# 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
351 lines
14 KiB
C#
351 lines
14 KiB
C#
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Chemistry.EntitySystems;
|
|
using Content.Shared.DoAfter;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Item.ItemToggle;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Tools.Components;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
using BlockedToolComponent = Content.Shared._Sunrise.BlockedTool.BlockedToolComponent;
|
|
|
|
namespace Content.Shared.Tools.Systems;
|
|
|
|
public abstract partial class SharedToolSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] private readonly IPrototypeManager _protoMan = default!;
|
|
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
|
|
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
|
|
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
|
|
[Dependency] protected readonly SharedInteractionSystem InteractionSystem = default!;
|
|
[Dependency] protected readonly ItemToggleSystem ItemToggle = default!;
|
|
[Dependency] private readonly SharedMapSystem _maps = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] protected readonly SharedSolutionContainerSystem SolutionContainerSystem = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
|
|
[Dependency] private readonly TileSystem _tiles = default!;
|
|
[Dependency] private readonly TurfSystem _turfs = default!;
|
|
|
|
public const string CutQuality = "Cutting";
|
|
public const string PulseQuality = "Pulsing";
|
|
|
|
public override void Initialize()
|
|
{
|
|
InitializeMultipleTool();
|
|
InitializeTile();
|
|
InitializeWelder();
|
|
SubscribeLocalEvent<ToolComponent, ToolDoAfterEvent>(OnDoAfter);
|
|
SubscribeLocalEvent<ToolComponent, ExaminedEvent>(OnExamine);
|
|
}
|
|
|
|
private void OnDoAfter(EntityUid uid, ToolComponent tool, ToolDoAfterEvent args)
|
|
{
|
|
if (!args.Cancelled)
|
|
PlayToolSound(uid, tool, args.User);
|
|
|
|
var ev = args.WrappedEvent;
|
|
ev.DoAfter = args.DoAfter;
|
|
|
|
if (args.OriginalTarget != null)
|
|
{
|
|
// Sunrise-Start
|
|
if (HasComp<BlockedToolComponent>(GetEntity(args.OriginalTarget.Value)))
|
|
return;
|
|
// Sunrise-End
|
|
RaiseLocalEvent(GetEntity(args.OriginalTarget.Value), (object) ev);
|
|
}
|
|
else
|
|
RaiseLocalEvent((object) ev);
|
|
}
|
|
|
|
private void OnExamine(Entity<ToolComponent> ent, ref ExaminedEvent args)
|
|
{
|
|
// If the tool has no qualities, exit early
|
|
if (ent.Comp.Qualities.Count == 0)
|
|
return;
|
|
|
|
var message = new FormattedMessage();
|
|
|
|
// Create a list to store tool quality names
|
|
var toolQualities = new List<string>();
|
|
|
|
// Loop through tool qualities and add localized names to the list
|
|
foreach (var toolQuality in ent.Comp.Qualities)
|
|
{
|
|
if (_protoMan.TryIndex<ToolQualityPrototype>(toolQuality ?? string.Empty, out var protoToolQuality))
|
|
{
|
|
toolQualities.Add(Loc.GetString(protoToolQuality.Name));
|
|
}
|
|
}
|
|
|
|
// Combine the qualities into a single string and localize the final message
|
|
var qualitiesString = string.Join(", ", toolQualities);
|
|
|
|
// Add the localized message to the FormattedMessage object
|
|
message.AddMarkupPermissive(Loc.GetString("tool-component-qualities", ("qualities", qualitiesString)));
|
|
args.PushMessage(message);
|
|
}
|
|
|
|
public void PlayToolSound(EntityUid uid, ToolComponent tool, EntityUid? user)
|
|
{
|
|
if (tool.UseSound == null)
|
|
return;
|
|
|
|
_audioSystem.PlayPredicted(tool.UseSound, uid, user);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to use a tool on some entity, which will start a DoAfter. Returns true if an interaction occurred.
|
|
/// Note that this does not mean the interaction was successful, you need to listen for the DoAfter event.
