# 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
878 lines
36 KiB
C#
878 lines
36 KiB
C#
using System.Linq;
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using Content.Shared._Sunrise.Mood;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Buckle.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Stunnable;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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namespace Content.Shared.Cuffs
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{
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// TODO remove all the IsServer() checks.
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public abstract partial class SharedCuffableSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedVirtualItemSystem _virtualItem = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CuffableComponent, HandCountChangedEvent>(OnHandCountChanged);
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SubscribeLocalEvent<UncuffAttemptEvent>(OnUncuffAttempt);
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SubscribeLocalEvent<CuffableComponent, EntRemovedFromContainerMessage>(OnCuffsRemovedFromContainer);
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SubscribeLocalEvent<CuffableComponent, EntInsertedIntoContainerMessage>(OnCuffsInsertedIntoContainer);
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SubscribeLocalEvent<CuffableComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<CuffableComponent, ComponentInit>(OnStartup);
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SubscribeLocalEvent<CuffableComponent, AttemptStopPullingEvent>(HandleStopPull);
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SubscribeLocalEvent<CuffableComponent, RemoveCuffsAlertEvent>(OnRemoveCuffsAlert);
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SubscribeLocalEvent<CuffableComponent, UpdateCanMoveEvent>(HandleMoveAttempt);
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SubscribeLocalEvent<CuffableComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<CuffableComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<CuffableComponent, BeingPulledAttemptEvent>(OnBeingPulledAttempt);
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SubscribeLocalEvent<CuffableComponent, BuckleAttemptEvent>(OnBuckleAttemptEvent);
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SubscribeLocalEvent<CuffableComponent, UnbuckleAttemptEvent>(OnUnbuckleAttemptEvent);
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SubscribeLocalEvent<CuffableComponent, GetVerbsEvent<Verb>>(AddUncuffVerb);
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SubscribeLocalEvent<CuffableComponent, UnCuffDoAfterEvent>(OnCuffableDoAfter);
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SubscribeLocalEvent<CuffableComponent, PullStartedMessage>(OnPull);
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SubscribeLocalEvent<CuffableComponent, PullStoppedMessage>(OnPull);
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SubscribeLocalEvent<CuffableComponent, DropAttemptEvent>(CheckAct);
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SubscribeLocalEvent<CuffableComponent, PickupAttemptEvent>(CheckAct);
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SubscribeLocalEvent<CuffableComponent, AttackAttemptEvent>(CheckAct);
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SubscribeLocalEvent<CuffableComponent, UseAttemptEvent>(CheckAct);
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SubscribeLocalEvent<CuffableComponent, InteractionAttemptEvent>(CheckInteract);
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SubscribeLocalEvent<HandcuffComponent, AfterInteractEvent>(OnCuffAfterInteract);
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SubscribeLocalEvent<HandcuffComponent, MeleeHitEvent>(OnCuffMeleeHit);
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SubscribeLocalEvent<HandcuffComponent, AddCuffDoAfterEvent>(OnAddCuffDoAfter);
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SubscribeLocalEvent<HandcuffComponent, VirtualItemDeletedEvent>(OnCuffVirtualItemDeleted);
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}
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private void CheckInteract(Entity<CuffableComponent> ent, ref InteractionAttemptEvent args)
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{
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if (!ent.Comp.CanStillInteract)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnUncuffAttempt(ref UncuffAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!Exists(args.User) || Deleted(args.User))
|
|
{
|
|
// Should this even be possible?
|
|
args.Cancelled = true;
|
|
return;
|
|
}
|
|
|
|
// If the user is the target, special logic applies.
|
|
// This is because the CanInteract blocking of the cuffs prevents self-uncuff.
|
|
if (args.User == args.Target)
|
|
{
|
|
if (!TryComp<CuffableComponent>(args.User, out var cuffable))
|
|
{
|
|
DebugTools.Assert($"{args.User} tried to uncuff themselves but they are not cuffable.");
|
|
return;
|
|
}
|
|
|
|
// We temporarily allow interactions so the cuffable system does not block itself.
|
|
// It's assumed that this will always be false.
