# 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
519 lines
18 KiB
C#
519 lines
18 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.EntityEffects;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared._Sunrise.Mood;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.EffectConditions;
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using Content.Shared.EntityEffects.Effects;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems;
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[UsedImplicitly]
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public sealed class RespiratorSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSys = default!;
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[Dependency] private readonly LungSystem _lungSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly EntityEffectSystem _entityEffect = default!;
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private static readonly ProtoId<MetabolismGroupPrototype> GasId = new("Gas");
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public override void Initialize()
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{
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base.Initialize();
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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// BodyComp stuff
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SubscribeLocalEvent<BodyComponent, InhaledGasEvent>(OnGasInhaled);
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SubscribeLocalEvent<BodyComponent, ExhaledGasEvent>(OnGasExhaled);
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SubscribeLocalEvent<BodyComponent, CanMetabolizeGasEvent>(CanBodyMetabolizeGas);
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SubscribeLocalEvent<BodyComponent, SuffocationEvent>(OnSuffocation);
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SubscribeLocalEvent<BodyComponent, StopSuffocatingEvent>(OnStopSuffocating);
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// Sunrise-Start
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SubscribeLocalEvent<RespiratorImmunityComponent, ComponentInit>(OnPressureImmuneInit);
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SubscribeLocalEvent<RespiratorImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
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// Sunrise-End
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}
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// Sunrise-Start
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private void OnPressureImmuneInit(EntityUid uid, RespiratorImmunityComponent pressureImmunity, ComponentInit args)
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{
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if (TryComp<RespiratorComponent>(uid, out var respirator))
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{
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respirator.HasImmunity = true;
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}
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}
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private void OnPressureImmuneRemove(EntityUid uid, RespiratorImmunityComponent pressureImmunity, ComponentRemove args)
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{
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if (TryComp<RespiratorComponent>(uid, out var respirator))
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{
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respirator.HasImmunity = false;
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}
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}
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// Sunrise-End
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private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
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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<RespiratorComponent>();
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while (query.MoveNext(out var uid, out var respirator))
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{
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if (_gameTiming.CurTime < respirator.NextUpdate || respirator.HasImmunity) // Sunrise-Edit
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continue;
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respirator.NextUpdate += respirator.AdjustedUpdateInterval;
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if (_mobState.IsDead(uid))
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continue;
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UpdateSaturation(uid, -(float)respirator.UpdateInterval.TotalSeconds, respirator);
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if (!_mobState.IsIncapacitated(uid)) // cannot breathe in crit.
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{
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switch (respirator.Status)
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{
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case RespiratorStatus.Inhaling:
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Inhale((uid, respirator));
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respirator.Status = RespiratorStatus.Exhaling;
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break;
|
|
case RespiratorStatus.Exhaling:
|
|
Exhale((uid, respirator));
|
|
respirator.Status = RespiratorStatus.Inhaling;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (respirator.Saturation < respirator.SuffocationThreshold)
|
|
{
|
|
if (_gameTiming.CurTime >= respirator.LastGaspEmoteTime + respirator.GaspEmoteCooldown)
|
|
{
|
|
respirator.LastGaspEmoteTime = _gameTiming.CurTime;
|
|
_chat.TryEmoteWithChat(uid,
|
|
respirator.GaspEmote,
|
|
ChatTransmitRange.HideChat,
|
|
ignoreActionBlocker: true);
|
|
}
|
|
|
|
TakeSuffocationDamage((uid, respirator));
|
|
respirator.SuffocationCycles += 1;
|
|
continue;
|
|
}
|
|
|
|
StopSuffocation((uid, respirator));
|
|
respirator.SuffocationCycles = 0;
|
|
}
|
|
}
|
|
|
|
public void Inhale(Entity<RespiratorComponent?> entity)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp, logMissing: false))
|
|
return;
|
|
|
|
// Inhale gas
|
|
var ev = new InhaleLocationEvent
|
|
{
|
|
Respirator = entity.Comp,
|
|
};
|
|
RaiseLocalEvent(entity, ref ev);
|
|
|
|
ev.Gas ??= _atmosSys.GetContainingMixture(entity.Owner, excite: true);
|
|
|
|
if (ev.Gas is null)
|
|
return;
|
|
|
|
var gas = ev.Gas.RemoveVolume(entity.Comp.BreathVolume);
|
|
|
|
var inhaleEv = new InhaledGasEvent(gas);
|
|
RaiseLocalEvent(entity, ref inhaleEv);
|
|
|
|
if (inhaleEv.Handled && inhaleEv.Succeeded)
|
|
return;
|
|
|
|
// If nothing could inhale the gas give it back.
