# 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
691 lines
23 KiB
C#
691 lines
23 KiB
C#
using Content.Server.AlertLevel;
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using Content.Server.Audio;
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using Content.Server.Chat.Systems;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Kitchen.Components;
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using Content.Server.Pinpointer;
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using Content.Server.Popups;
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using Content.Server.Station.Systems;
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using Content.Shared.Audio;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Maps;
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using Content.Shared.Nuke;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Nuke;
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public sealed class NukeSystem : EntitySystem
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{
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[Dependency] private readonly AlertLevelSystem _alertLevel = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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/// <summary>
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/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
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/// </summary>
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private float _nukeSongLength;
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private ResolvedSoundSpecifier _selectedNukeSong = String.Empty;
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/// <summary>
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/// Time to leave between the nuke song and the nuke alarm playing.
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/// </summary>
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private const float NukeSongBuffer = 1.5f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NukeComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<NukeComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<NukeComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<NukeComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<NukeComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<NukeComponent, ExaminedEvent>(OnExaminedEvent);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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// ui events
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SubscribeLocalEvent<NukeComponent, NukeAnchorMessage>(OnAnchorButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeArmedMessage>(OnArmButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadMessage>(OnKeypadButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadClearMessage>(OnClearButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadEnterMessage>(OnEnterButtonPressed);
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// Doafter events
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SubscribeLocalEvent<NukeComponent, NukeDisarmDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<NukeDiskComponent, BeingMicrowavedEvent>(OnMicrowaved);
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}
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private void OnInit(EntityUid uid, NukeComponent component, ComponentInit args)
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{
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_itemSlots.AddItemSlot(uid, SharedNukeComponent.NukeDiskSlotId, component.DiskSlot);
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<NukeComponent>();
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while (query.MoveNext(out var uid, out var nuke))
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{
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switch (nuke.Status)
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{
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case NukeStatus.ARMED:
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TickTimer(uid, frameTime, nuke);
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break;
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case NukeStatus.COOLDOWN:
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TickCooldown(uid, frameTime, nuke);
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break;
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}
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}
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}
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private void OnMapInit(EntityUid uid, NukeComponent nuke, MapInitEvent args)
|
|
{
|
|
nuke.RemainingTime = nuke.Timer;
|
|
var originStation = _station.GetOwningStation(uid);
|
|
|
|
if (originStation != null)
|
|
{
|
|
nuke.OriginStation = originStation;
|
|
}
|
|
else
|
|
{
|
|
var transform = Transform(uid);
|
|
nuke.OriginMapGrid = (transform.MapID, transform.GridUid);
|
|
}
|
|
|
|
nuke.Code = GenerateRandomNumberString(nuke.CodeLength);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Slightly randomize nuke countdown timer
|
|
/// </summary>
|
|
private void OnMicrowaved(Entity<NukeDiskComponent> ent, ref BeingMicrowavedEvent args)
|
|
{
|
|
if (ent.Comp.TimeModifier != null)
|
|
return;
|
|
|
|
var seconds = _random.NextGaussian(ent.Comp.MicrowaveMean.TotalSeconds, ent.Comp.MicrowaveStd.TotalSeconds);
|
|
ent.Comp.TimeModifier = TimeSpan.FromSeconds(seconds);
|
|
_popups.PopupEntity(Loc.GetString("nuke-disk-component-microwave"), ent.Owner, PopupType.Medium);
|
|
}
|
|
|
|
private void OnRemove(EntityUid uid, NukeComponent component, ComponentRemove args)
|
|
{
|
|
_itemSlots.RemoveItemSlot(uid, component.DiskSlot);
|
|
}
|
|
|
|
private void OnItemSlotChanged(EntityUid uid, NukeComponent component, ContainerModifiedMessage args)
|
|
{
|
|
if (!component.Initialized)
|
|
return;
|
|
|
|
if (args.Container.ID != component.DiskSlot.ID)
|
|
return;
|
|
|
|
UpdateStatus(uid, component);
|
|
UpdateUserInterface(uid, component);
|
|
}
|
|
|
|
#region Anchor
|
|
|
|
private void OnAnchorChanged(EntityUid uid, NukeComponent component, ref AnchorStateChangedEvent args)
|
|
{
|
|
UpdateUserInterface(uid, component);
|
|
|
|
if (args.Anchored == false && component.Status == NukeStatus.ARMED && component.RemainingTime > component.DisarmDoAfterLength)
|
|
{
|
|
// yes, this means technically if you can find a way to unanchor the nuke, you can disarm it
|
|
// without the doafter. but that takes some effort, and it won't allow you to disarm a nuke that can't be disarmed by the doafter.
