# 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
228 lines
8.7 KiB
C#
228 lines
8.7 KiB
C#
using Content.Shared._Sunrise.Mood;
|
|
using Content.Shared._Sunrise.SunriseCCVars;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Damage.Systems;
|
|
using Content.Shared.Chat;
|
|
using Content.Shared.Chat.Prototypes;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.StatusEffectNew;
|
|
using Content.Shared.StepTrigger.Systems;
|
|
using Content.Shared.Stunnable;
|
|
using Content.Shared.Throwing;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Physics.Events;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.Slippery;
|
|
|
|
[UsedImplicitly]
|
|
public sealed class SlipperySystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedStunSystem _stun = default!;
|
|
[Dependency] private readonly StatusEffectsSystem _status = default!;
|
|
[Dependency] private readonly SharedStaminaSystem _stamina = default!;
|
|
[Dependency] private readonly SharedContainerSystem _container = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
[Dependency] private readonly SpeedModifierContactsSystem _speedModifier = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly INetManager _net = default!;
|
|
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
|
|
|
// Sunrise-Start
|
|
private static float _deadChance;
|
|
[ValidatePrototypeId<EmotePrototype>]
|
|
private const string EmoteFallOnNeckProto = "FallOnNeck";
|
|
// Sunrise-End
|
|
|
|
private EntityQuery<KnockedDownComponent> _knockedDownQuery;
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
private EntityQuery<SlidingComponent> _slidingQuery;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_knockedDownQuery = GetEntityQuery<KnockedDownComponent>();
|
|
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
_slidingQuery = GetEntityQuery<SlidingComponent>();
|
|
|
|
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
|
|
SubscribeLocalEvent<SlipperyComponent, StepTriggeredOffEvent>(HandleStepTrigger);
|
|
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
|
|
SubscribeLocalEvent<SlowedOverSlipperyComponent, SlipAttemptEvent>(OnSlowedOverSlipAttempt);
|
|
SubscribeLocalEvent<ThrownItemComponent, SlipCausingAttemptEvent>(OnThrownSlipAttempt);
|
|
SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
|
|
SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnSlowedOverSlipAttempt(e, c, ev.Args));
|
|
SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent>>(OnGetSlowedOverSlipperyModifier);
|
|
SubscribeLocalEvent<SlipperyComponent, EndCollideEvent>(OnEntityExit);
|
|
|
|
_cfg.OnValueChanged(SunriseCCVars.SlipDeadChance, OnSLipDeadChanseChanged, true);
|
|
}
|
|
|
|
// Sunrise-Start
|
|
private void OnSLipDeadChanseChanged(float deadChanse)
|
|
{
|
|
_deadChance = deadChanse;
|
|
}
|
|
// Sunrise-End
|
|
|
|
private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredOffEvent args)
|
|
{
|
|
TrySlip(uid, component, args.Tripper);
|
|
}
|
|
|
|
private void HandleAttemptCollide(
|
|
EntityUid uid,
|
|
SlipperyComponent component,
|
|
ref StepTriggerAttemptEvent args)
|
|
{
|
|
args.Continue |= CanSlip(uid, args.Tripper);
|
|
}
|
|
|
|
private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
|
|
{
|
|
args.NoSlip = true;
|
|
}
|
|
|
|
private void OnSlowedOverSlipAttempt(EntityUid uid, SlowedOverSlipperyComponent component, SlipAttemptEvent args)
|
|
{
|
|
args.SlowOverSlippery = true;
|
|
}
|
|
|
|
private void OnThrownSlipAttempt(EntityUid uid, ThrownItemComponent comp, ref SlipCausingAttemptEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnGetSlowedOverSlipperyModifier(EntityUid uid, SlowedOverSlipperyComponent comp, ref InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent> args)
|
|
{
|
|
args.Args.SlowdownModifier *= comp.SlowdownModifier;
|
|
}
|
|
|
|
private void OnEntityExit(EntityUid uid, SlipperyComponent component, ref EndCollideEvent args)
|
|
{
|
|
if (HasComp<SpeedModifiedByContactComponent>(args.OtherEntity))
|
|
_speedModifier.AddModifiedEntity(args.OtherEntity);
|
|
}
|
|
|
|
private bool CanSlip(EntityUid uid, EntityUid toSlip)
|
|
{
|
|
return !_container.IsEntityInContainer(uid)
|
|
&& _status.CanAddStatusEffect(toSlip, SharedStunSystem.StunId); //Should be KnockedDown instead?
