# Conflicts: # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Changeling/ChangelingRuleSystem.cs # Content.Server/Changeling/ChangelingSystem.Abilities.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/_White/Cult/GameRule/CultRuleComponent.cs # Content.Server/_White/Cult/GameRule/CultRuleSystem.cs # Content.Server/_White/Cult/Runes/Systems/CultSystem.Rune.cs # Content.Server/_White/Keyhole/KeyholeSystem.cs # Content.Server/_White/MeatyOre/MeatyOreStoreSystem.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/_White/Keyhole/Components/KeyBaseComponent.cs # Resources/Locale/ru-RU/White/stuff.ftl/runes-entities.ftl # Resources/Locale/ru-RU/_white/cult/blood-spear.ftl # Resources/Locale/ru-RU/_white/cult/bolt-barrage.ftl # Resources/Locale/ru-RU/_white/cult/cult.ftl # Resources/Locale/ru-RU/_white/cult/gui.ftl # Resources/Locale/ru-RU/cult/cult-structure.ftl # Resources/Locale/ru-RU/cult/pylon.ftl # Resources/Maps/White/Scoupidia.yml # Resources/Maps/White/Void.yml # Resources/Maps/White/WonderBox.yml # Resources/Prototypes/Actions/types.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_atmospherics.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Tools/jaws_of_life.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sledgehammer.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml # Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml # Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/_White/Entities/Objects/Misc/books.yml
168 lines
6.3 KiB
C#
168 lines
6.3 KiB
C#
using Content.Shared.Bed.Sleep;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Emoting;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pointing;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.Strip.Components;
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using Content.Shared.Throwing;
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namespace Content.Shared.Mobs.Systems;
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public partial class MobStateSystem
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{
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//General purpose event subscriptions. If you can avoid it register these events inside their own systems
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private void SubscribeEvents()
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{
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SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, ConsciousAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, PointAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<MobStateComponent, CombatModeShouldHandInteractEvent>(OnCombatModeShouldHandInteract);
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SubscribeLocalEvent<MobStateComponent, AttemptPacifiedAttackEvent>(OnAttemptPacifiedAttack);
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}
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private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
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{
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switch (state)
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{
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case MobState.Alive:
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//unused
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break;
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case MobState.Critical:
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_standing.Stand(target);
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break;
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case MobState.Dead:
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_standing.Stand(target);
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break;
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case MobState.Invalid:
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//unused
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break;
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default:
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throw new NotImplementedException();
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}
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}
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private void OnStateEnteredSubscribers(EntityUid target, MobStateComponent component, MobState state)
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{
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// All of the state changes here should already be networked, so we do nothing if we are currently applying a
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// server state.
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if (_timing.ApplyingState)
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return;
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_blocker.UpdateCanMove(target); //update movement anytime a state changes
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switch (state)
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{
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case MobState.Alive:
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_standing.Stand(target);
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_appearance.SetData(target, MobStateVisuals.State, MobState.Alive);
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break;
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case MobState.Critical:
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_standing.Down(target);
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_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
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break;
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case MobState.Dead:
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_standing.Down(target);
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_appearance.SetData(target, MobStateVisuals.State, MobState.Dead);
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break;
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case MobState.Invalid:
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//unused;
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break;
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default:
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throw new NotImplementedException();
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}
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}
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#region Event Subscribers
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private void OnSleepAttempt(EntityUid target, MobStateComponent component, ref TryingToSleepEvent args)
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{
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if (IsDead(target, component))
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args.Cancelled = true;
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}
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private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
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{
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// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
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if (IsDead(target, component))
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args.Multiplier /= 3;
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else if (IsCritical(target, component))
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args.Multiplier /= 2;
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}
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private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
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{
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if (HasComp<AllowNextCritSpeechComponent>(uid))
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{
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RemCompDeferred<AllowNextCritSpeechComponent>(uid);
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return;
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}
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CheckAct(uid, component, args);
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}
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private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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case MobState.Dead:
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case MobState.Critical:
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args.Cancel();
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break;
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}
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}
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private void OnEquipAttempt(EntityUid target, MobStateComponent component, IsEquippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Equipee == target)
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CheckAct(target, component, args);
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}
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private void OnUnequipAttempt(EntityUid target, MobStateComponent component, IsUnequippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Unequipee == target)
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CheckAct(target, component, args);
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}
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private void OnCombatModeShouldHandInteract(EntityUid uid, MobStateComponent component, ref CombatModeShouldHandInteractEvent args)
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{
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// Disallow empty-hand-interacting in combat mode
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// for non-dead mobs
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if (!IsDead(uid, component))
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args.Cancelled = true;
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}
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private void OnAttemptPacifiedAttack(Entity<MobStateComponent> ent, ref AttemptPacifiedAttackEvent args)
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{
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args.Cancelled = true;
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}
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#endregion
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}
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