# 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
291 lines
11 KiB
C#
291 lines
11 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared._Sunrise.Mood;
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using Content.Shared._Sunrise.SunriseCCVars;
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using Content.Shared.Alert;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Network;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Nutrition.EntitySystems;
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public sealed class HungerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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private static readonly ProtoId<SatiationIconPrototype> HungerIconOverfedId = "HungerIconOverfed";
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private static readonly ProtoId<SatiationIconPrototype> HungerIconPeckishId = "HungerIconPeckish";
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private static readonly ProtoId<SatiationIconPrototype> HungerIconStarvingId = "HungerIconStarving";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HungerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<HungerComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<HungerComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<HungerComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnMapInit(EntityUid uid, HungerComponent component, MapInitEvent args)
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{
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var amount = _random.Next(
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(int) component.Thresholds[HungerThreshold.Peckish] + 10,
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(int) component.Thresholds[HungerThreshold.Okay]);
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SetHunger(uid, amount, component);
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}
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private void OnShutdown(EntityUid uid, HungerComponent component, ComponentShutdown args)
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{
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_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
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}
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private void OnRefreshMovespeed(EntityUid uid, HungerComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (_config.GetCVar(SunriseCCVars.MoodEnabled) // Sunrise Edit
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|| component.CurrentThreshold > HungerThreshold.Starving
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|| _jetpack.IsUserFlying(uid))
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return;
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args.ModifySpeed(component.StarvingSlowdownModifier, component.StarvingSlowdownModifier);
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}
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private void OnRejuvenate(EntityUid uid, HungerComponent component, RejuvenateEvent args)
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{
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SetHunger(uid, component.Thresholds[HungerThreshold.Okay], component);
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}
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/// <summary>
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/// Gets the current hunger value of the given <see cref="HungerComponent"/>.
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/// </summary>
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public float GetHunger(HungerComponent component)
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{
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var dt = _timing.CurTime - component.LastAuthoritativeHungerChangeTime;
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var value = component.LastAuthoritativeHungerValue - (float)dt.TotalSeconds * component.ActualDecayRate;
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return ClampHungerWithinThresholds(component, value);
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}
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/// <summary>
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/// Adds to the current hunger of an entity by the specified value
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="amount"></param>
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/// <param name="component"></param>
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public void ModifyHunger(EntityUid uid, float amount, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetHunger(uid, GetHunger(component) + amount, component);
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}
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/// <summary>
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/// Sets the current hunger of an entity to the specified value
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="amount"></param>
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/// <param name="component"></param>
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public void SetHunger(EntityUid uid, float amount, HungerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetAuthoritativeHungerValue((uid, component), amount);
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UpdateCurrentThreshold(uid, component);
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|
}
|
|
|
|
/// <summary>
|
|
/// Sets <see cref="HungerComponent.LastAuthoritativeHungerValue"/> and
|
|
/// <see cref="HungerComponent.LastAuthoritativeHungerChangeTime"/>, and dirties this entity. This "resets" the
|
|
