# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.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/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
341 lines
13 KiB
C#
341 lines
13 KiB
C#
using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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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.Events;
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using Content.Shared.Maps;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Toggleable;
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using Content.Shared.Verbs;
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using Content.Shared.Item.ItemToggle; // Sunrise-Edit
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Utility;
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namespace Content.Shared.Blocking;
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public sealed partial class BlockingSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly ExamineSystemShared _examine = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!; // Sunrise-Edit
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public override void Initialize()
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{
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base.Initialize();
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InitializeUser();
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SubscribeLocalEvent<BlockingComponent, GotEquippedHandEvent>(OnEquip);
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SubscribeLocalEvent<BlockingComponent, GotUnequippedHandEvent>(OnUnequip);
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SubscribeLocalEvent<BlockingComponent, DroppedEvent>(OnDrop);
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SubscribeLocalEvent<BlockingComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<BlockingComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<BlockingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<BlockingComponent, GetVerbsEvent<ExamineVerb>>(OnVerbExamine);
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SubscribeLocalEvent<BlockingComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, BlockingComponent component, MapInitEvent args)
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{
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_actionContainer.EnsureAction(uid, ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
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Dirty(uid, component);
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}
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private void OnEquip(EntityUid uid, BlockingComponent component, GotEquippedHandEvent args)
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{
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component.User = args.User;
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Dirty(uid, component);
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//To make sure that this bodytype doesn't get set as anything but the original
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if (TryComp<PhysicsComponent>(args.User, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static && !HasComp<BlockingUserComponent>(args.User))
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{
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var userComp = EnsureComp<BlockingUserComponent>(args.User);
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userComp.BlockingItem = uid;
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userComp.OriginalBodyType = physicsComponent.BodyType;
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}
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}
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private void OnUnequip(EntityUid uid, BlockingComponent component, GotUnequippedHandEvent args)
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{
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StopBlockingHelper(uid, component, args.User);
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}
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private void OnDrop(EntityUid uid, BlockingComponent component, DroppedEvent args)
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{
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StopBlockingHelper(uid, component, args.User);
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}
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private void OnGetActions(EntityUid uid, BlockingComponent component, GetItemActionsEvent args)
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{
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args.AddAction(ref component.BlockingToggleActionEntity, component.BlockingToggleAction);
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}
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private void OnToggleAction(EntityUid uid, BlockingComponent component, ToggleActionEvent args)
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{
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if (args.Handled)
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return;
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var blockQuery = GetEntityQuery<BlockingComponent>();
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var handQuery = GetEntityQuery<HandsComponent>();
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if (!handQuery.TryGetComponent(args.Performer, out var hands))
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return;
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var shields = _handsSystem.EnumerateHeld((args.Performer, hands)).ToArray();
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foreach (var shield in shields)
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{
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if (shield == uid)
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continue;
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if (blockQuery.TryGetComponent(shield, out var otherBlockComp) && otherBlockComp.IsBlocking)
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{
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CantBlockError(args.Performer);
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return;
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}
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}
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if (component.IsBlocking)
