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SubscribeLocalEvent<FollowerComponent, PullStartedMessage>(OnPullStarted);
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SubscribeLocalEvent<FollowerComponent, EntityTerminatingEvent>(OnFollowerTerminating);
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SubscribeLocalEvent<FollowerComponent, GotEquippedHandEvent>(OnGotEquippedHand);
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SubscribeLocalEvent<FollowedComponent, EntityTerminatingEvent>(OnFollowedTerminating);
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SubscribeLocalEvent<BeforeSaveEvent>(OnBeforeSave);
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}
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private void OnBeforeSave(BeforeSaveEvent ev)
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{
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// Some followers will not be map savable. This ensures that maps don't get saved with empty/invalid
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// followers, but just stopping any following on the map being saved.
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var query = AllEntityQuery<FollowerComponent, TransformComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var follower, out var xform, out var meta))
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{
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if (meta.EntityPrototype == null || meta.EntityPrototype.MapSavable)
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continue;
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if (xform.MapUid != ev.Map)
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continue;
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StopFollowingEntity(uid, follower.Following);
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}
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}
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private void OnGetAlternativeVerbs(GetVerbsEvent<AlternativeVerb> ev)
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{
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if (ev.User == ev.Target || IsClientSide(ev.Target))
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return;
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if (HasComp<GhostComponent>(ev.User))
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{
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var verb = new AlternativeVerb()
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{
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Priority = 10,
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Act = () => StartFollowingEntity(ev.User, ev.Target),
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Impact = LogImpact.Low,
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Text = Loc.GetString("verb-follow-text"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png"))
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};
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ev.Verbs.Add(verb);
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}
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if (_tagSystem.HasTag(ev.Target, "ForceableFollow"))
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{
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if (!ev.CanAccess || !ev.CanInteract)
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return;
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var verb = new AlternativeVerb
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{
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Priority = 10,
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Act = () => StartFollowingEntity(ev.Target, ev.User),
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Impact = LogImpact.Low,
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Text = Loc.GetString("verb-follow-me-text"),
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Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/close.svg.192dpi.png")),
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};
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ev.Verbs.Add(verb);
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}
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}
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private void OnFollowerMove(EntityUid uid, FollowerComponent component, ref MoveInputEvent args)
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{
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if (args.HasDirectionalMovement)
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StopFollowingEntity(uid, component.Following);
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}
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private void OnPullStarted(EntityUid uid, FollowerComponent component, PullStartedMessage args)
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{
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StopFollowingEntity(uid, component.Following);
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}
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private void OnGotEquippedHand(EntityUid uid, FollowerComponent component, GotEquippedHandEvent args)
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{
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StopFollowingEntity(uid, component.Following, deparent:false);
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}
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private void OnFollowerTerminating(EntityUid uid, FollowerComponent component, ref EntityTerminatingEvent args)
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{
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StopFollowingEntity(uid, component.Following, deparent: false);
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}
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// Since we parent our observer to the followed entity, we need to detach
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// before they get deleted so that we don't get recursively deleted too.
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private void OnFollowedTerminating(EntityUid uid, FollowedComponent component, ref EntityTerminatingEvent args)
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{
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StopAllFollowers(uid, component);
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}
|
|
|
|
private bool IsFollowingInvisibleEntity(EntityUid uid) // WD
|
|
{
|
|
if (TryComp(uid, out InvisibilityComponent? invisibility) && invisibility.Invisible)
|
|
return true;
|
|
|
|
return TryComp(uid, out FollowerComponent? follower) && IsFollowingInvisibleEntity(follower.Following);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes an entity follow another entity, by parenting to it.
|
|
/// </summary>
|
|
/// <param name="follower">The entity that should follow</param>
|
|
/// <param name="entity">The entity to be followed</param>
|
|
public void StartFollowingEntity(EntityUid follower, EntityUid entity)
|
|
{
|
|
if (IsFollowingInvisibleEntity(entity)) // WD
|
|
{
|
|
if (!HasComp<InvisibilityComponent>(follower))
|
|
return;
|
|
|
|
if (TryComp(follower, out FollowedComponent? followed))
|
|
StopAllFollowers(follower, followed);
|
|
}
|
|
|
|
// No recursion for you
|
|
var targetXform = Transform(entity);
|
|
while (targetXform.ParentUid.IsValid())
|
|
{
|
|
if (targetXform.ParentUid == follower)
|
|
return;
|
|
|
|
targetXform = Transform(targetXform.ParentUid);
|
|
}
|
|
|
|
// Cleanup old following.
|
|
if (TryComp<FollowerComponent>(follower, out var followerComp))
|
|
{
|
|
// Already following you goob
|
|
if (followerComp.Following == entity)
|
|
return;
|
|
|
|
StopFollowingEntity(follower, followerComp.Following, deparent: false, removeComp: false);
|
|
}
|
|
else
|
|
{
|
|
followerComp = AddComp<FollowerComponent>(follower);
|
|
}
|
|
|
|
followerComp.Following = entity;
|
|
|
|
var followedComp = EnsureComp<FollowedComponent>(entity);
|
|
|
|
if (!followedComp.Following.Add(follower))
|
|
return;
|
|
|
|
if (TryComp<JointComponent>(follower, out var joints))
|
|
_jointSystem.ClearJoints(follower, joints);
|
|
|
|
var xform = Transform(follower);
|
|
_containerSystem.AttachParentToContainerOrGrid((follower, xform));
|
|
|
|
// If we didn't get to parent's container.
