# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.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/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
454 lines
18 KiB
C#
454 lines
18 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Lathe.Components;
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using Content.Server.Materials;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Radio.EntitySystems;
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using Content.Server.Stack;
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using Content.Shared._Sunrise.Economy;
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using Content.Shared.Atmos;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.UserInterface;
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using Content.Shared.Database;
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using Content.Shared.Emag.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Lathe;
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using Content.Shared.Lathe.Prototypes;
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using Content.Shared.Localizations;
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using Content.Shared.Materials;
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using Content.Shared.Power;
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using Content.Shared.ReagentSpeed;
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using Content.Shared.Research.Components;
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using Content.Shared.Research.Prototypes;
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using JetBrains.Annotations;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Lathe
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{
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[UsedImplicitly]
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public sealed class LatheSystem : SharedLatheSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSys = default!;
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[Dependency] private readonly MaterialStorageSystem _materialStorage = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PuddleSystem _puddle = default!;
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[Dependency] private readonly ReagentSpeedSystem _reagentSpeed = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solution = default!;
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[Dependency] private readonly StackSystem _stack = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly RadioSystem _radio = default!;
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/// <summary>
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/// Per-tick cache
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/// </summary>
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private readonly List<GasMixture> _environments = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LatheComponent, GetMaterialWhitelistEvent>(OnGetWhitelist);
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SubscribeLocalEvent<LatheComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<LatheComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<LatheComponent, TechnologyDatabaseModifiedEvent>(OnDatabaseModified);
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SubscribeLocalEvent<LatheAnnouncingComponent, TechnologyDatabaseModifiedEvent>(OnTechnologyDatabaseModified);
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SubscribeLocalEvent<LatheComponent, ResearchRegistrationChangedEvent>(OnResearchRegistrationChanged);
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SubscribeLocalEvent<LatheComponent, LatheQueueRecipeMessage>(OnLatheQueueRecipeMessage);
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SubscribeLocalEvent<LatheComponent, LatheSyncRequestMessage>(OnLatheSyncRequestMessage);
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SubscribeLocalEvent<LatheComponent, BeforeActivatableUIOpenEvent>((u, c, _) => UpdateUserInterfaceState(u, c));
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SubscribeLocalEvent<LatheComponent, MaterialAmountChangedEvent>(OnMaterialAmountChanged);
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SubscribeLocalEvent<TechnologyDatabaseComponent, LatheGetRecipesEvent>(OnGetRecipes);
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SubscribeLocalEvent<EmagLatheRecipesComponent, LatheGetRecipesEvent>(GetEmagLatheRecipes);
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SubscribeLocalEvent<LatheHeatProducingComponent, LatheStartPrintingEvent>(OnHeatStartPrinting);