|
|
// Otherwise they would not be trying to uncuff themselves.
|
|
cuffable.CanStillInteract = true;
|
|
Dirty(args.User, cuffable);
|
|
|
|
if (!_actionBlocker.CanInteract(args.User, args.User))
|
|
args.Cancelled = true;
|
|
|
|
cuffable.CanStillInteract = false;
|
|
Dirty(args.User, cuffable);
|
|
}
|
|
else
|
|
{
|
|
// Check if the user can interact.
|
|
if (!_actionBlocker.CanInteract(args.User, args.Target))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
if (args.Cancelled)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-cannot-interact-message"), args.Target, args.User);
|
|
}
|
|
}
|
|
|
|
private void OnStartup(EntityUid uid, CuffableComponent component, ComponentInit args)
|
|
{
|
|
component.Container = _container.EnsureContainer<Container>(uid, Factory.GetComponentName(component.GetType()));
|
|
}
|
|
|
|
private void OnRejuvenate(EntityUid uid, CuffableComponent component, RejuvenateEvent args)
|
|
{
|
|
_container.EmptyContainer(component.Container, true);
|
|
}
|
|
|
|
private void OnCuffsRemovedFromContainer(EntityUid uid, CuffableComponent component, EntRemovedFromContainerMessage args)
|
|
{
|
|
// ReSharper disable once ConditionalAccessQualifierIsNonNullableAccordingToAPIContract
|
|
if (args.Container.ID != component.Container?.ID)
|
|
return;
|
|
|
|
_virtualItem.DeleteInHandsMatching(uid, args.Entity);
|
|
UpdateCuffState(uid, component);
|
|
}
|
|
|
|
private void OnCuffsInsertedIntoContainer(EntityUid uid, CuffableComponent component, ContainerModifiedMessage args)
|
|
{
|
|
if (args.Container == component.Container)
|
|
UpdateCuffState(uid, component);
|
|
}
|
|
|
|
public void UpdateCuffState(EntityUid uid, CuffableComponent component)
|
|
{
|
|
var canInteract = TryComp(uid, out HandsComponent? hands) && hands.Hands.Count > component.CuffedHandCount;
|
|
|
|
if (canInteract == component.CanStillInteract)
|
|
return;
|
|
|
|
component.CanStillInteract = canInteract;
|
|
Dirty(uid, component);
|
|
_actionBlocker.UpdateCanMove(uid);
|
|
|
|
if (component.CanStillInteract)
|
|
{
|
|
_alerts.ClearAlert(uid, component.CuffedAlert);
|
|
RaiseLocalEvent(uid, new MoodRemoveEffectEvent("Handcuffed"));
|
|
}
|
|
else
|
|
{
|
|
_alerts.ShowAlert(uid, component.CuffedAlert);
|
|
RaiseLocalEvent(uid, new MoodEffectEvent("Handcuffed"));
|
|
}
|
|
|
|
var ev = new CuffedStateChangeEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
}
|
|
|
|
private void OnBeingPulledAttempt(EntityUid uid, CuffableComponent component, BeingPulledAttemptEvent args)
|
|
{
|
|
if (!TryComp<PullableComponent>(uid, out var pullable))
|
|
return;
|
|
|
|
if (pullable.Puller != null && !component.CanStillInteract) // If we are being pulled already and cuffed, we can't get pulled again.
