Files
OldThink/Content.Shared/Follower/FollowerSystem.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# 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
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#	Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png
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#	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
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#	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
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#	Resources/clientCommandPerms.yml
#	Resources/migration.yml
2024-03-26 15:52:23 +07:00

322 lines
11 KiB
C#

using System.Numerics;
using Content.Shared.Database;
using Content.Shared.Follower.Components;
using Content.Shared.Ghost;
using Content.Shared.Hands;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Tag;
using Content.Shared.Verbs;
using Content.Shared._White.Administration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Map.Events;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Utility;
using InvisibilityComponent = Content.Shared._White.Administration.InvisibilityComponent;
namespace Content.Shared.Follower;
public sealed class FollowerSystem : EntitySystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedJointSystem _jointSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
[Dependency] private readonly INetManager _netMan = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GetVerbsEvent<AlternativeVerb>>(OnGetAlternativeVerbs);
SubscribeLocalEvent<FollowerComponent, MoveInputEvent>(OnFollowerMove);
SubscribeLocalEvent<FollowerComponent, PullStartedMessage>(OnPullStarted);
SubscribeLocalEvent<FollowerComponent, EntityTerminatingEvent>(OnFollowerTerminating);
SubscribeLocalEvent<FollowerComponent, GotEquippedHandEvent>(OnGotEquippedHand);
SubscribeLocalEvent<FollowedComponent, EntityTerminatingEvent>(OnFollowedTerminating);
SubscribeLocalEvent<BeforeSaveEvent>(OnBeforeSave);
}
private void OnBeforeSave(BeforeSaveEvent ev)
{
// Some followers will not be map savable. This ensures that maps don't get saved with empty/invalid
// followers, but just stopping any following on the map being saved.
var query = AllEntityQuery<FollowerComponent, TransformComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var follower, out var xform, out var meta))
{
if (meta.EntityPrototype == null || meta.EntityPrototype.MapSavable)
continue;
if (xform.MapUid != ev.Map)
continue;
StopFollowingEntity(uid, follower.Following);
}
}
private void OnGetAlternativeVerbs(GetVerbsEvent<AlternativeVerb> ev)
{
if (ev.User == ev.Target || IsClientSide(ev.Target))
return;
if (HasComp<GhostComponent>(ev.User))
{
var verb = new AlternativeVerb()
{
Priority = 10,
Act = () => StartFollowingEntity(ev.User, ev.Target),
Impact = LogImpact.Low,
Text = Loc.GetString("verb-follow-text"),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png"))
};
ev.Verbs.Add(verb);
}
if (_tagSystem.HasTag(ev.Target, "ForceableFollow"))
{
if (!ev.CanAccess || !ev.CanInteract)
return;
var verb = new AlternativeVerb
{
Priority = 10,
Act = () => StartFollowingEntity(ev.Target, ev.User),
Impact = LogImpact.Low,
Text = Loc.GetString("verb-follow-me-text"),
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/close.svg.192dpi.png")),
};
ev.Verbs.Add(verb);
}
}
private void OnFollowerMove(EntityUid uid, FollowerComponent component, ref MoveInputEvent args)
{
if (args.HasDirectionalMovement)
StopFollowingEntity(uid, component.Following);
}
private void OnPullStarted(EntityUid uid, FollowerComponent component, PullStartedMessage args)
{
StopFollowingEntity(uid, component.Following);
}
private void OnGotEquippedHand(EntityUid uid, FollowerComponent component, GotEquippedHandEvent args)
{
StopFollowingEntity(uid, component.Following, deparent:false);
}
private void OnFollowerTerminating(EntityUid uid, FollowerComponent component, ref EntityTerminatingEvent args)
{
StopFollowingEntity(uid, component.Following, deparent: false);
}
// Since we parent our observer to the followed entity, we need to detach
// before they get deleted so that we don't get recursively deleted too.
private void OnFollowedTerminating(EntityUid uid, FollowedComponent component, ref EntityTerminatingEvent args)
{
StopAllFollowers(uid, component);
}
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)
{
}
}