|
|
}
|
|
|
|
public void TrySlip(EntityUid uid, SlipperyComponent component, EntityUid other, bool requiresContact = true)
|
|
{
|
|
var knockedDown = _knockedDownQuery.HasComp(other);
|
|
if (knockedDown && !component.SlipData.SuperSlippery)
|
|
return;
|
|
|
|
var attemptEv = new SlipAttemptEvent(uid);
|
|
RaiseLocalEvent(other, attemptEv);
|
|
if (attemptEv.SlowOverSlippery)
|
|
_speedModifier.AddModifiedEntity(other);
|
|
|
|
if (attemptEv.NoSlip)
|
|
return;
|
|
|
|
var attemptCausingEv = new SlipCausingAttemptEvent();
|
|
RaiseLocalEvent(uid, ref attemptCausingEv);
|
|
if (attemptCausingEv.Cancelled)
|
|
return;
|
|
|
|
var ev = new SlipEvent(other);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
if (_physicsQuery.TryComp(other, out var physics) && !_slidingQuery.HasComp(other))
|
|
{
|
|
_physics.SetLinearVelocity(other, physics.LinearVelocity * component.SlipData.LaunchForwardsMultiplier, body: physics);
|
|
|
|
if (component.AffectsSliding && requiresContact)
|
|
EnsureComp<SlidingComponent>(other);
|
|
}
|
|
|
|
// Preventing from playing the slip sound and stunning when you are already knocked down.
|
|
if (!knockedDown)
|
|
{
|
|
// Status effects should handle a TimeSpan of 0 properly...
|
|
_stun.TryUpdateStunDuration(other, component.SlipData.StunTime);
|
|
|
|
// Don't make a new status effect entity if the entity wouldn't do anything
|
|
if (!MathHelper.CloseTo(component.SlipData.SlipFriction, 1f))
|
|
{
|
|
_movementMod.TryUpdateFrictionModDuration(
|
|
other,
|
|
component.FrictionStatusTime,
|
|
component.SlipData.SlipFriction
|
|
);
|
|
}
|
|
|
|
_stamina.TakeStaminaDamage(other, component.StaminaDamage); // Note that this can StamCrit
|
|
|
|
// Sunrise-Start
|
|
var evSlipped = new SlippedEvent(other);
|
|
RaiseLocalEvent(other, ref evSlipped);
|
|
RaiseLocalEvent(other, new MoodEffectEvent("MobSlipped"));
|
|
|
|
if (_random.Prob(_deadChance) && _net.IsServer)
|
|
{
|
|
RaiseLocalEvent(other, new PlayEmoteMessage(EmoteFallOnNeckProto));
|
|
}
|
|
// Sunrise-End
|
|
|
|
_audio.PlayPredicted(component.SlipSound, other, other);
|
|
}
|
|
|
|
_stun.TryKnockdown(other, component.SlipData.KnockdownTime, true, force: true);
|
|
|
|
_adminLogger.Add(LogType.Slip, LogImpact.Low, $"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity to determine if it can slip or not.
|
|
/// </summary>
|
|
public sealed class SlipAttemptEvent : EntityEventArgs, IInventoryRelayEvent
|
|
{
|
|
public bool NoSlip;
|
|
|
|
public bool SlowOverSlippery;
|
|
|
|
public EntityUid? SlipCausingEntity;
|
|
|
|
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
|
|
|
|
public SlipAttemptEvent(EntityUid? slipCausingEntity)
|
|
{
|
|
SlipCausingEntity = slipCausingEntity;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity that is causing the slip event (e.g, the banana peel), to determine if the slip attempt should be cancelled.
|
|
/// </summary>
|
|
/// <param name="Cancelled">If the slip should be cancelled</param>
|
|
[ByRefEvent]
|
|
public record struct SlipCausingAttemptEvent (bool Cancelled);
|
|
|
|
/// Raised on an entity that CAUSED some other entity to slip (e.g., the banana peel).
|
|
/// <param name="Slipped">The entity being slipped</param>
|
|
[ByRefEvent]
|
|
public readonly record struct SlipEvent(EntityUid Slipped);
|
|
|
|
// Sunrise-Start
|
|
[ByRefEvent]
|
|
public readonly record struct SlippedEvent(EntityUid Target);
|
|
// Sunrise-End
|