fish-station/Content.Server/Mech/Systems/MechSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
# 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
2025-12-26 04:19:27 +01:00

541 lines
19 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Systems;
using Content.Server.Mech.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage.Systems;
using Content.Shared.DoAfter;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Mech;
using Content.Shared.Mech.Components;
using Content.Shared.Mech.EntitySystems;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Events;
using Content.Shared.Popups;
using Content.Shared.Power.Components;
using Content.Shared.Power.EntitySystems;
using Content.Shared.Tools;
using Content.Shared.Tools.Components;
using Content.Shared.Tools.Systems;
using Content.Shared.Verbs;
using Content.Shared.Whitelist;
using Content.Shared.Wires;
using Content.Server.Chat.Systems;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.NPC.Components;
using Content.Shared.NPC.Systems;
using Content.Shared.Tag;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using System.Linq;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.Chat;
namespace Content.Server.Mech.Systems;
/// <inheritdoc/>
public sealed partial class MechSystem : SharedMechSystem
{
[Dependency] private readonly NpcFactionSystem _factionSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly SharedBatterySystem _battery = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly SharedToolSystem _toolSystem = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
private static readonly ProtoId<ToolQualityPrototype> PryingQuality = "Prying";
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MechComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<MechComponent, EntInsertedIntoContainerMessage>(OnInsertBattery);
SubscribeLocalEvent<MechComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<MechComponent, GetVerbsEvent<AlternativeVerb>>(OnAlternativeVerb);
SubscribeLocalEvent<MechComponent, MechOpenUiEvent>(OnOpenUi);
SubscribeLocalEvent<MechComponent, RemoveBatteryEvent>(OnRemoveBattery);
SubscribeLocalEvent<MechComponent, MechEntryEvent>(OnMechEntry);
SubscribeLocalEvent<MechComponent, MechExitEvent>(OnMechExit);
SubscribeLocalEvent<MechComponent, MechSayEvent>(OnMechSay);
SubscribeLocalEvent<MechComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<MechComponent, MechEquipmentRemoveMessage>(OnRemoveEquipmentMessage);
SubscribeLocalEvent<MechComponent, UpdateCanMoveEvent>(OnMechCanMoveEvent);
SubscribeLocalEvent<MechPilotComponent, ToolUserAttemptUseEvent>(OnToolUseAttempt);
SubscribeLocalEvent<MechPilotComponent, InhaleLocationEvent>(OnInhale);
SubscribeLocalEvent<MechPilotComponent, ExhaleLocationEvent>(OnExhale);
SubscribeLocalEvent<MechPilotComponent, AtmosExposedGetAirEvent>(OnExpose);
SubscribeLocalEvent<MechAirComponent, GetFilterAirEvent>(OnGetFilterAir);
#region Equipment UI message relays
SubscribeLocalEvent<MechComponent, MechGrabberEjectMessage>(ReceiveEquipmentUiMesssages);
SubscribeLocalEvent<MechComponent, MechSoundboardPlayMessage>(ReceiveEquipmentUiMesssages);
#endregion
}
// Sunrise-Start
private void OnMechSay(EntityUid uid, MechComponent component, MechSayEvent args)
{
_chatSystem.TrySendInGameICMessage(uid, Loc.GetString(args.Message), InGameICChatType.Whisper, ChatTransmitRange.Normal);
}
// Sunrise-End
private void OnMechCanMoveEvent(EntityUid uid, MechComponent component, UpdateCanMoveEvent args)
{
if (component.Broken || component.Integrity <= 0 || component.Energy <= 0)
args.Cancel();
}
private void OnInteractUsing(EntityUid uid, MechComponent component, InteractUsingEvent args)
{
if (TryComp<WiresPanelComponent>(uid, out var panel) && !panel.Open)
return;
if (component.BatterySlot.ContainedEntity == null && TryComp<BatteryComponent>(args.Used, out var battery) && _tag.HasTag(args.Used, "PowerCage"))
{
InsertBattery(uid, args.Used, component, battery);
_actionBlocker.UpdateCanMove(uid);
return;
}
if (_toolSystem.HasQuality(args.Used, PryingQuality) && component.BatterySlot.ContainedEntity != null)
{
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.BatteryRemovalDelay,
new RemoveBatteryEvent(), uid, target: uid, used: args.Target)
{
BreakOnMove = true
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
}
private void OnInsertBattery(EntityUid uid, MechComponent component, EntInsertedIntoContainerMessage args)
{
if (args.Container != component.BatterySlot || !TryComp<BatteryComponent>(args.Entity, out var battery))
return;
component.Energy = _battery.GetCharge((args.Entity, battery));
component.MaxEnergy = battery.MaxCharge;
Dirty(uid, component);
_actionBlocker.UpdateCanMove(uid);
}
private void OnRemoveBattery(EntityUid uid, MechComponent component, RemoveBatteryEvent args)
{
if (args.Cancelled || args.Handled)
return;
RemoveBattery(uid, component);
_actionBlocker.UpdateCanMove(uid);
args.Handled = true;
}
private void OnMapInit(EntityUid uid, MechComponent component, MapInitEvent args)
{
var xform = Transform(uid);
// TODO: this should use containerfill?