|
|
DisarmBomb(uid, component);
|
|
}
|
|
|
|
UpdateAppearance(uid, component);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region UI Events
|
|
|
|
private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
|
|
{
|
|
// malicious client sanity check
|
|
if (component.Status == NukeStatus.ARMED)
|
|
return;
|
|
|
|
// Nuke has to have the disk in it to be moved
|
|
if (!component.DiskSlot.HasItem)
|
|
{
|
|
var msg = Loc.GetString("nuke-component-cant-anchor-toggle");
|
|
_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
|
|
return;
|
|
}
|
|
|
|
// manually set transform anchor (bypassing anchorable)
|
|
// todo: it will break pullable system
|
|
var xform = Transform(uid);
|
|
if (xform.Anchored)
|
|
{
|
|
_transform.Unanchor(uid, xform);
|
|
_itemSlots.SetLock(uid, component.DiskSlot, true);
|
|
}
|
|
else
|
|
{
|
|
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
|
|
return;
|
|
|
|
var worldPos = _transform.GetWorldPosition(xform);
|
|
|
|
foreach (var tile in _map.GetTilesIntersecting(xform.GridUid.Value, grid, new Circle(worldPos, component.RequiredFloorRadius), false))
|
|
{
|
|
if (!_turf.IsSpace(tile))
|
|
continue;
|
|
|
|
var msg = Loc.GetString("nuke-component-cant-anchor-floor");
|
|
_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
|
|
|
|
return;
|
|
}
|
|
|
|
_transform.SetCoordinates(uid, xform, xform.Coordinates.SnapToGrid());
|
|
_transform.AnchorEntity(uid, xform);
|
|
_itemSlots.SetLock(uid, component.DiskSlot, false);
|
|
}
|
|
|
|
UpdateUserInterface(uid, component);
|
|
}
|
|
|
|
private void OnEnterButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadEnterMessage args)
|
|
{
|
|
if (component.Status != NukeStatus.AWAIT_CODE)
|
|
return;
|
|
|
|
UpdateStatus(uid, component);
|
|
UpdateUserInterface(uid, component);
|
|
}
|
|
|
|
private void OnKeypadButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadMessage args)
|
|
{
|
|
PlayNukeKeypadSound(uid, args.Value, component);
|
|
|
|
if (component.Status != NukeStatus.AWAIT_CODE)
|
|
return;
|
|
|
|
if (component.EnteredCode.Length >= component.CodeLength)
|
|
return;
|
|
|
|
component.EnteredCode += args.Value.ToString();
|
|
UpdateUserInterface(uid, component);
|
|
}
|
|
|
|
private void OnClearButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadClearMessage args)
|
|
{
|
|
_audio.PlayPvs(component.KeypadPressSound, uid);
|
|
|
|
if (component.Status != NukeStatus.AWAIT_CODE)
|
|
return;
|
|
|
|
component.EnteredCode = "";
|
|
UpdateUserInterface(uid, component);
|
|
}
|
|
|
|
private void OnArmButtonPressed(EntityUid uid, NukeComponent component, NukeArmedMessage args)
|
|
{
|
|
if (!component.DiskSlot.HasItem)
|
|
return;
|
|
|
|
if (component.Status == NukeStatus.AWAIT_ARM && Transform(uid).Anchored)
|
|
ArmBomb(uid, component);
|
|
|
|
else
|
|
{
|
|
DisarmBombDoAfter(uid, args.Actor, component);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Doafter Events
|
|
|
|
private void OnDoAfter(EntityUid uid, NukeComponent component, DoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Cancelled)
|
|
return;
|
|
|
|
DisarmBomb(uid, component);
|
|
|
|
var ev = new NukeDisarmSuccessEvent();
|
|
RaiseLocalEvent(ev);
|
|
|
|
args.Handled = true;
|
|
}
|
|
#endregion
|
|
|
|
private void TickCooldown(EntityUid uid, float frameTime, NukeComponent? nuke = null)
|
|
{
|
|
if (!Resolve(uid, ref nuke))
|
|
return;
|
|
|
|
nuke.CooldownTime -= frameTime;
|
|
