# 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
489 lines
20 KiB
C#
489 lines
20 KiB
C#
using Content.Server.Administration.Logs;
|
|
using Content.Server.Atmos.Components;
|
|
using Content.Server.Stunnable;
|
|
using Content.Server.Temperature.Components;
|
|
using Content.Server.Temperature.Systems;
|
|
using Content.Server.Damage.Components;
|
|
using Content.Shared._Sunrise.Mood;
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.Atmos.Components;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.IgnitionSource;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Projectiles;
|
|
using Content.Shared.Rejuvenate;
|
|
using Content.Shared.Temperature;
|
|
using Content.Shared.Throwing;
|
|
using Content.Shared.Timing;
|
|
using Content.Shared.Toggleable;
|
|
using Content.Shared.Weapons.Melee.Events;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Weapons.Ranged.Events;
|
|
using Robust.Server.Audio;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Events;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Atmos.EntitySystems
|
|
{
|
|
public sealed class FlammableSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
|
|
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
|
|
[Dependency] private readonly StunSystem _stunSystem = default!;
|
|
[Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
|
|
[Dependency] private readonly SharedIgnitionSourceSystem _ignitionSourceSystem = default!;
|
|
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
|
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
|
|
[Dependency] private readonly FixtureSystem _fixture = default!;
|
|
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly InventorySystem _inventory = default!;
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly UseDelaySystem _useDelay = default!;
|
|
[Dependency] private readonly AudioSystem _audio = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
|
|
private EntityQuery<InventoryComponent> _inventoryQuery;
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
|
|
// This should probably be moved to the component, requires a rewrite, all fires tick at the same time
|
|
private const float UpdateTime = 1f;
|
|
|
|
private float _timer;
|
|
|
|
private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
UpdatesAfter.Add(typeof(AtmosphereSystem));
|
|
|
|
_inventoryQuery = GetEntityQuery<InventoryComponent>();
|
|
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
|
|
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
|
|
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
|
|
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
|
|
SubscribeLocalEvent<FlammableComponent, IsHotEvent>(OnIsHot);
|
|
SubscribeLocalEvent<FlammableComponent, TileFireEvent>(OnTileFire);
|
|
SubscribeLocalEvent<FlammableComponent, RejuvenateEvent>(OnRejuvenate);
|
|
SubscribeLocalEvent<FlammableComponent, ResistFireAlertEvent>(OnResistFireAlert);
|
|
Subs.SubscribeWithRelay<FlammableComponent, ExtinguishEvent>(OnExtinguishEvent);
|
|
|
|
SubscribeLocalEvent<IgniteOnCollideComponent, StartCollideEvent>(IgniteOnCollide);
|
|
SubscribeLocalEvent<IgniteOnCollideComponent, LandEvent>(OnIgniteLand);
|
|
|
|
SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
|
|
|
|
SubscribeLocalEvent<ExtinguishOnInteractComponent, ActivateInWorldEvent>(OnExtinguishActivateInWorld);
|
|
|
|
SubscribeLocalEvent<IgniteOnHeatDamageComponent, DamageChangedEvent>(OnDamageChanged);
|
|
}
|
|
|
|
private void OnExtinguishEvent(Entity<FlammableComponent> ent, ref ExtinguishEvent args)
|
|
{
|
|
// You know I'm really not sure if having AdjustFireStacks *after* Extinguish,
|
|
// but I'm just moving this code, not questioning it.
|
|
Extinguish(ent, ent.Comp);
|
|
AdjustFireStacks(ent, args.FireStacksAdjustment, ent.Comp);
|
|
}
|
|
|
|
private void OnMeleeHit(EntityUid uid, IgniteOnMeleeHitComponent component, MeleeHitEvent args)
|
|
{
|
|
foreach (var entity in args.HitEntities)
|
|
{
|
|
if (!TryComp<FlammableComponent>(entity, out var flammable))
|
|
continue;
|
|
|
|
AdjustFireStacks(entity, component.FireStacks, flammable);
|
|
if (component.FireStacks >= 0)
|
|
Ignite(entity, args.Weapon, flammable, args.User);
|
|
}
|
|
}
|
|
|
|
private void OnIgniteLand(EntityUid uid, IgniteOnCollideComponent component, ref LandEvent args)
|
|
{
|
|
RemCompDeferred<IgniteOnCollideComponent>(uid);
|
|
}
|
|
|
|
private void IgniteOnCollide(EntityUid uid, IgniteOnCollideComponent component, ref StartCollideEvent args)
|
|
{
|
|
if (!args.OtherFixture.Hard || component.Count == 0)
|
|
return;
|
|
|
|
var otherEnt = args.OtherEntity;
|
|
|
|
if (!TryComp(otherEnt, out FlammableComponent? flammable))
|
|
return;
|
|
|
|
//Only ignite when the colliding fixture is projectile or ignition.