foreach (var equipment in component.StartingEquipment)
{
var ent = Spawn(equipment, xform.Coordinates);
InsertEquipment(uid, ent, component);
}
// TODO: this should just be damage and battery
component.Integrity = component.MaxIntegrity;
component.Energy = component.MaxEnergy;
_actionBlocker.UpdateCanMove(uid);
Dirty(uid, component);
}
private void OnRemoveEquipmentMessage(EntityUid uid, MechComponent component, MechEquipmentRemoveMessage args)
{
var equip = GetEntity(args.Equipment);
if (!Exists(equip) || Deleted(equip))
return;
if (!component.EquipmentContainer.ContainedEntities.Contains(equip))
return;
RemoveEquipment(uid, equip, component);
}
private void OnOpenUi(EntityUid uid, MechComponent component, MechOpenUiEvent args)
{
args.Handled = true;
ToggleMechUi(uid, component);
}
private void OnToolUseAttempt(EntityUid uid, MechPilotComponent component, ref ToolUserAttemptUseEvent args)
{
if (args.Target == component.Mech)
args.Cancelled = true;
}
private void OnAlternativeVerb(EntityUid uid, MechComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || component.Broken)
return;
if (CanInsert(uid, args.User, component))
{
var enterVerb = new AlternativeVerb
{
Text = Loc.GetString("mech-verb-enter"),
Act = () =>
{
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.EntryDelay, new MechEntryEvent(), uid, target: uid)
{
BreakOnMove = true,
};
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
};
var openUiVerb = new AlternativeVerb //can't hijack someone else's mech
{
Act = () => ToggleMechUi(uid, component, args.User),
Text = Loc.GetString("mech-ui-open-verb")
};
args.Verbs.Add(enterVerb);
args.Verbs.Add(openUiVerb);
}
else if (!IsEmpty(component))
{
var ejectVerb = new AlternativeVerb
{
Text = Loc.GetString("mech-verb-exit"),
Priority = 1, // Promote to top to make ejecting the ALT-click action
Act = () =>
{
if (args.User == uid || args.User == component.PilotSlot.ContainedEntity)
{
TryEject(uid, component);
return;
}
var doAfterEventArgs = new DoAfterArgs(EntityManager, args.User, component.ExitDelay, new MechExitEvent(), uid, target: uid)
{
BreakOnMove = true,
};
_popup.PopupEntity(Loc.GetString("mech-eject-pilot-alert", ("item", uid), ("user", Identity.Entity(args.User, EntityManager))), uid, PopupType.Large);
_doAfter.TryStartDoAfter(doAfterEventArgs);
}
};
args.Verbs.Add(ejectVerb);
}
}
private void OnMechEntry(EntityUid uid, MechComponent component, MechEntryEvent args)
{
if (args.Cancelled || args.Handled)
return;
if (_whitelistSystem.IsWhitelistFail(component.PilotWhitelist, args.User))
{
_popup.PopupEntity(Loc.GetString("mech-no-enter", ("item", uid)), Identity.Entity(args.User, EntityManager));
return;
}
if (_whitelistSystem.IsWhitelistPass(component.PilotBlacklist, args.User))
{
_popup.PopupEntity(Loc.GetString("mech-no-enter", ("item", uid)), args.User);
return;
}
if (TryComp<AccessReaderComponent>(uid, out var accessReader))
if (!_accessReader.IsAllowed(args.Args.User, uid, accessReader))
{
_popup.PopupEntity(Loc.GetString("mech-no-access", ("item", uid)), args.User);
return;
}
foreach (var hand in _hands.EnumerateHands(args.Args.User))
{
_hands.DoDrop(args.Args.User, hand);
}
_factionSystem.Up(args.Args.User, uid);
TryInsert(uid, args.Args.User, component);