/// starting point for <see cref="GetHunger"/>'s calculation.
|
|
/// </summary>
|
|
/// <param name="entity">The entity whose hunger will be set.</param>
|
|
/// <param name="value">The value to set the entity's hunger to.</param>
|
|
private void SetAuthoritativeHungerValue(Entity<HungerComponent> entity, float value)
|
|
{
|
|
entity.Comp.LastAuthoritativeHungerChangeTime = _timing.CurTime;
|
|
entity.Comp.LastAuthoritativeHungerValue = ClampHungerWithinThresholds(entity.Comp, value);
|
|
DirtyField(entity.Owner, entity.Comp, nameof(HungerComponent.LastAuthoritativeHungerChangeTime));
|
|
DirtyField(entity.Owner, entity.Comp, nameof(HungerComponent.LastAuthoritativeHungerValue));
|
|
}
|
|
|
|
private void UpdateCurrentThreshold(EntityUid uid, HungerComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
var calculatedHungerThreshold = GetHungerThreshold(component);
|
|
if (calculatedHungerThreshold == component.CurrentThreshold)
|
|
return;
|
|
|
|
component.CurrentThreshold = calculatedHungerThreshold;
|
|
DirtyField(uid, component, nameof(HungerComponent.CurrentThreshold));
|
|
DoHungerThresholdEffects(uid, component);
|
|
}
|
|
|
|
private void DoHungerThresholdEffects(EntityUid uid, HungerComponent? component = null, bool force = false)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (component.CurrentThreshold == component.LastThreshold && !force)
|
|
return;
|
|
|
|
if (GetMovementThreshold(component.CurrentThreshold) != GetMovementThreshold(component.LastThreshold))
|
|
{
|
|
// Sunrise Edit
|
|
if (!_config.GetCVar(SunriseCCVars.MoodEnabled))
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
|
|
else if (_net.IsServer)
|
|
{
|
|
var ev = new MoodEffectEvent("Hunger" + component.CurrentThreshold);
|
|
RaiseLocalEvent(uid, ev);
|
|
}
|
|
// Sunrise Edit
|
|
}
|
|
|
|
if (component.HungerThresholdAlerts.TryGetValue(component.CurrentThreshold, out var alertId))
|
|
{
|
|
_alerts.ShowAlert(uid, alertId);
|
|
}
|
|
else
|
|
{
|
|
_alerts.ClearAlertCategory(uid, component.HungerAlertCategory);
|
|
}
|
|
|
|
if (component.HungerThresholdDecayModifiers.TryGetValue(component.CurrentThreshold, out var modifier))
|
|
{
|
|
component.ActualDecayRate = component.BaseDecayRate * modifier;
|
|
DirtyField(uid, component, nameof(HungerComponent.ActualDecayRate));
|
|
SetAuthoritativeHungerValue((uid, component), GetHunger(component));
|
|
}
|
|
|
|
component.LastThreshold = component.CurrentThreshold;
|
|
DirtyField(uid, component, nameof(HungerComponent.LastThreshold));
|
|
}
|
|
|
|
private void DoContinuousHungerEffects(EntityUid uid, HungerComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (component.CurrentThreshold <= HungerThreshold.Starving &&
|
|
component.StarvationDamage is { } damage &&
|
|
!_mobState.IsDead(uid))
|
|
{
|
|
_damageable.TryChangeDamage(uid, damage, true, false);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the hunger threshold for an entity based on the amount of food specified.
|
|
/// If a specific amount isn't specified, just uses the current hunger of the entity
|
|
/// </summary>
|
|
/// <param name="component"></param>
|
|
/// <param name="food"></param>
|
|
/// <returns></returns>
|
|
public HungerThreshold GetHungerThreshold(HungerComponent component, float? food = null)
|
|
{
|
|
food ??= GetHunger(component);
|
|
var result = HungerThreshold.Dead;
|
|
var value = component.Thresholds[HungerThreshold.Overfed];
|
|
foreach (var threshold in component.Thresholds)
|
|
{
|
|
if (threshold.Value <= value && threshold.Value >= food)
|
|
{
|
|
result = threshold.Key;
|
|
value = threshold.Value;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// A check that returns if the entity is below a hunger threshold.
|
|
/// </summary>
|
|
public bool IsHungerBelowState(EntityUid uid, HungerThreshold threshold, float? food = null, HungerComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp))
|
|
return false; // It's never going to go hungry, so it's probably fine to assume that it's not... you know, hungry.
|
|
|
|
return GetHungerThreshold(comp, food) < threshold;
|
|
}
|
|
|
|
private bool GetMovementThreshold(HungerThreshold threshold)
|
|
{
|
|
switch (threshold)
|
|
{
|
|
case HungerThreshold.Overfed:
|
|
case HungerThreshold.Okay:
|
|
return true;
|
|
case HungerThreshold.Peckish:
|
|
case HungerThreshold.Starving:
|
|
case HungerThreshold.Dead:
|
|
return false;
|
|
default:
|
|
throw new ArgumentOutOfRangeException(nameof(threshold), threshold, null);
|
|
}
|
|
}
|
|
|
|
public bool TryGetStatusIconPrototype(HungerComponent component, [NotNullWhen(true)] out SatiationIconPrototype? prototype)
|
|
{
|
|
switch (component.CurrentThreshold)
|
|
{
|
|
case HungerThreshold.Overfed:
|
|
_prototype.TryIndex(HungerIconOverfedId, out prototype);
|
|
break;
|
|
case HungerThreshold.Peckish:
|
|
_prototype.TryIndex(HungerIconPeckishId, out prototype);
|
|
break;
|
|
case HungerThreshold.Starving:
|
|
_prototype.TryIndex(HungerIconStarvingId, out prototype);
|
|
break;
|
|
default:
|
|
prototype = null;
|
|
break;
|
|
}
|
|
|
|
return prototype != null;
|
|
}
|
|
|
|
private static float ClampHungerWithinThresholds(HungerComponent component, float hungerValue)
|
|
{
|
|
return Math.Clamp(hungerValue,
|
|
component.Thresholds[HungerThreshold.Dead],
|
|
component.Thresholds[HungerThreshold.Overfed]);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<HungerComponent>();
|
|
while (query.MoveNext(out var uid, out var hunger))
|
|
{
|
|
if (_timing.CurTime < hunger.NextThresholdUpdateTime || _mobState.IsDead(uid)) // Sunrise-Edit
|
|
continue;
|
|
hunger.NextThresholdUpdateTime = _timing.CurTime + hunger.ThresholdUpdateRate;
|
|
|
|
UpdateCurrentThreshold(uid, hunger);
|
|
DoContinuousHungerEffects(uid, hunger);
|
|
}
|
|
}
|
|
}
|