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnBuckleAttempt(Entity<CuffableComponent> ent, EntityUid? user, ref bool cancelled, bool buckling, bool popup)
|
|
{
|
|
if (cancelled || user != ent.Owner)
|
|
return;
|
|
|
|
if (!TryComp<HandsComponent>(ent, out var hands) || ent.Comp.CuffedHandCount < hands.Count)
|
|
return;
|
|
|
|
cancelled = true;
|
|
if (!popup)
|
|
return;
|
|
|
|
var message = buckling
|
|
? Loc.GetString("handcuff-component-cuff-interrupt-buckled-message")
|
|
: Loc.GetString("handcuff-component-cuff-interrupt-unbuckled-message");
|
|
|
|
_popup.PopupClient(message, ent, user);
|
|
}
|
|
|
|
private void OnBuckleAttemptEvent(Entity<CuffableComponent> ent, ref BuckleAttemptEvent args)
|
|
{
|
|
OnBuckleAttempt(ent, args.User, ref args.Cancelled, true, args.Popup);
|
|
}
|
|
|
|
private void OnUnbuckleAttemptEvent(Entity<CuffableComponent> ent, ref UnbuckleAttemptEvent args)
|
|
{
|
|
OnBuckleAttempt(ent, args.User, ref args.Cancelled, false, args.Popup);
|
|
}
|
|
|
|
private void OnPull(EntityUid uid, CuffableComponent component, PullMessage args)
|
|
{
|
|
if (!component.CanStillInteract)
|
|
_actionBlocker.UpdateCanMove(uid);
|
|
}
|
|
|
|
private void HandleMoveAttempt(EntityUid uid, CuffableComponent component, UpdateCanMoveEvent args)
|
|
{
|
|
if (component.CanStillInteract || !TryComp(uid, out PullableComponent? pullable) || !pullable.BeingPulled)
|
|
return;
|
|
|
|
args.Cancel();
|
|
}
|
|
|
|
private void HandleStopPull(EntityUid uid, CuffableComponent component, AttemptStopPullingEvent args)
|
|
{
|
|
if (args.User == null || !Exists(args.User.Value))
|
|
return;
|
|
|
|
if (args.User.Value == uid && !component.CanStillInteract)
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnRemoveCuffsAlert(Entity<CuffableComponent> ent, ref RemoveCuffsAlertEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
TryUncuff(ent, ent, cuffable: ent.Comp);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void AddUncuffVerb(EntityUid uid, CuffableComponent component, GetVerbsEvent<Verb> args)
|
|
{
|
|
// Can the user access the cuffs, and is there even anything to uncuff?
|
|
if (!args.CanAccess || component.CuffedHandCount == 0 || args.Hands == null)
|
|
return;
|
|
|
|
// We only check can interact if the user is not uncuffing themselves. As a result, the verb will show up
|
|
// when the user is incapacitated & trying to uncuff themselves, but TryUncuff() will still fail when
|
|
// attempted.
|
|
if (args.User != args.Target && !args.CanInteract)
|
|
return;
|
|
|
|
Verb verb = new()
|
|
{
|
|
Act = () => TryUncuff(uid, args.User, cuffable: component),
|
|
DoContactInteraction = true,
|
|
Text = Loc.GetString("uncuff-verb-get-data-text")
|
|
};
|
|
//TODO VERB ICON add uncuffing symbol? may re-use the alert symbol showing that you are currently cuffed?
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void OnCuffableDoAfter(EntityUid uid, CuffableComponent component, UnCuffDoAfterEvent args)
|
|
{
|
|
if (args.Args.Target is not { } target || args.Args.Used is not { } used)
|
|
return;
|
|
if (args.Handled)
|
|
return;
|
|
args.Handled = true;
|
|
|
|
var user = args.Args.User;
|
|
|
|
if (!args.Cancelled)
|
|
{
|
|
Uncuff(target, user, used, component);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-fail-message"), user, user);
|
|
}
|
|
}
|
|
|
|
private void OnCuffAfterInteract(EntityUid uid, HandcuffComponent component, AfterInteractEvent args)
|
|
{
|
|
if (args.Target is not { Valid: true } target)
|
|
return;
|
|
|
|
if (!args.CanReach)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-too-far-away-error"), args.User, args.User);
|
|
return;
|
|
}
|
|
|
|
var result = TryCuffing(args.User, target, uid, component);
|
|
args.Handled = result;
|
|
}
|
|
|
|
private void OnCuffMeleeHit(EntityUid uid, HandcuffComponent component, MeleeHitEvent args)