|
|
_atmosSys.Merge(ev.Gas, gas);
|
|
}
|
|
|
|
public void Exhale(Entity<RespiratorComponent> entity)
|
|
{
|
|
// exhale gas
|
|
|
|
var ev = new ExhaleLocationEvent();
|
|
RaiseLocalEvent(entity, ref ev, broadcast: false);
|
|
|
|
if (ev.Gas is null)
|
|
{
|
|
ev.Gas = _atmosSys.GetContainingMixture(entity.Owner, excite: true);
|
|
|
|
// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
|
|
// but this also means you cannot exhale on some grids.
|
|
ev.Gas ??= GasMixture.SpaceGas;
|
|
}
|
|
|
|
Exhale(entity!, ev.Gas);
|
|
}
|
|
|
|
public void Exhale(Entity<RespiratorComponent?> entity, GasMixture gas)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp, logMissing: false))
|
|
return;
|
|
|
|
var ev = new ExhaledGasEvent(gas);
|
|
RaiseLocalEvent(entity, ref ev);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the entity is above their SuffocationThreshold and alive.
|
|
/// </summary>
|
|
public bool IsBreathing(Entity<RespiratorComponent?> ent)
|
|
{
|
|
if (_mobState.IsIncapacitated(ent))
|
|
return false;
|
|
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
return (ent.Comp.Saturation > ent.Comp.SuffocationThreshold);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if it's safe for a given entity to breathe the air from the environment it is currently situated in.
|
|
/// </summary>
|
|
/// <param name="ent">The entity attempting to metabolize the gas.</param>
|
|
/// <returns>Returns true only if the air is not toxic, and it wouldn't suffocate.</returns>
|
|
public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
// Get the gas at our location but don't actually remove it from the gas mixture.
|
|
var ev = new InhaleLocationEvent
|
|
{
|
|
Respirator = ent.Comp,
|
|
};
|
|
RaiseLocalEvent(ent, ref ev);
|
|
|
|
ev.Gas ??= _atmosSys.GetContainingMixture(ent.Owner, excite: true);
|
|
|
|
// If there's no air to breathe or we can't metabolize it then internals should be on.
|
|
return ev.Gas is not null && CanMetabolizeInhaledAir(ent, ev.Gas);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a given entity can safely metabolize a given gas mixture.
|
|
/// </summary>
|
|
/// <param name="ent">The entity attempting to metabolize the gas.</param>
|
|
/// <param name="gas">The gas mixture we are trying to metabolize.</param>
|
|
/// <returns>Returns true only if the gas mixture is not toxic, and it wouldn't suffocate.</returns>
|
|
public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent, GasMixture gas)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
var ev = new CanMetabolizeGasEvent(gas);
|
|
RaiseLocalEvent(ent, ref ev);
|
|
|
|
if (!ev.Handled || ev.Toxic)
|
|
return false;
|
|
|
|
return ev.Saturation > ent.Comp.UpdateInterval.TotalSeconds;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to safely metabolize the current solutions in a body's lungs.
|
|
/// </summary>
|
|
private void CanBodyMetabolizeGas(Entity<BodyComponent> ent, ref CanMetabolizeGasEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
|
|
if (organs.Count == 0)
|
|
return;
|
|
|
|
var solution = _lungSystem.GasToReagent(args.Gas);
|
|
|
|
var saturation = 0f;
|
|
foreach (var organ in organs)
|
|
{
|
|
saturation += GetSaturation(solution, organ.Owner, out var toxic);
|
|
if (!toxic)
|
|
continue;
|
|
|
|
args.Handled = true;
|
|
args.Toxic = true;
|
|
return;
|
|
}
|
|
|
|
args.Handled = true;
|
|
args.Saturation = saturation;
|
|
}
|
|
|
|
public bool TryInhaleGasToBody(Entity<BodyComponent?> entity, GasMixture gas)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp))
|
|
return false;
|
|
|
|
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((entity, entity.Comp));
|
|
if (organs.Count == 0)
|
|
return false;
|
|
|
|
var lungRatio = 1.0f / organs.Count;
|
|
var splitGas = organs.Count == 1 ? gas : gas.RemoveRatio(lungRatio);
|
|
foreach (var (organUid, lung, _) in organs)
|
|
{
|
|
// Merge doesn't remove gas from the giver.
