# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.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/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
501 lines
20 KiB
C#
501 lines
20 KiB
C#
using System.Numerics;
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using Content.Shared.Access.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Clothing;
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using Content.Shared.Damage.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DoAfter;
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using Content.Shared.Emp;
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using Content.Shared.Examine;
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using Content.Shared.GameTicking;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Medical.SuitSensor;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Station;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Medical.SuitSensors;
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public abstract class SharedSuitSensorSystem : EntitySystem
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{
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[Dependency] private readonly SharedStationSystem _stationSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedIdCardSystem _idCardSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private EntityQuery<SuitSensorComponent> _sensorQuery;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
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SubscribeLocalEvent<SuitSensorComponent, ClothingGotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SuitSensorComponent, ClothingGotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<SuitSensorComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<SuitSensorComponent, EmpDisabledRemovedEvent>(OnEmpFinished);
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SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SuitSensorComponent, GetVerbsEvent<Verb>>(OnVerb);
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SubscribeLocalEvent<SuitSensorComponent, EntGotInsertedIntoContainerMessage>(OnInsert);
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SubscribeLocalEvent<SuitSensorComponent, EntGotRemovedFromContainerMessage>(OnRemove);
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SubscribeLocalEvent<SuitSensorComponent, SuitSensorChangeDoAfterEvent>(OnSuitSensorDoAfter);
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_sensorQuery = GetEntityQuery<SuitSensorComponent>();
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}
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/// <summary>
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/// Checks whether the sensor is assigned to a station or not
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/// and tries to assign an unassigned sensor to a station if it's currently on a grid.
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/// </summary>
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/// <returns>True if the sensor is assigned to a station or assigning it was successful. False otherwise.</returns>
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public bool CheckSensorAssignedStation(Entity<SuitSensorComponent> sensor)
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{
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if (!sensor.Comp.StationId.HasValue && Transform(sensor.Owner).GridUid == null)
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return false;
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sensor.Comp.StationId = _stationSystem.GetOwningStation(sensor.Owner);
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Dirty(sensor);
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return sensor.Comp.StationId.HasValue;
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}
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private void OnMapInit(Entity<SuitSensorComponent> ent, ref MapInitEvent args)
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{
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// Fallback
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ent.Comp.StationId ??= _stationSystem.GetOwningStation(ent.Owner);
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// generate random mode
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if (ent.Comp.RandomMode)
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{
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//make the sensor mode favor higher levels, except coords.
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var modesDist = new[]
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{
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SuitSensorMode.SensorOff,
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SuitSensorMode.SensorBinary, SuitSensorMode.SensorBinary,
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SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals,
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SuitSensorMode.SensorCords, SuitSensorMode.SensorCords
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};
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ent.Comp.Mode = _random.Pick(modesDist);
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}
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ent.Comp.NextUpdate = _timing.CurTime;
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Dirty(ent);
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}
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private void OnPlayerSpawn(PlayerSpawnCompleteEvent ev)
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{
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// If the player spawns in arrivals then the grid underneath them may not be appropriate.
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// in which case we'll just use the station spawn code told us they are attached to and set all of their
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// sensors.
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RecursiveSensor(ev.Mob, ev.Station);
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}
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private void RecursiveSensor(EntityUid uid, EntityUid stationUid)
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{
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var xform = Transform(uid);
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var enumerator = xform.ChildEnumerator;
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while (enumerator.MoveNext(out var child))
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{
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if (_sensorQuery.TryComp(child, out var sensor))
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{
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sensor.StationId = stationUid;
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Dirty(child, sensor);
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}
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RecursiveSensor(child, stationUid);
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}
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}
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private void OnEquipped(Entity<SuitSensorComponent> ent, ref ClothingGotEquippedEvent args)
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{
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ent.Comp.User = args.Wearer;
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Dirty(ent);
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}
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private void OnUnequipped(Entity<SuitSensorComponent> ent, ref ClothingGotUnequippedEvent args)
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{
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ent.Comp.User = null;
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Dirty(ent);
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}
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private void OnEmpPulse(Entity<SuitSensorComponent> ent, ref EmpPulseEvent args)
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{
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args.Affected = true;