|
|
{
|
|
if (!args.HitEntities.Any())
|
|
return;
|
|
|
|
TryCuffing(args.User, args.HitEntities.First(), uid, component);
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnAddCuffDoAfter(EntityUid uid, HandcuffComponent component, AddCuffDoAfterEvent args)
|
|
{
|
|
var user = args.Args.User;
|
|
|
|
if (!TryComp<CuffableComponent>(args.Args.Target, out var cuffable))
|
|
return;
|
|
|
|
var target = args.Args.Target.Value;
|
|
|
|
if (args.Handled)
|
|
return;
|
|
args.Handled = true;
|
|
|
|
if (!args.Cancelled && TryAddNewCuffs(target, user, uid, cuffable))
|
|
{
|
|
// component.Used = true; // Starlight-Abductor edit
|
|
_audio.PlayPredicted(component.EndCuffSound, uid, user);
|
|
|
|
var popupText = (user == target)
|
|
? "handcuff-component-cuff-self-observer-success-message"
|
|
: "handcuff-component-cuff-observer-success-message";
|
|
_popup.PopupEntity(Loc.GetString(popupText,
|
|
("user", Identity.Name(user, EntityManager)), ("target", Identity.Entity(target, EntityManager))),
|
|
target, Filter.Pvs(target, entityManager: EntityManager)
|
|
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user), true);
|
|
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-self-success-message"), user, user);
|
|
_adminLog.Add(LogType.Action, LogImpact.Medium,
|
|
$"{ToPrettyString(user):player} has cuffed himself");
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-other-success-message",
|
|
("otherName", Identity.Name(target, EntityManager, user))), user, user);
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-by-other-success-message",
|
|
("otherName", Identity.Name(user, EntityManager, target))), target, target);
|
|
_adminLog.Add(LogType.Action, LogImpact.High,
|
|
$"{ToPrettyString(user):player} has cuffed {ToPrettyString(target):player}");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-self-message"), user, user);
|
|
}
|
|
else
|
|
{
|
|
// TODO Fix popup message wording
|
|
// This message assumes that the user being handcuffed is the one that caused the handcuff to fail.
|
|
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-message",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cuff-interrupt-other-message",
|
|
("otherName", Identity.Name(user, EntityManager, target)),
|
|
("otherEnt", user)), target, target);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnCuffVirtualItemDeleted(EntityUid uid, HandcuffComponent component, VirtualItemDeletedEvent args)
|
|
{
|
|
Uncuff(args.User, null, uid, cuff: component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check the current amount of hands the owner has, and if there's less hands than active cuffs we remove some cuffs.
|
|
/// </summary>
|
|
private void OnHandCountChanged(Entity<CuffableComponent> ent, ref HandCountChangedEvent message)
|
|
{
|
|
// TODO: either don't store a container ref, or make it actually nullable.
|
|
if (ent.Comp.Container == default!)
|
|
return;
|
|
|
|
var dirty = false;
|
|
var handCount = CompOrNull<HandsComponent>(ent.Owner)?.Count ?? 0;
|
|
|
|
while (ent.Comp.CuffedHandCount > handCount && ent.Comp.CuffedHandCount > 0)
|
|
{
|
|
dirty = true;
|
|
|
|
var handcuffContainer = ent.Comp.Container;
|
|
var handcuffEntity = handcuffContainer.ContainedEntities[^1];
|
|
|
|
_transform.PlaceNextTo(handcuffEntity, ent.Owner);
|
|
}
|
|
|
|
if (dirty)
|
|
{
|
|
UpdateCuffState(ent.Owner, ent.Comp);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds virtual cuff items to the user's hands.
|
|
/// </summary>
|
|
private void UpdateHeldItems(EntityUid uid, EntityUid handcuff, CuffableComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
// TODO we probably don't just want to use the generic virtual-item entity, and instead
|
|
// want to add our own item, so that use-in-hand triggers an uncuff attempt and the like.