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<LatheProducingComponent, LatheComponent>();
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while (query.MoveNext(out var uid, out var comp, out var lathe))
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{
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if (lathe.CurrentRecipe == null)
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continue;
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if (_timing.CurTime - comp.StartTime >= comp.ProductionLength)
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FinishProducing(uid, lathe);
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}
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var heatQuery = EntityQueryEnumerator<LatheHeatProducingComponent, LatheProducingComponent, TransformComponent>();
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while (heatQuery.MoveNext(out var uid, out var heatComp, out _, out var xform))
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{
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if (_timing.CurTime < heatComp.NextSecond)
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continue;
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heatComp.NextSecond += TimeSpan.FromSeconds(1);
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var position = _transform.GetGridTilePositionOrDefault((uid, xform));
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_environments.Clear();
|
|
|
|
if (_atmosphere.GetTileMixture(xform.GridUid, xform.MapUid, position, true) is { } tileMix)
|
|
_environments.Add(tileMix);
|
|
|
|
if (xform.GridUid != null)
|
|
{
|
|
var enumerator = _atmosphere.GetAdjacentTileMixtures(xform.GridUid.Value, position, false, true);
|
|
while (enumerator.MoveNext(out var mix))
|
|
{
|
|
_environments.Add(mix);
|
|
}
|
|
}
|
|
|
|
if (_environments.Count > 0)
|
|
{
|
|
var heatPerTile = heatComp.EnergyPerSecond / _environments.Count;
|
|
foreach (var env in _environments)
|
|
{
|
|
_atmosphere.AddHeat(env, heatPerTile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnGetWhitelist(EntityUid uid, LatheComponent component, ref GetMaterialWhitelistEvent args)
|
|
{
|
|
if (args.Storage != uid)
|
|
return;
|
|
var materialWhitelist = new List<ProtoId<MaterialPrototype>>();
|
|
var recipes = GetAvailableRecipes(uid, component, true);
|
|
foreach (var id in recipes)
|
|
{
|
|
if (!_proto.TryIndex(id, out var proto))
|
|
continue;
|
|
foreach (var (mat, _) in proto.Materials)
|
|
{
|
|
if (!materialWhitelist.Contains(mat))
|
|
{
|
|
materialWhitelist.Add(mat);
|
|
}
|
|
}
|
|
}
|
|
|
|
var combined = args.Whitelist.Union(materialWhitelist).ToList();
|
|
args.Whitelist = combined;
|
|
}
|
|
|
|
[PublicAPI]
|
|
public bool TryGetAvailableRecipes(EntityUid uid, [NotNullWhen(true)] out List<ProtoId<LatheRecipePrototype>>? recipes, [NotNullWhen(true)] LatheComponent? component = null, bool getUnavailable = false)
|
|
{
|
|
recipes = null;
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
recipes = GetAvailableRecipes(uid, component, getUnavailable);
|
|
return true;
|
|
}
|
|
|
|
public List<ProtoId<LatheRecipePrototype>> GetAvailableRecipes(EntityUid uid, LatheComponent component, bool getUnavailable = false)
|
|
{
|
|
var ev = new LatheGetRecipesEvent((uid, component), getUnavailable);
|
|
AddRecipesFromPacks(ev.Recipes, component.StaticPacks);
|
|
RaiseLocalEvent(uid, ev);
|
|
return ev.Recipes.ToList();
|
|
}
|
|
|
|
public bool TryAddToQueue(EntityUid uid, LatheRecipePrototype recipe, LatheComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
|
|
if (!CanProduce(uid, recipe, 1, component))
|
|
return false;
|
|
|
|
foreach (var (mat, amount) in recipe.Materials)
|
|
{
|
|
var adjustedAmount = recipe.ApplyMaterialDiscount
|
|
? (int) (-amount * component.MaterialUseMultiplier)
|
|
: -amount;
|
|
|
|
_materialStorage.TryChangeMaterialAmount(uid, mat, adjustedAmount);
|
|
}
|
|
component.Queue.Enqueue(recipe);
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryStartProducing(EntityUid uid, LatheComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
if (component.CurrentRecipe != null || component.Queue.Count <= 0 || !this.IsPowered(uid, EntityManager))
|
|
return false;
|
|
|
|
var recipeProto = component.Queue.Dequeue();
|
|
var recipe = _proto.Index(recipeProto);
|
|
|
|
var time = _reagentSpeed.ApplySpeed(uid, recipe.CompleteTime) * component.TimeMultiplier;
|
|
|
|
var lathe = EnsureComp<LatheProducingComponent>(uid);
|
|