|
|
if (args.OurFixtureId != component.FixtureId && args.OurFixtureId != SharedProjectileSystem.ProjectileFixture)
|
|
{
|
|
return;
|
|
}
|
|
|
|
flammable.FireStacks += component.FireStacks;
|
|
Ignite(otherEnt, uid, flammable);
|
|
component.Count--;
|
|
|
|
if (component.Count == 0)
|
|
RemCompDeferred<IgniteOnCollideComponent>(uid);
|
|
}
|
|
|
|
private void OnMapInit(EntityUid uid, FlammableComponent component, MapInitEvent args)
|
|
{
|
|
// Sets up a fixture for flammable collisions.
|
|
// TODO: Should this be generalized into a general non-hard 'effects' fixture or something? I can't think of other use cases for it.
|
|
// This doesn't seem great either (lots more collisions generated) but there isn't a better way to solve it either that I can think of.
|
|
|
|
if (!TryComp<PhysicsComponent>(uid, out var body))
|
|
return;
|
|
|
|
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
|
|
collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
|
|
}
|
|
|
|
private void OnInteractUsing(EntityUid uid, FlammableComponent flammable, InteractUsingEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
var isHotEvent = new IsHotEvent();
|
|
RaiseLocalEvent(args.Used, isHotEvent);
|
|
|
|
if (!isHotEvent.IsHot)
|
|
return;
|
|
|
|
Ignite(uid, args.Used, flammable, args.User);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnExtinguishActivateInWorld(EntityUid uid, ExtinguishOnInteractComponent component, ActivateInWorldEvent args)
|
|
{
|
|
if (args.Handled || !args.Complex)
|
|
return;
|
|
|
|
if (!TryComp(uid, out FlammableComponent? flammable))
|
|
return;
|
|
|
|
if (!flammable.OnFire)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
if (!TryComp(uid, out UseDelayComponent? useDelay) || !_useDelay.TryResetDelay((uid, useDelay), true))
|
|
return;
|
|
|
|
_audio.PlayPvs(component.ExtinguishAttemptSound, uid);
|
|
|
|
if (_random.Prob(component.Probability))
|
|
{
|
|
AdjustFireStacks(uid, component.StackDelta, flammable);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupEntity(Loc.GetString(component.ExtinguishFailed), uid);
|
|
}
|
|
}
|
|
|
|
private void OnCollide(EntityUid uid, FlammableComponent flammable, ref StartCollideEvent args)
|
|
{
|
|
var otherUid = args.OtherEntity;
|
|
|
|
// Collisions cause events to get raised directed at both entities. We only want to handle this collision
|
|
// once, hence the uid check.
|
|
if (otherUid.Id < uid.Id)
|
|
return;
|
|
|
|
// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
|
|
// which don't collide with one another, shouldn't work here.
|
|
if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
|
|
return;
|
|
|
|
if (!flammable.FireSpread)
|
|
return;
|
|
|
|
if (!TryComp(otherUid, out FlammableComponent? otherFlammable) || !otherFlammable.FireSpread)
|
|
return;
|
|
|
|
if (!flammable.OnFire && !otherFlammable.OnFire)
|
|
return; // Neither are on fire
|
|
|
|
// Both are on fire -> equalize fire stacks.