|
|
|
|
if (!TryComp<HandsComponent>(uid, out var handsComponent))
|
|
return;
|
|
|
|
var freeHands = 0;
|
|
foreach (var hand in _hands.EnumerateHands((uid, handsComponent)))
|
|
{
|
|
if (!_hands.TryGetHeldItem((uid, handsComponent), hand, out var held))
|
|
{
|
|
freeHands++;
|
|
continue;
|
|
}
|
|
|
|
// Is this entity removable? (it might be an existing handcuff blocker)
|
|
if (HasComp<UnremoveableComponent>(held))
|
|
continue;
|
|
|
|
_hands.DoDrop(uid, hand, true);
|
|
freeHands++;
|
|
if (freeHands == 2)
|
|
break;
|
|
}
|
|
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(handcuff, uid, out var virtItem1))
|
|
EnsureComp<UnremoveableComponent>(virtItem1.Value);
|
|
|
|
if (_virtualItem.TrySpawnVirtualItemInHand(handcuff, uid, out var virtItem2))
|
|
EnsureComp<UnremoveableComponent>(virtItem2.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a set of cuffs to an existing CuffedComponent.
|
|
/// </summary>
|
|
public bool TryAddNewCuffs(EntityUid target, EntityUid user, EntityUid handcuff, CuffableComponent? component = null, HandcuffComponent? cuff = null)
|
|
{
|
|
if (!Resolve(target, ref component) || !Resolve(handcuff, ref cuff))
|
|
return false;
|
|
|
|
if (!_interaction.InRangeUnobstructed(handcuff, target))
|
|
return false;
|
|
|
|
// if the amount of hands the target has is equal to or less than the amount of hands that are cuffed
|
|
// don't apply the new set of cuffs
|
|
// (how would you even end up with more cuffed hands than actual hands? either way accounting for it)
|
|
if (TryComp<HandsComponent>(target, out var hands) && hands.Count <= component.CuffedHandCount)
|
|
return false;
|
|
|
|
var ev = new TargetHandcuffedEvent();
|
|
RaiseLocalEvent(target, ref ev);
|
|
|
|
// Starlight-Abductor start
|
|
EnsureComp<HandcuffComponent>(handcuff, out var handcuffsComp);
|
|
handcuffsComp.Used = true;
|
|
Dirty(handcuff, handcuffsComp);
|
|
// Starlight-Abductor end
|
|
|
|
// Success!
|
|
_hands.TryDrop(user, handcuff);
|
|
|
|
// _container.Insert(handcuff, component.Container); // Starlight-Abductor edit
|
|
// UpdateHeldItems(target, handcuff, component); // Starlight-Abductor edit
|
|
|
|
// Sunrise-Start
|
|
var cuffedEvent = new CuffedEvent(user, target);
|
|
RaiseLocalEvent(target, ref cuffedEvent);
|
|
// Sunrise-End
|
|
|
|
// Starlight-Abductor start
|
|
var result = _container.Insert(handcuff, component.Container);
|
|
UpdateHeldItems(target, handcuff, component);
|
|
|
|
return result;
|
|
// Starlight-Abductor end
|
|
}
|
|
|
|
// Sunrise-Start
|
|
public bool TryCuffingNow(EntityUid user, EntityUid target, EntityUid handcuff,
|
|
HandcuffComponent? handcuffComponent = null, CuffableComponent? cuffable = null)
|
|
{
|
|
if (!Resolve(handcuff, ref handcuffComponent) || !Resolve(target, ref cuffable, false))
|
|
return false;
|
|
|
|
if (!TryAddNewCuffs(target, user, handcuff, cuffable))
|
|
return false;
|
|
|
|
handcuffComponent.Used = true;
|
|
_audio.PlayPvs(handcuffComponent.EndCuffSound, handcuff);
|
|
return true;
|
|
}
|
|
// Sunrise-End
|
|
|
|
/// <returns>False if the target entity isn't cuffable.</returns>
|
|
public bool TryCuffing(EntityUid user, EntityUid target, EntityUid handcuff, HandcuffComponent? handcuffComponent = null, CuffableComponent? cuffable = null)
|
|
{
|
|
if (!Resolve(handcuff, ref handcuffComponent) || !Resolve(target, ref cuffable, false))
|
|
return false;
|
|
|
|
if (!TryComp<HandsComponent>(target, out var hands))
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-target-has-no-hands-error",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
return true;
|
|
}
|
|
|
|
if (cuffable.CuffedHandCount >= hands.Count)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-target-has-no-free-hands-error",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
return true;
|
|
}
|
|
|
|
if (!_hands.CanDrop(user, handcuff))
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-cannot-drop-cuffs", ("target", Identity.Name(target, EntityManager, user))), user, user);
|
|
return false;
|
|
}
|
|
|
|
var cuffTime = handcuffComponent.CuffTime;
|
|
|
|
if (HasComp<StunnedComponent>(target))
|
|
cuffTime = MathF.Max(0.1f, cuffTime - handcuffComponent.StunBonus);
|
|
|
|
if (HasComp<DisarmProneComponent>(target))
|
|
cuffTime = 0.0f; // cuff them instantly.