|
|
/// </summary>
|
|
/// <param name="tool">The tool to use</param>
|
|
/// <param name="user">The entity using the tool</param>
|
|
/// <param name="target">The entity that the tool is being used on. This is also the entity that will receive the
|
|
/// event. If null, the event will be broadcast</param>
|
|
/// <param name="doAfterDelay">The base tool use delay (seconds). This will be modified by the tool's quality</param>
|
|
/// <param name="toolQualitiesNeeded">The qualities needed for this tool to work.</param>
|
|
/// <param name="doAfterEv">The event that will be raised when the tool has finished (including cancellation). Event
|
|
/// will be directed at the tool target.</param>
|
|
/// <param name="fuel">Amount of fuel that should be taken from the tool.</param>
|
|
/// <param name="toolComponent">The tool component.</param>
|
|
/// <returns>Returns true if any interaction takes place.</returns>
|
|
public bool UseTool(
|
|
EntityUid tool,
|
|
EntityUid user,
|
|
EntityUid? target,
|
|
float doAfterDelay,
|
|
[ForbidLiteral] IEnumerable<string> toolQualitiesNeeded,
|
|
DoAfterEvent doAfterEv,
|
|
float fuel = 0,
|
|
ToolComponent? toolComponent = null)
|
|
{
|
|
return UseTool(tool,
|
|
user,
|
|
target,
|
|
TimeSpan.FromSeconds(doAfterDelay),
|
|
toolQualitiesNeeded,
|
|
doAfterEv,
|
|
out _,
|
|
fuel,
|
|
toolComponent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to use a tool on some entity, which will start a DoAfter. Returns true if an interaction occurred.
|
|
/// Note that this does not mean the interaction was successful, you need to listen for the DoAfter event.
|
|
/// </summary>
|
|
/// <param name="tool">The tool to use</param>
|
|
/// <param name="user">The entity using the tool</param>
|
|
/// <param name="target">The entity that the tool is being used on. This is also the entity that will receive the
|
|
/// event. If null, the event will be broadcast</param>
|
|
/// <param name="delay">The base tool use delay. This will be modified by the tool's quality</param>
|
|
/// <param name="toolQualitiesNeeded">The qualities needed for this tool to work.</param>
|
|
/// <param name="doAfterEv">The event that will be raised when the tool has finished (including cancellation). Event
|
|
/// will be directed at the tool target.</param>
|
|
/// <param name="id">The id of the DoAfter that was created. This may be null even if the function returns true in
|
|
/// the event that this tool-use cancelled an existing DoAfter</param>
|
|
/// <param name="fuel">Amount of fuel that should be taken from the tool.</param>
|
|
/// <param name="toolComponent">The tool component.</param>
|
|
/// <returns>Returns true if any interaction takes place.</returns>
|
|
public bool UseTool(
|
|
EntityUid tool,
|
|
EntityUid user,
|
|
EntityUid? target,
|
|
TimeSpan delay,
|
|
[ForbidLiteral] IEnumerable<string> toolQualitiesNeeded,
|
|
DoAfterEvent doAfterEv,
|
|
out DoAfterId? id,
|
|
float fuel = 0,
|
|
ToolComponent? toolComponent = null)
|
|
{
|
|
id = null;
|
|
if (!Resolve(tool, ref toolComponent, false))
|
|
return false;
|
|
|
|
if (!CanStartToolUse(tool, user, target, fuel, toolQualitiesNeeded, toolComponent))
|
|
return false;
|
|
|
|
var toolEvent = new ToolDoAfterEvent(fuel, doAfterEv, GetNetEntity(target));
|
|
var doAfterArgs = new DoAfterArgs(EntityManager, user, delay / toolComponent.SpeedModifier, toolEvent, tool, target: target, used: tool)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
BreakOnWeightlessMove = false,
|
|
NeedHand = tool != user,
|
|
AttemptFrequency = fuel > 0 ? AttemptFrequency.EveryTick : AttemptFrequency.Never
|
|
};
|
|
|
|
_doAfterSystem.TryStartDoAfter(doAfterArgs, out id);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to use a tool on some entity, which will start a DoAfter. Returns true if an interaction occurred.
|
|
/// Note that this does not mean the interaction was successful, you need to listen for the DoAfter event.
|
|
/// </summary>
|
|
/// <param name="tool">The tool to use</param>
|
|
/// <param name="user">The entity using the tool</param>
|
|
/// <param name="target">The entity that the tool is being used on. This is also the entity that will receive the
|
|
/// event. If null, the event will be broadcast</param>
|
|
/// <param name="doAfterDelay">The base tool use delay (seconds). This will be modified by the tool's quality</param>
|
|
/// <param name="toolQualityNeeded">The quality needed for this tool to work.</param>
|
|
/// <param name="doAfterEv">The event that will be raised when the tool has finished (including cancellation). Event
|
|
/// will be directed at the tool target.</param>
|
|
/// <param name="fuel">Amount of fuel that should be taken from the tool.</param>
|
|
/// <param name="toolComponent">The tool component.</param>
|
|
/// <returns>Returns true if any interaction takes place.</returns>
|
|
public bool UseTool(
|
|
EntityUid tool,
|
|
EntityUid user,
|
|
EntityUid? target,
|
|
float doAfterDelay,
|
|
[ForbidLiteral] string toolQualityNeeded,
|
|
DoAfterEvent doAfterEv,
|
|
float fuel = 0,
|
|
ToolComponent? toolComponent = null)
|
|
{
|
|
return UseTool(tool,
|
|
user,
|
|
target,
|
|
TimeSpan.FromSeconds(doAfterDelay),
|
|
new[] { toolQualityNeeded },
|
|
doAfterEv,
|
|
out _,
|
|
fuel,
|
|
toolComponent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether a tool entity has the specified quality or not.