lathe.StartTime = _timing.CurTime;
|
|
lathe.ProductionLength = time;
|
|
component.CurrentRecipe = recipe;
|
|
|
|
var ev = new LatheStartPrintingEvent(recipe);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
_audio.PlayPvs(component.ProducingSound, uid);
|
|
UpdateRunningAppearance(uid, true);
|
|
UpdateUserInterfaceState(uid, component);
|
|
|
|
if (time == TimeSpan.Zero)
|
|
{
|
|
FinishProducing(uid, component, lathe);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public void FinishProducing(EntityUid uid, LatheComponent? comp = null, LatheProducingComponent? prodComp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp, ref prodComp, false))
|
|
return;
|
|
|
|
if (comp.CurrentRecipe != null)
|
|
{
|
|
var currentRecipe = _proto.Index(comp.CurrentRecipe.Value);
|
|
if (currentRecipe.Result is { } resultProto)
|
|
{
|
|
var result = Spawn(resultProto, Transform(uid).Coordinates);
|
|
EnsureComp<DontSellComponent>(result); // Sunrise-Edit
|
|
_stack.TryMergeToContacts(result);
|
|
}
|
|
|
|
if (currentRecipe.ResultReagents is { } resultReagents &&
|
|
comp.ReagentOutputSlotId is { } slotId)
|
|
{
|
|
var toAdd = new Solution(
|
|
resultReagents.Select(p => new ReagentQuantity(p.Key.Id, p.Value, null)));
|
|
|
|
// dispense it in the container if we have it and dump it if we don't
|
|
if (_container.TryGetContainer(uid, slotId, out var container) &&
|
|
container.ContainedEntities.Count == 1 &&
|
|
_solution.TryGetFitsInDispenser(container.ContainedEntities.First(), out var solution, out _))
|
|
{
|
|
_solution.AddSolution(solution.Value, toAdd);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("lathe-reagent-dispense-no-container", ("name", uid)), uid);
|
|
_puddle.TrySpillAt(uid, toAdd, out _);
|
|
}
|
|
}
|
|
}
|
|
|
|
comp.CurrentRecipe = null;
|
|
prodComp.StartTime = _timing.CurTime;
|
|
|
|
if (!TryStartProducing(uid, comp))
|
|
{
|
|
RemCompDeferred(uid, prodComp);
|
|
UpdateUserInterfaceState(uid, comp);
|
|
UpdateRunningAppearance(uid, false);
|
|
}
|
|
}
|
|
|
|
public void UpdateUserInterfaceState(EntityUid uid, LatheComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
var producing = component.CurrentRecipe;
|
|
if (producing == null && component.Queue.TryPeek(out var next))
|
|
producing = next;
|
|
|
|
var state = new LatheUpdateState(GetAvailableRecipes(uid, component), component.Queue.ToArray(), producing);
|
|
_uiSys.SetUiState(uid, LatheUiKey.Key, state);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds every unlocked recipe from each pack to the recipes list.
|
|
/// </summary>
|
|
public void AddRecipesFromDynamicPacks(ref LatheGetRecipesEvent args, TechnologyDatabaseComponent database, IEnumerable<ProtoId<LatheRecipePackPrototype>> packs)
|
|
{
|
|
foreach (var id in packs)
|
|
{
|
|
var pack = _proto.Index(id);
|
|
foreach (var recipe in pack.Recipes)
|
|
{
|
|
if (args.GetUnavailable || database.UnlockedRecipes.Contains(recipe))
|
|
args.Recipes.Add(recipe);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnGetRecipes(EntityUid uid, TechnologyDatabaseComponent component, LatheGetRecipesEvent args)
|
|
{
|
|
if (uid == args.Lathe)
|
|
AddRecipesFromDynamicPacks(ref args, component, args.Comp.DynamicPacks);
|
|
}
|
|
|
|
private void GetEmagLatheRecipes(EntityUid uid, EmagLatheRecipesComponent component, LatheGetRecipesEvent args)
|
|
{
|
|
if (uid != args.Lathe)
|
|
return;
|
|
|
|
if (!args.GetUnavailable && !_emag.CheckFlag(uid, EmagType.Interaction))
|
|
return;
|
|
|
|
AddRecipesFromPacks(args.Recipes, component.EmagStaticPacks);
|
|
|
|
if (TryComp<TechnologyDatabaseComponent>(uid, out var database))
|
|
AddRecipesFromDynamicPacks(ref args, database, component.EmagDynamicPacks);
|
|
}
|
|
|
|
private void OnHeatStartPrinting(EntityUid uid, LatheHeatProducingComponent component, LatheStartPrintingEvent args)
|
|
{
|
|
component.NextSecond = _timing.CurTime;
|
|
}
|
|
|
|
private void OnMaterialAmountChanged(EntityUid uid, LatheComponent component, ref MaterialAmountChangedEvent args)
|
|
{
|
|
UpdateUserInterfaceState(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize the UI and appearance.
|
|
/// Appearance requires initialization or the layers break
|
|
/// </summary>
|
|
private void OnMapInit(EntityUid uid, LatheComponent component, MapInitEvent args)
|
|
{
|
|
_appearance.SetData(uid, LatheVisuals.IsInserting, false);
|
|
_appearance.SetData(uid, LatheVisuals.IsRunning, false);
|
|
|
|
_materialStorage.UpdateMaterialWhitelist(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the machine sprite to either play the running animation
|
|
/// or stop.