|
|
|
|
var doAfterEventArgs = new DoAfterArgs(EntityManager, user, cuffTime, new AddCuffDoAfterEvent(), handcuff, target, handcuff)
|
|
{
|
|
BreakOnMove = true,
|
|
BreakOnWeightlessMove = false,
|
|
BreakOnDamage = true,
|
|
NeedHand = true,
|
|
DistanceThreshold = 1f // shorter than default but still feels good
|
|
};
|
|
|
|
if (!_doAfter.TryStartDoAfter(doAfterEventArgs))
|
|
return true;
|
|
|
|
var popupText = (user == target)
|
|
? "handcuff-component-start-cuffing-self-observer"
|
|
: "handcuff-component-start-cuffing-observer";
|
|
_popup.PopupEntity(Loc.GetString(popupText,
|
|
("user", Identity.Name(user, EntityManager)), ("target", Identity.Entity(target, EntityManager))),
|
|
target, Filter.Pvs(target, entityManager: EntityManager)
|
|
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user), true);
|
|
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-target-self"), user, user);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("handcuff-component-start-cuffing-target-message",
|
|
("targetName", Identity.Name(target, EntityManager, user))), user, user);
|
|
_popup.PopupEntity(Loc.GetString("handcuff-component-start-cuffing-by-other-message",
|
|
("otherName", Identity.Name(user, EntityManager, target))), target, target);
|
|
}
|
|
|
|
_audio.PlayPredicted(handcuffComponent.StartCuffSound, handcuff, user);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the target is handcuffed.
|
|
/// </summary>
|
|
/// /// <param name="target">The entity to be checked</param>
|
|
/// <param name="requireFullyCuffed">when true, return false if the target is only partially cuffed (for things with more than 2 hands)</param>
|
|
/// <returns></returns>
|
|
public bool IsCuffed(Entity<CuffableComponent> target, bool requireFullyCuffed = true)
|
|
{
|
|
if (!TryComp<HandsComponent>(target, out var hands))
|
|
return false;
|
|
|
|
if (target.Comp.CuffedHandCount <= 0)
|
|
return false;
|
|
|
|
if (requireFullyCuffed && hands.Count > target.Comp.CuffedHandCount)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to uncuff a cuffed entity. Can be called by the cuffed entity, or another entity trying to help uncuff them.
|
|
/// If the uncuffing succeeds, the cuffs will drop on the floor.