|
|
_atmosSys.Merge(lung.Air, splitGas);
|
|
_lungSystem.GasToReagent(organUid, lung);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void RemoveGasFromBody(Entity<BodyComponent> ent, GasMixture gas)
|
|
{
|
|
var outGas = new GasMixture(gas.Volume);
|
|
|
|
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, ent.Comp));
|
|
if (organs.Count == 0)
|
|
return;
|
|
|
|
foreach (var (organUid, lung, _) in organs)
|
|
{
|
|
_atmosSys.Merge(outGas, lung.Air);
|
|
lung.Air.Clear();
|
|
|
|
if (_solutionContainerSystem.ResolveSolution(organUid, lung.SolutionName, ref lung.Solution))
|
|
_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
|
|
}
|
|
|
|
_atmosSys.Merge(gas, outGas);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the amount of saturation that would be generated if the lung were to metabolize the given solution.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This assumes the metabolism rate is unbounded, which generally should be the case for lungs, otherwise we get
|
|
/// back to the old pulmonary edema bug.
|
|
/// </remarks>
|
|
/// <param name="solution">The reagents to metabolize</param>
|
|
/// <param name="lung">The entity doing the metabolizing</param>
|
|
/// <param name="toxic">Whether or not any of the reagents would deal damage to the entity</param>
|
|
private float GetSaturation(Solution solution, Entity<MetabolizerComponent?> lung, out bool toxic)
|
|
{
|
|
toxic = false;
|
|
if (!Resolve(lung, ref lung.Comp))
|
|
return 0;
|
|
|
|
if (lung.Comp.MetabolismGroups == null)
|
|
return 0;
|
|
|
|
float saturation = 0;
|
|
foreach (var (id, quantity) in solution.Contents)
|
|
{
|
|
var reagent = _protoMan.Index<ReagentPrototype>(id.Prototype);
|
|
if (reagent.Metabolisms == null)
|
|
continue;
|
|
|
|
if (!reagent.Metabolisms.TryGetValue(GasId, out var entry))
|
|
continue;
|
|
|
|
foreach (var effect in entry.Effects)
|
|
{
|
|
if (effect is HealthChange health)
|
|
toxic |= CanMetabolize(health) && health.Damage.AnyPositive();
|
|
else if (effect is Oxygenate oxy && CanMetabolize(oxy))
|
|
saturation += oxy.Factor * quantity.Float();
|
|
}
|
|
}
|
|
|
|
// TODO generalize condition checks
|
|
// this is pretty janky, but I just want to bodge a method that checks if an entity can breathe a gas mixture
|
|
// Applying actual reaction effects require a full ReagentEffectArgs struct.
|
|
bool CanMetabolize(EntityEffect effect)
|
|
{
|
|
if (effect.Conditions == null)
|
|
return true;
|
|
|
|
foreach (var cond in effect.Conditions)
|
|
{
|
|
if (cond is OrganType organ && !_entityEffect.OrganCondition(organ, lung))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return saturation;
|
|
}
|
|
|
|
private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
|
|
{
|
|
if (ent.Comp.SuffocationCycles == 2)
|
|
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
|
|
|
|
_damageableSys.TryChangeDamage(ent, ent.Comp.Damage, interruptsDoAfters: false);
|
|
|
|
if (ent.Comp.SuffocationCycles < ent.Comp.SuffocationCycleThreshold)
|
|
return;
|
|
|
|
var ev = new SuffocationEvent();
|
|
RaiseLocalEvent(ent, ref ev);
|
|
}
|
|
|
|
private void StopSuffocation(Entity<RespiratorComponent> ent)
|
|
{
|
|
if (ent.Comp.SuffocationCycles >= 2)
|
|
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
|
|
|
|
_damageableSys.TryChangeDamage(ent, ent.Comp.DamageRecovery);
|
|
|
|
var ev = new StopSuffocatingEvent();
|
|
RaiseLocalEvent(ent, ref ev);
|
|
}
|
|
|
|
private void OnSuffocation(Entity<BodyComponent> ent, ref SuffocationEvent args)
|
|
{
|
|
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
|
|
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
|
|
foreach (var entity in organs)
|
|
{
|
|
_alertsSystem.ShowAlert(ent, entity.Comp1.Alert);
|
|
}
|
|
}
|
|
|
|