|
|
/// </summary>
|
|
public bool HasQuality(EntityUid uid, [ForbidLiteral] string quality, ToolComponent? tool = null)
|
|
{
|
|
return Resolve(uid, ref tool, false) && tool.Qualities.Contains(quality);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether a tool entity has all specified qualities or not.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public bool HasAllQualities(EntityUid uid, [ForbidLiteral] IEnumerable<string> qualities, ToolComponent? tool = null)
|
|
{
|
|
return Resolve(uid, ref tool, false) && tool.Qualities.ContainsAll(qualities);
|
|
}
|
|
|
|
private bool CanStartToolUse(EntityUid tool, EntityUid user, EntityUid? target, float fuel, IEnumerable<string> toolQualitiesNeeded, ToolComponent? toolComponent = null)
|
|
{
|
|
if (!Resolve(tool, ref toolComponent))
|
|
return false;
|
|
|
|
// check if the tool can do what's required
|
|
if (!toolComponent.Qualities.ContainsAll(toolQualitiesNeeded))
|
|
return false;
|
|
|
|
// check if the user allows using the tool
|
|
var ev = new ToolUserAttemptUseEvent(target);
|
|
RaiseLocalEvent(user, ref ev);
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
// check if the tool allows being used
|
|
var beforeAttempt = new ToolUseAttemptEvent(user, fuel);
|
|
RaiseLocalEvent(tool, beforeAttempt);
|
|
if (beforeAttempt.Cancelled)
|
|
return false;
|
|
|
|
// check if the target allows using the tool
|
|
if (target != null && target != tool)
|
|
{
|
|
RaiseLocalEvent(target.Value, beforeAttempt);
|
|
}
|
|
|
|
return !beforeAttempt.Cancelled;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
UpdateWelders();
|
|
}
|
|
|
|
#region DoAfterEvents
|
|
|
|
[Serializable, NetSerializable]
|
|
protected sealed partial class ToolDoAfterEvent : DoAfterEvent
|
|
{
|
|
[DataField]
|
|
public float Fuel;
|
|
|
|
/// <summary>
|
|
/// Entity that the wrapped do after event will get directed at. If null, event will be broadcast.
|
|
/// </summary>
|
|
[DataField("target")]
|
|
public NetEntity? OriginalTarget;
|
|
|
|
[DataField("wrappedEvent")]
|
|
public DoAfterEvent WrappedEvent = default!;
|
|
|
|
private ToolDoAfterEvent()
|
|
{
|
|
}
|
|
|
|
public ToolDoAfterEvent(float fuel, DoAfterEvent wrappedEvent, NetEntity? originalTarget)
|
|
{
|
|
DebugTools.Assert(wrappedEvent.GetType().HasCustomAttribute<NetSerializableAttribute>(), "Tool event is not serializable");
|
|
|
|
Fuel = fuel;
|
|
WrappedEvent = wrappedEvent;
|
|
OriginalTarget = originalTarget;
|
|
}
|
|
|
|
public override DoAfterEvent Clone()
|
|
{
|
|
var evClone = WrappedEvent.Clone();
|
|
|
|
// Most DoAfter events are immutable
|
|
if (evClone == WrappedEvent)
|
|
return this;
|
|
|
|
return new ToolDoAfterEvent(Fuel, evClone, OriginalTarget);
|
|
}
|
|
|
|
public override bool IsDuplicate(DoAfterEvent other)
|
|
{
|
|
return other is ToolDoAfterEvent toolDoAfter && WrappedEvent.IsDuplicate(toolDoAfter.WrappedEvent);
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
protected sealed partial class LatticeCuttingCompleteEvent : DoAfterEvent
|
|
{
|
|
[DataField(required:true)]
|
|
public NetCoordinates Coordinates;
|
|
|
|
private LatticeCuttingCompleteEvent()
|
|
{
|
|
}
|
|
|
|
public LatticeCuttingCompleteEvent(NetCoordinates coordinates)
|
|
{
|
|
Coordinates = coordinates;
|
|
}
|
|
|
|
public override DoAfterEvent Clone() => this;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class CableCuttingFinishedEvent : SimpleDoAfterEvent;
|
|
|
|
#endregion
|