|
|
/// </summary>
|
|
/// <param name="target"></param>
|
|
/// <param name="user">The cuffed entity</param>
|
|
/// <param name="cuffsToRemove">Optional param for the handcuff entity to remove from the cuffed entity. If null, uses the most recently added handcuff entity.</param>
|
|
/// <param name="cuffable"></param>
|
|
/// <param name="cuff"></param>
|
|
public void TryUncuff(EntityUid target, EntityUid user, EntityUid? cuffsToRemove = null, CuffableComponent? cuffable = null, HandcuffComponent? cuff = null)
|
|
{
|
|
if (!Resolve(target, ref cuffable))
|
|
return;
|
|
|
|
var isOwner = user == target;
|
|
|
|
if (cuffsToRemove == null)
|
|
{
|
|
if (cuffable.Container.ContainedEntities.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
cuffsToRemove = cuffable.LastAddedCuffs;
|
|
}
|
|
else
|
|
{
|
|
if (!cuffable.Container.ContainedEntities.Contains(cuffsToRemove.Value))
|
|
{
|
|
Log.Warning("A user is trying to remove handcuffs that aren't in the owner's container. This should never happen!");
|
|
}
|
|
}
|
|
|
|
if (!Resolve(cuffsToRemove.Value, ref cuff))
|
|
return;
|
|
|
|
var attempt = new UncuffAttemptEvent(user, target);
|
|
RaiseLocalEvent(user, ref attempt, true);
|
|
|
|
if (attempt.Cancelled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!isOwner && !_interaction.InRangeUnobstructed(user, target))
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-cannot-remove-cuffs-too-far-message"), user, user);
|
|
return;
|
|
}
|
|
|
|
|
|
var ev = new ModifyUncuffDurationEvent(user, target, isOwner ? cuff.BreakoutTime : cuff.UncuffTime);
|
|
RaiseLocalEvent(user, ref ev);
|
|
var uncuffTime = ev.Duration;
|
|
|
|
if (isOwner)
|
|
{
|
|
if (!TryComp(cuffsToRemove.Value, out UseDelayComponent? useDelay))
|
|
return;
|
|
|
|
if (!_delay.TryResetDelay((cuffsToRemove.Value, useDelay), true))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
var doAfterEventArgs = new DoAfterArgs(EntityManager, user, uncuffTime, new UnCuffDoAfterEvent(), target, target, cuffsToRemove)
|
|
{
|
|
BreakOnMove = true,
|
|
BreakOnWeightlessMove = false,
|
|
BreakOnDamage = true,
|
|
NeedHand = true,
|
|
RequireCanInteract = false, // Trust in UncuffAttemptEvent
|
|
DistanceThreshold = 1f // shorter than default but still feels good
|
|
};
|
|
|
|
if (!_doAfter.TryStartDoAfter(doAfterEventArgs))
|
|
return;
|
|
|
|
_adminLog.Add(LogType.Action, LogImpact.High, $"{ToPrettyString(user):player} is trying to uncuff {ToPrettyString(target):subject}");
|
|
|
|
var popupText = user == target
|
|
? "cuffable-component-start-uncuffing-self-observer"
|
|
: "cuffable-component-start-uncuffing-observer";
|
|
_popup.PopupEntity(
|
|
Loc.GetString(popupText,
|
|
("user", Identity.Name(user, EntityManager)),
|
|
("target", Identity.Entity(target, EntityManager))),
|
|
target,
|
|
Filter.Pvs(target, entityManager: EntityManager)
|
|
.RemoveWhere(e => e.AttachedEntity == target || e.AttachedEntity == user),
|
|
true);
|
|
|
|
if (target == user)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-start-uncuffing-self"), user, user);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-start-uncuffing-target-message",
|
|
("targetName", Identity.Name(target, EntityManager, user))),
|
|
user,
|
|
user);
|
|
_popup.PopupEntity(Loc.GetString("cuffable-component-start-uncuffing-by-other-message",
|
|
("otherName", Identity.Name(user, EntityManager, target))),
|
|
target,
|
|
target);
|
|
}
|
|
|
|
_audio.PlayPredicted(isOwner ? cuff.StartBreakoutSound : cuff.StartUncuffSound, target, user);
|
|
}
|
|
|
|
public void Uncuff(EntityUid target, EntityUid? user, EntityUid cuffsToRemove, CuffableComponent? cuffable = null, HandcuffComponent? cuff = null)
|
|
{
|
|
if (!Resolve(target, ref cuffable) || !Resolve(cuffsToRemove, ref cuff))
|
|
return;
|
|
|
|
if (!cuff.Used || cuff.Removing || TerminatingOrDeleted(cuffsToRemove) || TerminatingOrDeleted(target))
|
|
return;
|
|
|
|
if (user != null)
|
|
{
|
|
var attempt = new UncuffAttemptEvent(user.Value, target);
|
|
RaiseLocalEvent(user.Value, ref attempt);
|
|
if (attempt.Cancelled)
|
|
return;
|
|
}
|
|
|
|
cuff.Removing = true;
|
|
cuff.Used = false;
|
|
_audio.PlayPredicted(cuff.EndUncuffSound, target, user);
|
|
|
|
_container.Remove(cuffsToRemove, cuffable.Container);
|
|
|
|
if (_net.IsServer)
|
|
{
|
|
// Handles spawning broken cuffs on server to avoid client misprediction
|
|
if (cuff.BreakOnRemove)
|
|
{
|
|
QueueDel(cuffsToRemove);
|
|
var trash = Spawn(cuff.BrokenPrototype, Transform(cuffsToRemove).Coordinates);
|
|
_hands.PickupOrDrop(user, trash);
|
|
}
|
|
else
|
|
{
|
|
_hands.PickupOrDrop(user, cuffsToRemove);
|
|
}
|
|
}
|
|
|
|
var shoved = false;
|
|
// if combat mode is on, shove the person.