private void OnStopSuffocating(Entity<BodyComponent> ent, ref StopSuffocatingEvent args)
|
|
{
|
|
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
|
|
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
|
|
foreach (var entity in organs)
|
|
{
|
|
_alertsSystem.ClearAlert(ent, entity.Comp1.Alert);
|
|
}
|
|
}
|
|
|
|
public void UpdateSaturation(EntityUid uid, float amount, RespiratorComponent? respirator = null)
|
|
{
|
|
if (!Resolve(uid, ref respirator, false))
|
|
return;
|
|
|
|
respirator.Saturation += amount;
|
|
respirator.Saturation =
|
|
Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
|
|
}
|
|
|
|
private void OnApplyMetabolicMultiplier(Entity<RespiratorComponent> ent, ref ApplyMetabolicMultiplierEvent args)
|
|
{
|
|
ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
|
|
}
|
|
|
|
private void OnGasInhaled(Entity<BodyComponent> entity, ref InhaledGasEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
args.Succeeded = TryInhaleGasToBody((entity, entity.Comp), args.Gas);
|
|
}
|
|
|
|
private void OnGasExhaled(Entity<BodyComponent> entity, ref ExhaledGasEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
RemoveGasFromBody(entity, args.Gas);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised when an entity first tries to inhale that returns a GasMixture from a given location.
|
|
/// </summary>
|
|
/// <param name="Gas">The gas that gets returned, null if there is none.</param>
|
|
/// <param name="Respirator">The Respirator component of the entity attempting to inhale</param>
|
|
[ByRefEvent]
|
|
public record struct InhaleLocationEvent(GasMixture? Gas, RespiratorComponent Respirator);
|
|
|
|
/// <summary>
|
|
/// Event raised when an entity first tries to exhale a gas, determines where the gas they're exhaling will be sent.
|
|
/// </summary>
|
|
/// <param name="Gas">The gas mixture that the exhaled gas will be merged into.</param>
|
|
[ByRefEvent]
|
|
public record struct ExhaleLocationEvent(GasMixture? Gas);
|
|
|
|
/// <summary>
|
|
/// Event raised when an entity successfully inhales a gas, attempts to find a place to put the gas.
|
|
/// </summary>
|
|
/// <param name="Gas">The gas we're inhaling.</param>
|
|
/// <param name="Handled">Whether a system has responded appropriately.</param>
|
|
/// <param name="Succeeded">Whether we successfully managed to inhale the gas</param>
|
|
[ByRefEvent]
|
|
public record struct InhaledGasEvent(GasMixture Gas, bool Handled = false, bool Succeeded = false);
|
|
|
|
/// <summary>
|
|
/// Event raised when an entity is exhaling
|
|
/// </summary>
|
|
/// <param name="Gas">The gas mixture we're exhaling into.</param>
|
|
/// <param name="Handled">Whether we have successfully exhaled or not.</param>
|
|
[ByRefEvent]
|
|
public record struct ExhaledGasEvent(GasMixture Gas, bool Handled = false);
|
|
|
|
/// <summary>
|
|
/// Raised when an entity starts suffocating and when suffocation progresses.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct SuffocationEvent;
|
|
|
|
/// <summary>
|
|
/// Raised when an entity that was suffocating stops suffocating.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct StopSuffocatingEvent;
|
|
|
|
/// <summary>
|
|
/// An event raised to inhalation handlers that asks them nicely to simulate what it would be like to metabolize
|
|
/// a given volume of gas, without actually metabolizing it.
|
|
/// </summary>
|
|
/// <param name="Gas">The gas mixture we are testing.</param>
|
|
/// <param name="Toxic">Whether the gas returns as toxic to any respirator.</param>
|
|
/// <param name="Saturation">The amount of saturation we got from the gas.</param>
|
|
[ByRefEvent]
|
|
public record struct CanMetabolizeGasEvent(GasMixture Gas, bool Toxic = false, float Saturation = 0f, bool Handled = false);
|