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args.Disabled = true;
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ent.Comp.PreviousMode = ent.Comp.Mode;
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SetSensor(ent.AsNullable(), SuitSensorMode.SensorOff, null);
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ent.Comp.PreviousControlsLocked = ent.Comp.ControlsLocked;
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ent.Comp.ControlsLocked = true;
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// SetSensor already calls Dirty
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}
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private void OnEmpFinished(Entity<SuitSensorComponent> ent, ref EmpDisabledRemovedEvent args)
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{
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SetSensor(ent.AsNullable(), ent.Comp.PreviousMode, null);
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ent.Comp.ControlsLocked = ent.Comp.PreviousControlsLocked;
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}
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private void OnExamine(Entity<SuitSensorComponent> ent, ref ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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string msg;
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switch (ent.Comp.Mode)
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{
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case SuitSensorMode.SensorOff:
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msg = "suit-sensor-examine-off";
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break;
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case SuitSensorMode.SensorBinary:
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msg = "suit-sensor-examine-binary";
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break;
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case SuitSensorMode.SensorVitals:
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msg = "suit-sensor-examine-vitals";
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break;
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case SuitSensorMode.SensorCords:
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msg = "suit-sensor-examine-cords";
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break;
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default:
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return;
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}
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args.PushMarkup(Loc.GetString(msg));
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}
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private void OnVerb(Entity<SuitSensorComponent> ent, ref GetVerbsEvent<Verb> args)
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{
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// check if user can change sensor
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if (ent.Comp.ControlsLocked)
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return;
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// standard interaction checks
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if (!args.CanInteract || args.Hands == null)
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return;
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if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target))
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return;
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// check if target is incapacitated (cuffed, dead, etc)
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if (ent.Comp.User != null && args.User != ent.Comp.User && _actionBlocker.CanInteract(ent.Comp.User.Value, null))
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return;
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args.Verbs.UnionWith(new[]
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{
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CreateVerb(ent, args.User, SuitSensorMode.SensorOff),
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CreateVerb(ent, args.User, SuitSensorMode.SensorBinary),
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CreateVerb(ent, args.User, SuitSensorMode.SensorVitals),
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CreateVerb(ent, args.User, SuitSensorMode.SensorCords)
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});
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}
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private void OnInsert(Entity<SuitSensorComponent> ent, ref EntGotInsertedIntoContainerMessage args)
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{
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if (args.Container.ID != ent.Comp.ActivationContainer)
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return;
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ent.Comp.User = args.Container.Owner;
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Dirty(ent);
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}
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private void OnRemove(Entity<SuitSensorComponent> ent, ref EntGotRemovedFromContainerMessage args)
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{
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if (args.Container.ID != ent.Comp.ActivationContainer)
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return;
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ent.Comp.User = null;
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Dirty(ent);
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}
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private Verb CreateVerb(Entity<SuitSensorComponent> ent, EntityUid userUid, SuitSensorMode mode)
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{
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return new Verb()
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{
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Text = GetModeName(mode),
|
|
Disabled = ent.Comp.Mode == mode,
|
|
Priority = -(int)mode, // sort them in descending order
|
|
Category = VerbCategory.SetSensor,
|
|
Act = () => TrySetSensor(ent.AsNullable(), mode, userUid)
|
|
};
|
|
}
|
|
|
|
public string GetModeName(SuitSensorMode mode)
|
|
{
|
|
string name;
|
|
switch (mode)
|
|
{
|
|
case SuitSensorMode.SensorOff:
|
|
name = "suit-sensor-mode-off";
|
|
break;
|
|
case SuitSensorMode.SensorBinary:
|
|
name = "suit-sensor-mode-binary";
|
|
break;
|
|
case SuitSensorMode.SensorVitals:
|
|
name = "suit-sensor-mode-vitals";
|
|
break;
|
|
case SuitSensorMode.SensorCords:
|
|
name = "suit-sensor-mode-cords";
|
|
break;
|
|
default:
|
|
return "";
|
|
}
|
|
|
|
return Loc.GetString(name);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to set <see cref="SuitSensorComponent"/> mode of the entity to the selected in params.
|
|
/// Works instantly if the user is the player wearing the sensors and will start a DoAfter otherwise.
|
|
/// </summary>
|
|
/// <param name="sensors">Entity and its component that should be changed.</param>
|
|
/// <param name="mode">Selected mode</param>
|
|
/// <param name="userUid">userUid, when not equal to the <see cref="SuitSensorComponent.User"/>, creates doafter</param>
|
|
public bool TrySetSensor(Entity<SuitSensorComponent?> sensors, SuitSensorMode mode, EntityUid userUid)
|
|
{
|
|
if (!Resolve(sensors, ref sensors.Comp, false))
|
|
return false;
|
|
|
|
if (sensors.Comp.User == null || userUid == sensors.Comp.User)
|
|
SetSensor(sensors, mode, userUid);
|
|
else
|
|
{
|
|
var doAfterEvent = new SuitSensorChangeDoAfterEvent(mode);
|
|
var doAfterArgs = new DoAfterArgs(EntityManager, userUid, sensors.Comp.SensorsTime, doAfterEvent, sensors)
|
|
{
|
|
BreakOnMove = true,
|
|
BreakOnDamage = true
|
|
};
|
|
|
|
_doAfterSystem.TryStartDoAfter(doAfterArgs);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private void OnSuitSensorDoAfter(Entity<SuitSensorComponent> sensors, ref SuitSensorChangeDoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Cancelled)
|
|
return;
|
|
|
|
SetSensor(sensors.AsNullable(), args.Mode, args.User);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets mode of the <see cref="SuitSensorComponent"/> of the chosen entity.