if (nuke.CooldownTime <= 0)
|
|
{
|
|
// reset nuke to default state
|
|
nuke.CooldownTime = 0;
|
|
nuke.Status = NukeStatus.AWAIT_ARM;
|
|
UpdateStatus(uid, nuke);
|
|
}
|
|
|
|
UpdateUserInterface(uid, nuke);
|
|
}
|
|
|
|
private void TickTimer(EntityUid uid, float frameTime, NukeComponent? nuke = null)
|
|
{
|
|
if (!Resolve(uid, ref nuke))
|
|
return;
|
|
|
|
nuke.RemainingTime -= frameTime;
|
|
|
|
// Start playing the nuke event song so that it ends a couple seconds before the alert sound
|
|
// should play
|
|
if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !ResolvedSoundSpecifier.IsNullOrEmpty(_selectedNukeSong))
|
|
{
|
|
_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
|
|
nuke.PlayedNukeSong = true;
|
|
}
|
|
|
|
// play alert sound if time is running out
|
|
if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
|
|
{
|
|
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(nuke.AlertSound), new AudioParams{Volume = -5f});
|
|
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
|
|
nuke.PlayedAlertSound = true;
|
|
UpdateAppearance(uid, nuke);
|
|
}
|
|
|
|
if (nuke.RemainingTime <= 0)
|
|
{
|
|
nuke.RemainingTime = 0;
|
|
ActivateBomb(uid, nuke);
|
|
}
|
|
|
|
else
|
|
UpdateUserInterface(uid, nuke);
|
|
}
|
|
|
|
private void UpdateStatus(EntityUid uid, NukeComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
switch (component.Status)
|
|
{
|
|
case NukeStatus.AWAIT_DISK:
|
|
if (component.DiskSlot.HasItem)
|
|
component.Status = NukeStatus.AWAIT_CODE;
|
|
break;
|
|
case NukeStatus.AWAIT_CODE:
|
|
if (!component.DiskSlot.HasItem)
|
|
{
|
|
component.Status = NukeStatus.AWAIT_DISK;
|
|
component.EnteredCode = "";
|
|
break;
|
|
}
|
|
|
|
if (component.EnteredCode == component.Code)
|
|
{
|
|
component.Status = NukeStatus.AWAIT_ARM;
|
|
var modifier = CompOrNull<NukeDiskComponent>(component.DiskSlot.Item)?.TimeModifier ?? TimeSpan.Zero;
|
|
component.RemainingTime = MathF.Max(component.Timer + (float)modifier.TotalSeconds, component.MinimumTime);
|
|
_audio.PlayPvs(component.AccessGrantedSound, uid);
|
|
}
|
|
else
|
|
{
|
|
component.EnteredCode = "";
|
|
_audio.PlayPvs(component.AccessDeniedSound, uid);
|
|
}
|
|
|
|
break;
|
|
case NukeStatus.AWAIT_ARM:
|
|
// do nothing, wait for arm button to be pressed
|
|
break;
|
|
case NukeStatus.ARMED:
|
|
// handling case of wizard recalling disk out of armed Nuke
|
|
if (!component.DiskSlot.HasItem)
|
|
{
|
|
DisarmBomb(uid, component);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void UpdateUserInterface(EntityUid uid, NukeComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (!_ui.HasUi(uid, NukeUiKey.Key))
|
|
return;
|
|
|
|
var anchored = Transform(uid).Anchored;
|
|
|
|
var allowArm = component.DiskSlot.HasItem &&
|
|
(component.Status == NukeStatus.AWAIT_ARM ||
|
|
component.Status == NukeStatus.ARMED);
|
|
|
|
var state = new NukeUiState
|
|
{
|
|
Status = component.Status,
|
|
RemainingTime = (int) component.RemainingTime,
|
|
DiskInserted = component.DiskSlot.HasItem,
|
|
IsAnchored = anchored,
|
|
AllowArm = allowArm,
|
|
EnteredCodeLength = component.EnteredCode.Length,
|
|
MaxCodeLength = component.CodeLength,
|
|
CooldownTime = (int) component.CooldownTime,
|
|
};
|
|
|
|
_ui.SetUiState(uid, NukeUiKey.Key, state);
|
|
}
|
|
|
|
private void PlayNukeKeypadSound(EntityUid uid, int number, NukeComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
// This is a C mixolydian blues scale.