_actionBlocker.UpdateCanMove(uid);
args.Handled = true;
}
private void OnMechExit(EntityUid uid, MechComponent component, MechExitEvent args)
{
if (args.Cancelled || args.Handled)
return;
RemComp<NpcFactionMemberComponent>(component.Owner);
TryEject(uid, component);
args.Handled = true;
}
private void OnDamageChanged(EntityUid uid, MechComponent component, DamageChangedEvent args)
{
if (!TryComp<DamageableComponent>(uid, out var damage))
return;
component.Integrity = damage.TotalDamage;
if (_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold) && critThreshold != null)
component.MaxIntegrity = critThreshold.Value;
SayCritMessage(uid, component, damage, args.DamageIncreased);
if (args.DamageDelta != null && component.PilotSlot.ContainedEntity != null && args.DamageIncreased)
{
var damageToPlayer = args.DamageDelta * component.MechToPilotDamageMultiplier;
damageToPlayer.DamageDict.Remove("Mangleness");//Sunrise-Edit
_damageable.ChangeDamage(component.PilotSlot.ContainedEntity.Value, damageToPlayer);
}
}
// Sunrise-Start
private void SayCritMessage(EntityUid uid, MechComponent component, DamageableComponent damage, bool damageIncreased)
{
if (!damageIncreased)
return;
var total = damage.TotalDamage;
if (_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold))
{
var damagePercentage = (total / critThreshold) * 100;
MechHealthState newState;
if (damagePercentage >= 95)
newState = MechHealthState.Critical;
else if (damagePercentage >= 50)
newState = MechHealthState.Damaged;
else
newState = MechHealthState.Healthy;
if (newState != component.HealthState)
{
component.HealthState = newState;
var message = newState switch
{
MechHealthState.Critical => component.MessageAlert5,
MechHealthState.Damaged => component.MessageAlert50,
_ => string.Empty
};
if (string.IsNullOrEmpty(message))
return;
var chatType = newState switch
{
MechHealthState.Critical => InGameICChatType.Speak,
MechHealthState.Damaged => InGameICChatType.Whisper,
_ => InGameICChatType.Whisper
};
_chatSystem.TrySendInGameICMessage(uid, Loc.GetString(message), chatType, ChatTransmitRange.Normal);
}
}
}
// Sunrise-End
private void ToggleMechUi(EntityUid uid, MechComponent? component = null, EntityUid? user = null)
{
if (!Resolve(uid, ref component))
return;
user ??= component.PilotSlot.ContainedEntity;
if (user == null)
return;
if (!TryComp<ActorComponent>(user, out var actor))
return;
_ui.TryToggleUi(uid, MechUiKey.Key, actor.PlayerSession);
UpdateUserInterface(uid, component);
}
private void ReceiveEquipmentUiMesssages<T>(EntityUid uid, MechComponent component, T args) where T : MechEquipmentUiMessage
{
var ev = new MechEquipmentUiMessageRelayEvent(args);
var allEquipment = new List<EntityUid>(component.EquipmentContainer.ContainedEntities);
var argEquip = GetEntity(args.Equipment);
foreach (var equipment in allEquipment)
{
if (argEquip == equipment)
RaiseLocalEvent(equipment, ev);
}
}
public override void UpdateUserInterface(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
base.UpdateUserInterface(uid, component);
var ev = new MechEquipmentUiStateReadyEvent();
foreach (var ent in component.EquipmentContainer.ContainedEntities)
{
RaiseLocalEvent(ent, ev);
}
var state = new MechBoundUiState