|
|
/// Makes popup when <param name="userUid"> not null
|
|
/// </summary>
|
|
/// <param name="sensors">Entity and it's component that should be changed</param>
|
|
/// <param name="mode">Selected mode</param>
|
|
/// <param name="userUid">uid, required for the popup</param>
|
|
public void SetSensor(Entity<SuitSensorComponent?> sensors, SuitSensorMode mode, EntityUid? userUid = null)
|
|
{
|
|
if (!Resolve(sensors, ref sensors.Comp, false))
|
|
return;
|
|
|
|
sensors.Comp.Mode = mode;
|
|
Dirty(sensors);
|
|
|
|
if (userUid != null)
|
|
{
|
|
var msg = Loc.GetString("suit-sensor-mode-state", ("mode", GetModeName(mode)));
|
|
_popupSystem.PopupClient(msg, sensors, userUid.Value);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set all suit sensors on the equipment someone is wearing to the specified mode.
|
|
/// </summary>
|
|
public void SetAllSensors(EntityUid target, SuitSensorMode mode, SlotFlags slots = SlotFlags.All)
|
|
{
|
|
// iterate over all inventory slots
|
|
var slotEnumerator = _inventory.GetSlotEnumerator(target, slots);
|
|
while (slotEnumerator.NextItem(out var item, out _))
|
|
{
|
|
if (TryComp<SuitSensorComponent>(item, out var sensorComp))
|
|
SetSensor((item, sensorComp), mode);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to get full <see cref="SuitSensorStatus"/> from the <see cref="SuitSensorComponent"/>
|
|
/// </summary>
|
|
/// <param name="uid">Entity to get status</param>
|
|
/// <returns>Full <see cref="SuitSensorStatus"/> of the chosen uid</returns>
|
|
public SuitSensorStatus? GetSensorState(Entity<SuitSensorComponent?, TransformComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
|
|
return null;
|
|
|
|
var sensor = ent.Comp1;
|
|
var transform = ent.Comp2;
|
|
|
|
// check if sensor is enabled and worn by user
|
|
if (sensor.Mode == SuitSensorMode.SensorOff || sensor.User == null || !HasComp<MobStateComponent>(sensor.User) || transform.GridUid == null)
|
|
return null;
|
|
|
|
// Sunrise-Start
|
|
var sensorTransform = Transform(ent);
|
|
var sensorMapId = sensorTransform.MapID;
|
|
// Sunrise-End
|
|
|
|
// try to get mobs id from ID slot
|
|
var userName = Loc.GetString("suit-sensor-component-unknown-name");
|
|
var userJob = Loc.GetString("suit-sensor-component-unknown-job");
|
|
var userJobIcon = "JobIconNoId";
|
|
var userJobDepartments = new List<string>();
|
|
|
|
if (_idCardSystem.TryFindIdCard(sensor.User.Value, out var card))
|
|
{
|
|
if (card.Comp.FullName != null)
|
|
userName = card.Comp.FullName;
|
|
if (card.Comp.LocalizedJobTitle != null)
|
|
userJob = card.Comp.LocalizedJobTitle;
|
|
userJobIcon = card.Comp.JobIcon;
|
|
|
|
foreach (var department in card.Comp.JobDepartments)
|
|
userJobDepartments.Add(Loc.GetString(_proto.Index(department).Name));
|
|
}
|
|
|
|
// get health mob state
|
|
var isAlive = false;
|
|
if (TryComp(sensor.User.Value, out MobStateComponent? mobState))
|
|
isAlive = !_mobStateSystem.IsDead(sensor.User.Value, mobState);
|
|
|
|
// get mob total damage
|
|
var totalDamage = 0;
|
|
if (TryComp<DamageableComponent>(sensor.User.Value, out var damageable))
|
|
totalDamage = damageable.TotalDamage.Int();
|
|
|
|
// Get mob total damage crit threshold
|
|
int? totalDamageThreshold = null;
|
|
if (_mobThresholdSystem.TryGetThresholdForState(sensor.User.Value, MobState.Critical, out var critThreshold))
|
|
totalDamageThreshold = critThreshold.Value.Int();
|
|
|
|
// finally, form suit sensor status
|
|
var status = new SuitSensorStatus(GetNetEntity(sensor.User.Value), GetNetEntity(ent.Owner), userName, userJob, userJobIcon, userJobDepartments, sensorMapId); // Sunrise-Edit
|
|
switch (sensor.Mode)
|
|
{
|
|
case SuitSensorMode.SensorBinary:
|
|
status.IsAlive = isAlive;
|
|
break;
|
|
case SuitSensorMode.SensorVitals:
|
|
status.IsAlive = isAlive;
|
|
status.TotalDamage = totalDamage;
|
|
status.TotalDamageThreshold = totalDamageThreshold;
|
|
break;
|
|
case SuitSensorMode.SensorCords:
|
|
status.IsAlive = isAlive;
|
|
status.TotalDamage = totalDamage;
|
|
status.TotalDamageThreshold = totalDamageThreshold;
|
|
EntityCoordinates coordinates;
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
if (transform.GridUid != null)
|
|
{
|
|
coordinates = new EntityCoordinates(transform.GridUid.Value,
|
|
Vector2.Transform(_transform.GetWorldPosition(transform, xformQuery),
|
|
_transform.GetInvWorldMatrix(xformQuery.GetComponent(transform.GridUid.Value), xformQuery)));
|
|
}
|
|
else if (transform.MapUid != null)
|
|
{
|
|
coordinates = new EntityCoordinates(transform.MapUid.Value,
|
|
_transform.GetWorldPosition(transform, xformQuery));
|
|
}
|
|
else
|
|
{
|
|
coordinates = EntityCoordinates.Invalid;
|
|
}
|
|
|
|
status.Coordinates = GetNetCoordinates(coordinates);
|
|
break;
|
|
}
|
|
|
|
return status;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a device network package from the suit sensors status.