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StopBlocking(uid, component, args.Performer);
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else
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StartBlocking(uid, component, args.Performer);
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args.Handled = true;
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}
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private void OnShutdown(EntityUid uid, BlockingComponent component, ComponentShutdown args)
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{
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//In theory the user should not be null when this fires off
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if (component.User != null)
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{
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_actionsSystem.RemoveProvidedActions(component.User.Value, uid);
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StopBlockingHelper(uid, component, component.User.Value);
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}
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}
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/// <summary>
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/// Called where you want the user to start blocking
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/// Creates a new hard fixture to bodyblock
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/// Also makes the user static to prevent prediction issues
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/// </summary>
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/// <param name="item"> The entity with the blocking component</param>
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/// <param name="component"> The <see cref="BlockingComponent"/></param>
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/// <param name="user"> The entity who's using the item to block</param>
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/// <returns></returns>
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public bool StartBlocking(EntityUid item, BlockingComponent component, EntityUid user)
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{
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if (component.IsBlocking)
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return false;
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var xform = Transform(user);
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var shieldName = Name(item);
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var blockerName = Identity.Entity(user, EntityManager);
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var msgUser = Loc.GetString("action-popup-blocking-user", ("shield", shieldName));
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var msgOther = Loc.GetString("action-popup-blocking-other", ("blockerName", blockerName), ("shield", shieldName));
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//Don't allow someone to block if they're not parented to a grid
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if (xform.GridUid != xform.ParentUid)
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{
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CantBlockError(user);
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return false;
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}
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// Don't allow someone to block if they're not holding the shield
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if (!_handsSystem.IsHolding(user, item, out _))
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{
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CantBlockError(user);
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return false;
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}
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//Don't allow someone to block if someone else is on the same tile
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var playerTileRef = _turf.GetTileRef(xform.Coordinates);
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if (playerTileRef != null)
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{
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var intersecting = _lookup.GetLocalEntitiesIntersecting(playerTileRef.Value, 0f);
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var mobQuery = GetEntityQuery<MobStateComponent>();
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foreach (var uid in intersecting)
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{
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if (uid != user && mobQuery.HasComponent(uid))
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{
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TooCloseError(user);
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return false;
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}
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}
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}
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//Don't allow someone to block if they're somehow not anchored.
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_transformSystem.AnchorEntity(user, xform);
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if (!xform.Anchored)
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{
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CantBlockError(user);
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return false;
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}
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_actionsSystem.SetToggled(component.BlockingToggleActionEntity, true);
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_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
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if (TryComp<PhysicsComponent>(user, out var physicsComponent))
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{
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_fixtureSystem.TryCreateFixture(user,
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component.Shape,
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BlockingComponent.BlockFixtureID,
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hard: true,
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collisionLayer: (int)CollisionGroup.WallLayer,
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body: physicsComponent);