|
|
/// </summary>
|
|
private void UpdateRunningAppearance(EntityUid uid, bool isRunning)
|
|
{
|
|
_appearance.SetData(uid, LatheVisuals.IsRunning, isRunning);
|
|
}
|
|
|
|
private void OnPowerChanged(EntityUid uid, LatheComponent component, ref PowerChangedEvent args)
|
|
{
|
|
if (!args.Powered)
|
|
{
|
|
RemComp<LatheProducingComponent>(uid);
|
|
UpdateRunningAppearance(uid, false);
|
|
}
|
|
else if (component.CurrentRecipe != null)
|
|
{
|
|
EnsureComp<LatheProducingComponent>(uid);
|
|
TryStartProducing(uid, component);
|
|
}
|
|
}
|
|
|
|
private void OnDatabaseModified(EntityUid uid, LatheComponent component, ref TechnologyDatabaseModifiedEvent args)
|
|
{
|
|
UpdateUserInterfaceState(uid, component);
|
|
}
|
|
|
|
private void OnTechnologyDatabaseModified(Entity<LatheAnnouncingComponent> ent, ref TechnologyDatabaseModifiedEvent args)
|
|
{
|
|
if (args.NewlyUnlockedRecipes is null)
|
|
return;
|
|
|
|
if (!TryGetAvailableRecipes(ent.Owner, out var potentialRecipes))
|
|
return;
|
|
|
|
var recipeNames = new List<string>();
|
|
foreach (var recipeId in args.NewlyUnlockedRecipes)
|
|
{
|
|
if (!potentialRecipes.Contains(new(recipeId)))
|
|
continue;
|
|
|
|
if (!_proto.TryIndex(recipeId, out LatheRecipePrototype? recipe))
|
|
continue;
|
|
//Sunrise-Edit-Start
|
|
//var itemName = GetRecipeName(recipe!);
|
|
//recipeNames.Add(Loc.GetString("lathe-unlock-recipe-radio-broadcast-item", ("item", itemName)));
|
|
//Sunrise-Edit-End
|
|
}
|
|
|
|
if (recipeNames.Count == 0)
|
|
return;
|
|
//Sunrise-Edit-Start
|
|
/*var message =
|
|
recipeNames.Count > ent.Comp.MaximumItems ?
|
|
Loc.GetString(
|
|
"lathe-unlock-recipe-radio-broadcast-overflow",
|
|
("items", ContentLocalizationManager.FormatList(recipeNames.GetRange(0, ent.Comp.MaximumItems))),
|
|
("count", recipeNames.Count)
|
|
) :
|
|
Loc.GetString(
|
|
"lathe-unlock-recipe-radio-broadcast",
|
|
("items", ContentLocalizationManager.FormatList(recipeNames))
|
|
);
|
|
|
|
foreach (var channel in ent.Comp.Channels)
|
|
{
|
|
_radio.SendRadioMessage(ent.Owner, message, channel, ent.Owner, escapeMarkup: false);
|
|
}*/
|
|
//Sunrise-Edit-End
|
|
}
|
|
|
|
private void OnResearchRegistrationChanged(EntityUid uid, LatheComponent component, ref ResearchRegistrationChangedEvent args)
|
|
{
|
|
UpdateUserInterfaceState(uid, component);
|
|
}
|
|
|
|
protected override bool HasRecipe(EntityUid uid, LatheRecipePrototype recipe, LatheComponent component)
|
|
{
|
|
return GetAvailableRecipes(uid, component).Contains(recipe.ID);
|
|
}
|
|
|
|
#region UI Messages
|
|
|
|
private void OnLatheQueueRecipeMessage(EntityUid uid, LatheComponent component, LatheQueueRecipeMessage args)
|
|
{
|
|
if (_proto.TryIndex(args.ID, out LatheRecipePrototype? recipe))
|
|
{
|
|
var count = 0;
|
|
for (var i = 0; i < args.Quantity; i++)
|
|
{
|
|
if (TryAddToQueue(uid, recipe, component))
|
|
count++;
|
|
else
|
|
break;
|
|
}
|
|
if (count > 0)
|
|
{
|
|
_adminLogger.Add(LogType.Action,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(args.Actor):player} queued {count} {GetRecipeName(recipe)} at {ToPrettyString(uid):lathe}");
|
|
}
|
|
}
|
|
TryStartProducing(uid, component);
|
|
UpdateUserInterfaceState(uid, component);
|
|
}
|
|
|
|
private void OnLatheSyncRequestMessage(EntityUid uid, LatheComponent component, LatheSyncRequestMessage args)
|
|
{
|
|
UpdateUserInterfaceState(uid, component);
|
|
}
|
|
#endregion
|
|
}
|
|
}
|