|
|
/// </summary>
|
|
public NetworkPayload SuitSensorToPacket(SuitSensorStatus status)
|
|
{
|
|
var payload = new NetworkPayload()
|
|
{
|
|
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
|
|
[SuitSensorConstants.NET_NAME] = status.Name,
|
|
[SuitSensorConstants.NET_JOB] = status.Job,
|
|
[SuitSensorConstants.NET_JOB_ICON] = status.JobIcon,
|
|
[SuitSensorConstants.NET_JOB_DEPARTMENTS] = status.JobDepartments,
|
|
[SuitSensorConstants.NET_IS_ALIVE] = status.IsAlive,
|
|
[SuitSensorConstants.NET_SUIT_SENSOR_UID] = status.SuitSensorUid,
|
|
[SuitSensorConstants.NET_OWNER_UID] = status.OwnerUid,
|
|
};
|
|
|
|
if (status.TotalDamage != null)
|
|
payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE, status.TotalDamage);
|
|
if (status.TotalDamageThreshold != null)
|
|
payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, status.TotalDamageThreshold);
|
|
if (status.Coordinates != null)
|
|
payload.Add(SuitSensorConstants.NET_COORDINATES, status.Coordinates);
|
|
// Sunrise-Start
|
|
if (status.MapId != null)
|
|
payload.Add(SuitSensorConstants.MAP_ID, status.MapId);
|
|
// Sunrise-End
|
|
|
|
return payload;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to create the suit sensors status from the device network message.
|
|
/// </summary>
|
|
public SuitSensorStatus? PacketToSuitSensor(NetworkPayload payload)
|
|
{
|
|
// check command
|
|
if (!payload.TryGetValue(DeviceNetworkConstants.Command, out string? command))
|
|
return null;
|
|
if (command != DeviceNetworkConstants.CmdUpdatedState)
|
|
return null;
|
|
|
|
// check name, job and alive
|
|
if (!payload.TryGetValue(SuitSensorConstants.NET_NAME, out string? name)) return null;
|
|
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB, out string? job)) return null;
|
|
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_ICON, out string? jobIcon)) return null;
|
|
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_DEPARTMENTS, out List<string>? jobDepartments)) return null;
|
|
if (!payload.TryGetValue(SuitSensorConstants.NET_IS_ALIVE, out bool? isAlive)) return null;
|
|
if (!payload.TryGetValue(SuitSensorConstants.NET_SUIT_SENSOR_UID, out NetEntity suitSensorUid)) return null;
|
|
if (!payload.TryGetValue(SuitSensorConstants.NET_OWNER_UID, out NetEntity ownerUid)) return null;
|
|
|
|
// try get total damage and cords (optionals)
|
|
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE, out int? totalDamage);
|
|
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, out int? totalDamageThreshold);
|
|
payload.TryGetValue(SuitSensorConstants.NET_COORDINATES, out NetCoordinates? coords);
|
|
payload.TryGetValue(SuitSensorConstants.MAP_ID, out MapId? mapId); // Sunrise-Edit
|
|
|
|
var status = new SuitSensorStatus(ownerUid, suitSensorUid, name, job, jobIcon, jobDepartments, mapId) // Sunrise-Edit
|
|
{
|
|
IsAlive = isAlive.Value,
|
|
TotalDamage = totalDamage,
|
|
TotalDamageThreshold = totalDamageThreshold,
|
|
Coordinates = coords,
|
|
MapId = mapId, // Sunrise-Edit
|
|
};
|
|
return status;
|
|
}
|
|
}
|