|
|
if (_combatMode.IsInCombatMode(user) && target != user && user != null)
|
|
{
|
|
var eventArgs = new DisarmedEvent(target, user.Value, 1f);
|
|
RaiseLocalEvent(target, ref eventArgs);
|
|
shoved = true;
|
|
}
|
|
|
|
if (cuffable.CuffedHandCount == 0)
|
|
{
|
|
if (user != null)
|
|
{
|
|
if (shoved)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-push-success-message",
|
|
("otherName", Identity.Name(user.Value, EntityManager, user))),
|
|
user.Value,
|
|
user.Value);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-success-message"), user.Value, user.Value);
|
|
}
|
|
}
|
|
|
|
if (target != user && user != null)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("cuffable-component-remove-cuffs-by-other-success-message",
|
|
("otherName", Identity.Name(user.Value, EntityManager, user))), target, target);
|
|
_adminLog.Add(LogType.Action, LogImpact.High,
|
|
$"{ToPrettyString(user):player} has successfully uncuffed {ToPrettyString(target):player}");
|
|
}
|
|
else
|
|
{
|
|
_adminLog.Add(LogType.Action, LogImpact.High,
|
|
$"{ToPrettyString(user):player} has successfully uncuffed themselves");
|
|
}
|
|
}
|
|
else if (user != null)
|
|
{
|
|
if (user != target)
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
|
|
("cuffedHandCount", cuffable.CuffedHandCount),
|
|
("otherName", Identity.Name(user.Value, EntityManager, user.Value))), user.Value, user.Value);
|
|
_popup.PopupEntity(Loc.GetString(
|
|
"cuffable-component-remove-cuffs-by-other-partial-success-message",
|
|
("otherName", Identity.Name(user.Value, EntityManager, user.Value)),
|
|
("cuffedHandCount", cuffable.CuffedHandCount)), target, target);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupClient(Loc.GetString("cuffable-component-remove-cuffs-partial-success-message",
|
|
("cuffedHandCount", cuffable.CuffedHandCount)), user.Value, user.Value);
|
|
}
|
|
}
|
|
cuff.Removing = false;
|
|
}
|
|
|
|
#region ActionBlocker
|
|
|
|
private void CheckAct(EntityUid uid, CuffableComponent component, CancellableEntityEventArgs args)
|
|
{
|
|
if (!component.CanStillInteract)
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnEquipAttempt(EntityUid uid, CuffableComponent component, IsEquippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Equipee == uid)
|
|
CheckAct(uid, component, args);
|
|
}
|
|
|
|
private void OnUnequipAttempt(EntityUid uid, CuffableComponent component, IsUnequippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Unequipee == uid)
|
|
CheckAct(uid, component, args);
|
|
}
|
|
|
|
#endregion
|
|
|
|
public IReadOnlyList<EntityUid> GetAllCuffs(CuffableComponent component)
|
|
{
|
|
return component.Container.ContainedEntities;
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class UnCuffDoAfterEvent : SimpleDoAfterEvent;
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed partial class AddCuffDoAfterEvent : SimpleDoAfterEvent;
|
|
|
|
/// <summary>
|
|
/// Raised on the target when they get handcuffed.
|
|
/// Relayed to their held items.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct TargetHandcuffedEvent : IInventoryRelayEvent
|
|
{
|
|
/// <summary>
|
|
/// All slots to relay to
|
|
/// </summary>
|
|
public SlotFlags TargetSlots { get; set; }
|
|
}
|
|
}
|