|
|
// 1 2 3 C D Eb
|
|
// 4 5 6 E F F#
|
|
// 7 8 9 G A Bb
|
|
var semitoneShift = number switch
|
|
{
|
|
1 => 0,
|
|
2 => 2,
|
|
3 => 3,
|
|
4 => 4,
|
|
5 => 5,
|
|
6 => 6,
|
|
7 => 7,
|
|
8 => 9,
|
|
9 => 10,
|
|
0 => component.LastPlayedKeypadSemitones + 12,
|
|
_ => 0,
|
|
};
|
|
|
|
// Don't double-dip on the octave shifting
|
|
component.LastPlayedKeypadSemitones = number == 0 ? component.LastPlayedKeypadSemitones : semitoneShift;
|
|
|
|
var opts = component.KeypadPressSound.Params;
|
|
opts = AudioHelpers.ShiftSemitone(opts, semitoneShift).AddVolume(-5f);
|
|
_audio.PlayPvs(component.KeypadPressSound, uid, opts);
|
|
}
|
|
|
|
public string GenerateRandomNumberString(int length)
|
|
{
|
|
var ret = "";
|
|
for (var i = 0; i < length; i++)
|
|
{
|
|
var c = (char) _random.Next('0', '9' + 1);
|
|
ret += c;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
#region Public API
|
|
|
|
/// <summary>
|
|
/// Force a nuclear bomb to start a countdown timer
|
|
/// </summary>
|
|
public void ArmBomb(EntityUid uid, NukeComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (component.Status == NukeStatus.ARMED)
|
|
return;
|
|
|
|
var nukeXform = Transform(uid);
|
|
var stationUid = _station.GetStationInMap(nukeXform.MapID);
|
|
// The nuke may not be on a station, so it's more important to just
|
|
// let people know that a nuclear bomb was armed in their vicinity instead.
|
|
// Otherwise, you could set every station to whatever AlertLevelOnActivate is.
|
|
if (stationUid != null)
|
|
{
|
|
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnActivate, true, true, true, true);
|
|
}
|
|
|
|
var pos = _transform.GetMapCoordinates(uid, xform: nukeXform);
|
|
var x = (int) pos.X;
|
|
var y = (int) pos.Y;
|
|
var posText = $"({x}, {y})";
|
|
|
|
// We are collapsing the randomness here, otherwise we would get separate random song picks for checking duration and when actually playing the song afterwards
|
|
_selectedNukeSong = _audio.ResolveSound(component.ArmMusic);
|
|
|
|
// warn a crew
|
|
var announcement = Loc.GetString("nuke-component-announcement-armed",
|
|
("time", (int) component.RemainingTime),
|
|
("location", FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString((uid, nukeXform)))));
|
|
var sender = Loc.GetString("nuke-component-announcement-sender");
|
|
_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, playDefault: false, colorOverride: Color.Red);
|
|
|
|
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.ArmSound));
|
|
_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
|
|
|
|
// turn on the spinny light
|
|
_pointLight.SetEnabled(uid, true);
|
|
// enable the navmap beacon for people to find it
|
|
_navMap.SetBeaconEnabled(uid, true);
|
|
|
|
_itemSlots.SetLock(uid, component.DiskSlot, true);
|
|
if (!nukeXform.Anchored)
|
|
{
|
|
// Admin command shenanigans, just make sure.