|
|
// Weight each thing's firestacks by its mass
|
|
var mass1 = 1f;
|
|
var mass2 = 1f;
|
|
if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
|
|
{
|
|
mass1 = physics.Mass;
|
|
mass2 = otherPhys.Mass;
|
|
}
|
|
|
|
// when the thing on fire is more massive than the other, the following happens:
|
|
// - the thing on fire loses a small number of firestacks
|
|
// - the other thing gains a large number of firestacks
|
|
// so a person on fire engulfs a mouse, but an engulfed mouse barely does anything to a person
|
|
var total = mass1 + mass2;
|
|
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / total;
|
|
|
|
// swap the entity losing stacks depending on whichever has the most firestack kilos
|
|
var (src, dest) = flammable.FireStacks * mass1 > otherFlammable.FireStacks * mass2
|
|
? (-1f, 1f)
|
|
: (1f, -1f);
|
|
// bring each entity to the same firestack mass, firestacks being scaled by the other's mass
|
|
AdjustFireStacks(uid, src * avg * mass2, flammable, ignite: true);
|
|
AdjustFireStacks(otherUid, dest * avg * mass1, otherFlammable, ignite: true);
|
|
}
|
|
|
|
private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
|
|
{
|
|
args.IsHot = flammable.OnFire;
|
|
}
|
|
|
|
private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
|
|
{
|
|
var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
|
|
|
|
_fireEvents.TryGetValue(ent, out var maxTemp);
|
|
|
|
if (tempDelta > maxTemp)
|
|
_fireEvents[ent] = tempDelta;
|
|
}
|
|
|
|
private void OnRejuvenate(EntityUid uid, FlammableComponent component, RejuvenateEvent args)
|
|
{
|
|
Extinguish(uid, component);
|
|
}
|
|
|
|
private void OnResistFireAlert(Entity<FlammableComponent> ent, ref ResistFireAlertEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
Resist(ent, ent);
|
|
args.Handled = true;
|
|
}
|
|
|
|
public void UpdateAppearance(EntityUid uid, FlammableComponent? flammable = null, AppearanceComponent? appearance = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable, ref appearance))
|
|
return;
|
|
|
|
_appearance.SetData(uid, FireVisuals.OnFire, flammable.OnFire, appearance);
|
|
_appearance.SetData(uid, FireVisuals.FireStacks, flammable.FireStacks, appearance);
|
|
|
|
// Also enable toggleable-light visuals
|
|
// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
|
|
// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
|
|
// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
|
|
_appearance.SetData(uid, ToggleableVisuals.Enabled, flammable.OnFire, appearance);
|
|
}
|
|
|
|
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
|
|
}
|
|
|
|
public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
|
|
|
|
if (flammable.FireStacks <= 0)
|
|
{
|
|
Extinguish(uid, flammable);
|
|
}
|
|
else
|
|
{
|
|
flammable.OnFire |= ignite;
|
|
UpdateAppearance(uid, flammable);
|
|
}
|
|
}
|
|
|
|
public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
if (!flammable.OnFire || !flammable.CanExtinguish)
|
|
return;
|
|
|
|
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):entity} stopped being on fire damage");
|
|
flammable.OnFire = false;
|
|
flammable.FireStacks = 0;
|
|
|
|
_ignitionSourceSystem.SetIgnited(uid, false);
|
|
|
|
var extinguished = new ExtinguishedEvent();
|
|
RaiseLocalEvent(uid, ref extinguished);
|
|
|
|
UpdateAppearance(uid, flammable);
|
|
}
|
|
|
|
public void Ignite(EntityUid uid, EntityUid ignitionSource, FlammableComponent? flammable = null,
|
|
EntityUid? ignitionSourceUser = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
if (flammable.AlwaysCombustible)
|
|
{
|
|
flammable.FireStacks = Math.Max(flammable.FirestacksOnIgnite, flammable.FireStacks);
|
|
}
|
|
|
|
if (flammable.FireStacks > 0 && !flammable.OnFire)
|
|
{
|
|
if (ignitionSourceUser != null)
|
|
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSourceUser.Value):actor} with {ToPrettyString(ignitionSource):tool}");
|
|
else
|
|
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSource):actor}");
|
|
flammable.OnFire = true;
|
|
|
|
var extinguished = new IgnitedEvent();
|
|
RaiseLocalEvent(uid, ref extinguished);
|
|
}
|
|
|
|
UpdateAppearance(uid, flammable);
|
|
}
|
|
|
|
private void OnDamageChanged(EntityUid uid, IgniteOnHeatDamageComponent component, DamageChangedEvent args)
|
|
{
|
|
// Make sure the entity is flammable
|
|
if (!TryComp<FlammableComponent>(uid, out var flammable))
|
|
return;
|
|
|
|
// Make sure the damage delta isn't null
|
|
if (args.DamageDelta == null)
|
|
return;
|
|
|
|
// Check if its' taken any heat damage, and give the value
|
|
if (args.DamageDelta.DamageDict.TryGetValue("Heat", out FixedPoint2 value))
|
|
{
|
|
// Make sure the value is greater than the threshold
|
|
if(value <= component.Threshold)
|
|
return;
|
|
|
|
// Ignite that sucker
|
|
flammable.FireStacks += component.FireStacks;
|
|
Ignite(uid, uid, flammable);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
public void Resist(EntityUid uid,
|
|
FlammableComponent? flammable = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
if (!flammable.OnFire || !_actionBlockerSystem.CanInteract(uid, null) || flammable.Resisting)
|
|
return;
|
|
|
|
flammable.Resisting = true;
|
|
|
|
_popup.PopupEntity(Loc.GetString("flammable-component-resist-message"), uid, uid);
|
|
_stunSystem.TryUpdateParalyzeDuration(uid, TimeSpan.FromSeconds(2f));
|
|
|
|
// TODO FLAMMABLE: Make this not use TimerComponent...