|
|
if (xform.ParentUid != Transform(xform.ParentUid).ParentUid)
|
|
{
|
|
_transform.SetCoordinates(follower, xform, new EntityCoordinates(entity, Vector2.Zero), rotation: Angle.Zero);
|
|
}
|
|
|
|
_physicsSystem.SetLinearVelocity(follower, Vector2.Zero);
|
|
|
|
EnsureComp<OrbitVisualsComponent>(follower);
|
|
|
|
var followerEv = new StartedFollowingEntityEvent(entity, follower);
|
|
var entityEv = new EntityStartedFollowingEvent(entity, follower);
|
|
|
|
RaiseLocalEvent(follower, followerEv);
|
|
RaiseLocalEvent(entity, entityEv);
|
|
Dirty(entity, followedComp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces an entity to stop following another entity, if it is doing so.
|
|
/// </summary>
|
|
/// <param name="deparent">Should the entity deparent itself</param>
|
|
public void StopFollowingEntity(EntityUid uid, EntityUid target, FollowedComponent? followed = null, bool deparent = true, bool removeComp = true)
|
|
{
|
|
if (!Resolve(target, ref followed, false))
|
|
return;
|
|
|
|
if (!HasComp<FollowerComponent>(uid))
|
|
return;
|
|
|
|
followed.Following.Remove(uid);
|
|
if (followed.Following.Count == 0)
|
|
RemComp<FollowedComponent>(target);
|
|
|
|
if (removeComp)
|
|
{
|
|
RemComp<FollowerComponent>(uid);
|
|
RemComp<OrbitVisualsComponent>(uid);
|
|
}
|
|
|
|
var uidEv = new StoppedFollowingEntityEvent(target, uid);
|
|
var targetEv = new EntityStoppedFollowingEvent(target, uid);
|
|
|
|
RaiseLocalEvent(uid, uidEv, true);
|
|
RaiseLocalEvent(target, targetEv, false);
|
|
Dirty(target, followed);
|
|
RaiseLocalEvent(uid, uidEv);
|
|
RaiseLocalEvent(target, targetEv);
|
|
|
|
if (!deparent || !TryComp(uid, out TransformComponent? xform))
|
|
return;
|
|
|
|
_transform.AttachToGridOrMap(uid, xform);
|
|
if (xform.MapUid != null)
|
|
return;
|
|
|
|
if (_netMan.IsClient)
|
|
{
|
|
_transform.DetachParentToNull(uid, xform);
|
|
return;
|
|
}
|
|
|
|
Log.Warning($"A follower has been detached to null-space and will be deleted. Follower: {ToPrettyString(uid)}. Followed: {ToPrettyString(target)}");
|
|
QueueDel(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces all of an entity's followers to stop following it.
|
|
/// </summary>
|
|
public void StopAllFollowers(EntityUid uid,
|
|
FollowedComponent? followed=null)
|
|
{
|
|
if (!Resolve(uid, ref followed))
|
|
return;
|
|
|
|
foreach (var player in followed.Following)
|
|
{
|
|
StopFollowingEntity(player, uid, followed);
|
|
}
|
|
}
|
|
}
|
|
|
|
public abstract class FollowEvent : EntityEventArgs
|
|
{
|
|
public EntityUid Following;
|
|
public EntityUid Follower;
|
|
|
|
protected FollowEvent(EntityUid following, EntityUid follower)
|
|
{
|
|
Following = following;
|
|
Follower = follower;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity when it start following another entity.
|
|
/// </summary>
|
|
public sealed class StartedFollowingEntityEvent : FollowEvent
|
|
{
|
|
public StartedFollowingEntityEvent(EntityUid following, EntityUid follower) : base(following, follower)
|
|
{
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity when it stops following another entity.
|
|
/// </summary>
|
|
public sealed class StoppedFollowingEntityEvent : FollowEvent
|
|
{
|
|
public StoppedFollowingEntityEvent(EntityUid following, EntityUid follower) : base(following, follower)
|
|
{
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity when it start following another entity.
|
|
/// </summary>
|
|
public sealed class EntityStartedFollowingEvent : FollowEvent
|
|
{
|
|
public EntityStartedFollowingEvent(EntityUid following, EntityUid follower) : base(following, follower)
|
|
{
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity when it starts being followed by another entity.
|
|
/// </summary>
|
|
public sealed class EntityStoppedFollowingEvent : FollowEvent
|
|
{
|
|
public EntityStoppedFollowingEvent(EntityUid following, EntityUid follower) : base(following, follower)
|
|
{
|
|
}
|
|
}
|