{
EquipmentStates = ev.States
};
_ui.SetUiState(uid, MechUiKey.Key, state);
}
public override void BreakMech(EntityUid uid, MechComponent? component = null)
{
base.BreakMech(uid, component);
_ui.CloseUi(uid, MechUiKey.Key);
_actionBlocker.UpdateCanMove(uid);
}
public override bool TryChangeEnergy(EntityUid uid, FixedPoint2 delta, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!base.TryChangeEnergy(uid, delta, component))
return false;
var battery = component.BatterySlot.ContainedEntity;
if (battery == null)
return false;
if (!TryComp<BatteryComponent>(battery, out var batteryComp))
return false;
_battery.SetCharge((battery.Value, batteryComp), _battery.GetCharge((battery.Value, batteryComp)) + delta.Float());
// TODO: Power cells are predicted now, so no need to duplicate the charge level
var charge = _battery.GetCharge((battery.Value, batteryComp));
if (charge != component.Energy) //if there's a discrepency, we have to resync them
{
Log.Debug($"Battery charge was not equal to mech charge. Battery {charge}. Mech {component.Energy}");
component.Energy = charge;
Dirty(uid, component);
}
_actionBlocker.UpdateCanMove(uid);
return true;
}
public void InsertBattery(EntityUid uid, EntityUid toInsert, MechComponent? component = null, BatteryComponent? battery = null)
{
if (!Resolve(uid, ref component, false))
return;
if (!Resolve(toInsert, ref battery, false))
return;
_container.Insert(toInsert, component.BatterySlot);
component.Energy = _battery.GetCharge((toInsert, battery));
component.MaxEnergy = battery.MaxCharge;
_actionBlocker.UpdateCanMove(uid);
Dirty(uid, component);
UpdateUserInterface(uid, component);
}
public void RemoveBattery(EntityUid uid, MechComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
_container.EmptyContainer(component.BatterySlot);
component.Energy = 0;
component.MaxEnergy = 0;
_actionBlocker.UpdateCanMove(uid);
Dirty(uid, component);
UpdateUserInterface(uid, component);
}
#region Atmos Handling
private void OnInhale(EntityUid uid, MechPilotComponent component, InhaleLocationEvent args)
{
if (!TryComp<MechComponent>(component.Mech, out var mech) ||
!TryComp<MechAirComponent>(component.Mech, out var mechAir))
{
return;
}
if (mech.Airtight)
args.Gas = mechAir.Air;
}
private void OnExhale(EntityUid uid, MechPilotComponent component, ExhaleLocationEvent args)
{
if (!TryComp<MechComponent>(component.Mech, out var mech) ||
!TryComp<MechAirComponent>(component.Mech, out var mechAir))
{
return;
}
if (mech.Airtight)
args.Gas = mechAir.Air;
}
private void OnExpose(EntityUid uid, MechPilotComponent component, ref AtmosExposedGetAirEvent args)
{
if (args.Handled)
return;
if (!TryComp(component.Mech, out MechComponent? mech))
return;
if (mech.Airtight && TryComp(component.Mech, out MechAirComponent? air))
{
args.Handled = true;
args.Gas = air.Air;
return;
}
args.Gas = _atmosphere.GetContainingMixture(component.Mech, excite: args.Excite);
args.Handled = true;
}
private void OnGetFilterAir(EntityUid uid, MechAirComponent comp, ref GetFilterAirEvent args)
{
if (args.Air != null)
return;
// only airtight mechs get internal air
if (!TryComp<MechComponent>(uid, out var mech) || !mech.Airtight)
return;
args.Air = comp.Air;
}
#endregion
}