|
|
uid.SpawnTimer(2000, () =>
|
|
{
|
|
flammable.Resisting = false;
|
|
flammable.FireStacks -= 1f;
|
|
UpdateAppearance(uid, flammable);
|
|
});
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
// process all fire events
|
|
foreach (var (flammable, deltaTemp) in _fireEvents)
|
|
{
|
|
// 100 -> 1, 200 -> 2, 400 -> 3...
|
|
var fireStackMod = Math.Max(MathF.Log2(deltaTemp / 100) + 1, 0);
|
|
var fireStackDelta = fireStackMod - flammable.Comp.FireStacks;
|
|
var flammableEntity = flammable.Owner;
|
|
if (fireStackDelta > 0)
|
|
{
|
|
AdjustFireStacks(flammableEntity, fireStackDelta, flammable);
|
|
}
|
|
Ignite(flammableEntity, flammableEntity, flammable);
|
|
}
|
|
_fireEvents.Clear();
|
|
|
|
_timer += frameTime;
|
|
|
|
if (_timer < UpdateTime)
|
|
return;
|
|
|
|
_timer -= UpdateTime;
|
|
|
|
// TODO: This needs cleanup to take off the crust from TemperatureComponent and shit.
|
|
var query = EntityQueryEnumerator<FlammableComponent, TransformComponent>();
|
|
while (query.MoveNext(out var uid, out var flammable, out _))
|
|
{
|
|
// Slowly dry ourselves off if wet.
|
|
if (flammable.FireStacks < 0)
|
|
{
|
|
flammable.FireStacks = MathF.Min(0, flammable.FireStacks + 1);
|
|
}
|
|
|
|
if (!flammable.OnFire)
|
|
{
|
|
RaiseLocalEvent(uid, new MoodRemoveEffectEvent("OnFire")); // Sunrise Edit
|
|
_alertsSystem.ClearAlert(uid, flammable.FireAlert);
|
|
continue;
|
|
}
|
|
|
|
RaiseLocalEvent(uid, new MoodEffectEvent("OnFire")); // Sunrise Edit
|
|
_alertsSystem.ShowAlert(uid, flammable.FireAlert);
|
|
|
|
if (flammable.FireStacks > 0)
|
|
{
|
|
var air = _atmosphereSystem.GetContainingMixture(uid);
|
|
|
|
// If we're in an oxygenless environment, put the fire out.
|
|
if (air == null || air.GetMoles(Gas.Oxygen) < 1f)
|
|
{
|
|
Extinguish(uid, flammable);
|
|
continue;
|
|
}
|
|
|
|
var source = EnsureComp<IgnitionSourceComponent>(uid);
|
|
_ignitionSourceSystem.SetIgnited((uid, source));
|
|
|
|
if (TryComp(uid, out TemperatureComponent? temp))
|
|
_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
|
|
|
|
var ev = new GetFireProtectionEvent();
|
|
// let the thing on fire handle it
|
|
RaiseLocalEvent(uid, ref ev);
|
|
// and whatever it's wearing
|
|
if (_inventoryQuery.TryComp(uid, out var inv))
|
|
_inventory.RelayEvent((uid, inv), ref ev);
|
|
|
|
_damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks * ev.Multiplier, interruptsDoAfters: false);
|
|
|
|
AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable, flammable.OnFire);
|
|
}
|
|
else
|
|
{
|
|
Extinguish(uid, flammable);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|