|
|
_transform.AnchorEntity(uid, nukeXform);
|
|
}
|
|
|
|
component.Status = NukeStatus.ARMED;
|
|
UpdateUserInterface(uid, component);
|
|
UpdateAppearance(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop nuclear bomb timer
|
|
/// </summary>
|
|
public void DisarmBomb(EntityUid uid, NukeComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (component.Status != NukeStatus.ARMED)
|
|
return;
|
|
|
|
var stationUid = _station.GetOwningStation(uid);
|
|
if (stationUid != null)
|
|
{
|
|
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnDeactivate, true, true, true);
|
|
}
|
|
|
|
// warn a crew
|
|
var announcement = Loc.GetString("nuke-component-announcement-unarmed");
|
|
var sender = Loc.GetString("nuke-component-announcement-sender");
|
|
_chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false);
|
|
|
|
component.PlayedNukeSong = false;
|
|
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.DisarmSound));
|
|
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
|
|
|
|
// reset nuke remaining time to either itself or the minimum time, whichever is higher
|
|
component.RemainingTime = Math.Max(component.RemainingTime, component.MinimumTime);
|
|
|
|
// disable sound and reset it
|
|
component.PlayedAlertSound = false;
|
|
component.AlertAudioStream = _audio.Stop(component.AlertAudioStream);
|
|
|
|
// turn off the spinny light
|
|
_pointLight.SetEnabled(uid, false);
|
|
// disable the navmap beacon now that its disarmed
|
|
_navMap.SetBeaconEnabled(uid, false);
|
|
|
|
// start bomb cooldown
|
|
_itemSlots.SetLock(uid, component.DiskSlot, false);
|
|
component.Status = NukeStatus.COOLDOWN;
|
|
component.CooldownTime = component.Cooldown;
|
|
|
|
UpdateUserInterface(uid, component);
|
|
UpdateAppearance(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggle bomb arm button
|
|
/// </summary>
|
|
public void ToggleBomb(EntityUid uid, NukeComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (component.Status == NukeStatus.ARMED)
|
|
DisarmBomb(uid, component);
|
|
else
|
|
ArmBomb(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Force bomb to explode immediately
|
|
/// </summary>
|
|
public void ActivateBomb(EntityUid uid, NukeComponent? component = null,
|
|
TransformComponent? transform = null)
|
|
{
|
|
if (!Resolve(uid, ref component, ref transform))
|
|
return;
|
|
|
|
if (component.Exploded)
|
|
return;
|
|
|
|
component.Exploded = true;
|
|
|
|
_explosions.QueueExplosion(uid,
|
|
component.ExplosionType,
|
|
component.TotalIntensity,
|
|
component.IntensitySlope,
|
|
component.MaxIntensity);
|
|
|
|
RaiseLocalEvent(new NukeExplodedEvent()
|
|
{
|
|
OwningStation = transform.GridUid,
|
|
});
|
|
|
|
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
|
|
Del(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set remaining time value
|
|
/// </summary>
|
|
public void SetRemainingTime(EntityUid uid, float timer, NukeComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
component.RemainingTime = timer;
|
|
UpdateUserInterface(uid, component);
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void DisarmBombDoAfter(EntityUid uid, EntityUid user, NukeComponent nuke)
|
|
{
|
|
var doAfter = new DoAfterArgs(EntityManager, user, nuke.DisarmDoAfterLength, new NukeDisarmDoAfterEvent(), uid, target: uid)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = true,
|
|
};
|
|
|
|
if (!_doAfter.TryStartDoAfter(doAfter))
|
|
return;
|
|
|
|
_popups.PopupEntity(Loc.GetString("nuke-component-doafter-warning"),
|
|
user,
|
|
user,
|
|
PopupType.LargeCaution);
|
|
}
|
|
|
|
private void UpdateAppearance(EntityUid uid, NukeComponent nuke)
|
|
{
|
|
var xform = Transform(uid);
|
|
|
|
_appearance.SetData(uid, NukeVisuals.Deployed, xform.Anchored);
|
|
|
|
NukeVisualState state;
|
|
if (nuke.PlayedAlertSound)
|
|
state = NukeVisualState.YoureFucked;
|
|
else if (nuke.Status == NukeStatus.ARMED)
|
|
state = NukeVisualState.Armed;
|
|
else
|
|
state = NukeVisualState.Idle;
|
|
|
|
_appearance.SetData(uid, NukeVisuals.State, state);
|
|
}
|
|
|
|
private void OnExaminedEvent(EntityUid uid, NukeComponent component, ExaminedEvent args)
|
|
{
|
|
if (component.PlayedAlertSound)
|
|
args.PushMarkup(Loc.GetString("nuke-examine-exploding"));
|
|
else if (component.Status == NukeStatus.ARMED)
|
|
args.PushMarkup(Loc.GetString("nuke-examine-armed"));
|
|
|
|
if (Transform(uid).Anchored)
|
|
args.PushMarkup(Loc.GetString("examinable-anchored"));
|
|
else
|
|
args.PushMarkup(Loc.GetString("examinable-unanchored"));
|
|
}
|
|
}
|
|
|
|
public sealed class NukeExplodedEvent : EntityEventArgs
|
|
{
|
|
public EntityUid? OwningStation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised directed on the nuke when its disarm doafter is successful.
|
|
/// So the game knows not to end.
|
|
/// </summary>
|
|
public sealed class NukeDisarmSuccessEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|