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}
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component.IsBlocking = true;
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Dirty(item, component);
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return true;
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}
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private void CantBlockError(EntityUid user)
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{
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var msgError = Loc.GetString("action-popup-blocking-user-cant-block");
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_popupSystem.PopupClient(msgError, user, user);
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}
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private void TooCloseError(EntityUid user)
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{
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var msgError = Loc.GetString("action-popup-blocking-user-too-close");
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_popupSystem.PopupClient(msgError, user, user);
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}
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/// <summary>
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/// Called where you want the user to stop blocking.
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/// </summary>
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/// <param name="item"> The entity with the blocking component</param>
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/// <param name="component"> The <see cref="BlockingComponent"/></param>
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/// <param name="user"> The entity who's using the item to block</param>
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/// <returns></returns>
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public bool StopBlocking(EntityUid item, BlockingComponent component, EntityUid user)
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{
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if (!component.IsBlocking)
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return false;
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var xform = Transform(user);
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var shieldName = Name(item);
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var blockerName = Identity.Entity(user, EntityManager);
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var msgUser = Loc.GetString("action-popup-blocking-disabling-user", ("shield", shieldName));
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var msgOther = Loc.GetString("action-popup-blocking-disabling-other", ("blockerName", blockerName), ("shield", shieldName));
|
|
|
|
//If the component blocking toggle isn't null, grab the users SharedBlockingUserComponent and PhysicsComponent
|
|
//then toggle the action to false, unanchor the user, remove the hard fixture
|
|
//and set the users bodytype back to their original type
|
|
if (TryComp<BlockingUserComponent>(user, out var blockingUserComponent) && TryComp<PhysicsComponent>(user, out var physicsComponent))
|
|
{
|
|
if (xform.Anchored)
|
|
_transformSystem.Unanchor(user, xform, false);
|
|
|
|
_actionsSystem.SetToggled(component.BlockingToggleActionEntity, false);
|
|
_fixtureSystem.DestroyFixture(user, BlockingComponent.BlockFixtureID, body: physicsComponent);
|
|
_physics.SetBodyType(user, blockingUserComponent.OriginalBodyType, body: physicsComponent);
|
|
_popupSystem.PopupPredicted(msgUser, msgOther, user, user);
|
|
}
|
|
|
|
component.IsBlocking = false;
|
|
Dirty(item, component);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called where you want someone to stop blocking and to remove the <see cref="BlockingUserComponent"/> from them
|
|
/// Won't remove the <see cref="BlockingUserComponent"/> if they're holding another blocking item
|
|
/// </summary>
|
|
/// <param name="uid"> The item the component is attached to</param>
|
|
/// <param name="component"> The <see cref="BlockingComponent"/> </param>
|
|
/// <param name="user"> The person holding the blocking item </param>
|
|
private void StopBlockingHelper(EntityUid uid, BlockingComponent component, EntityUid user)
|
|
{
|
|
if (component.IsBlocking)
|
|
StopBlocking(uid, component, user);
|
|
|
|
var userQuery = GetEntityQuery<BlockingUserComponent>();
|
|
var handQuery = GetEntityQuery<HandsComponent>();
|
|
|
|
if (!handQuery.TryGetComponent(user, out var hands))
|
|
return;
|
|
|
|
var shields = _handsSystem.EnumerateHeld((user, hands)).ToArray();
|
|
|
|
foreach (var shield in shields)
|
|
{
|
|
if (HasComp<BlockingComponent>(shield) && userQuery.TryGetComponent(user, out var blockingUserComponent))
|
|
{
|
|
blockingUserComponent.BlockingItem = shield;
|
|
return;
|
|
}
|
|
}
|
|
|
|
RemComp<BlockingUserComponent>(user);
|
|
component.User = null;
|
|
}
|
|
|
|
private void OnVerbExamine(EntityUid uid, BlockingComponent component, GetVerbsEvent<ExamineVerb> args)
|
|
{
|
|
if (!args.CanInteract || !args.CanAccess)
|
|
return;
|
|
|
|
var fraction = component.IsBlocking ? component.ActiveBlockFraction : component.PassiveBlockFraction;
|
|
if (!_toggle.IsActivated(uid)) // Sunrise-Edit
|
|
fraction = 0f;
|
|
var modifier = component.IsBlocking ? component.ActiveBlockDamageModifier : component.PassiveBlockDamageModifer;
|
|
if (!_toggle.IsActivated(uid)) // Sunrise-Edit
|
|
modifier = new DamageModifierSet();
|
|
|
|
var msg = new FormattedMessage();
|
|
msg.AddMarkupOrThrow(Loc.GetString("blocking-fraction", ("value", MathF.Round(fraction * 100, 1))));
|
|
|
|
AppendCoefficients(modifier, msg);
|
|
|
|
_examine.AddDetailedExamineVerb(args, component, msg,
|
|
Loc.GetString("blocking-examinable-verb-text"),
|
|
"/Textures/Interface/VerbIcons/dot.svg.192dpi.png",
|
|
Loc.GetString("blocking-examinable-verb-message")
|
|
);
|
|
}
|
|
|
|
private void AppendCoefficients(DamageModifierSet modifiers, FormattedMessage msg)
|
|
{
|
|
foreach (var coefficient in modifiers.Coefficients)
|
|
{
|
|
msg.PushNewline();
|
|
msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-coefficient-value",
|
|
("type", coefficient.Key),
|
|
("value", MathF.Round(coefficient.Value * 100, 1))
|
|
));
|
|
}
|
|
|
|
foreach (var flat in modifiers.FlatReduction)
|
|
{
|
|
msg.PushNewline();
|
|
msg.AddMarkupOrThrow(Robust.Shared.Localization.Loc.GetString("blocking-reduction-value",
|
|
("type", flat.Key),
|
|
("value", flat.Value)
|
|
));
|
|
}
|
|
}
|
|
}
|