# 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
422 lines
15 KiB
C#
422 lines
15 KiB
C#
using Content.Shared.Popups;
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using Content.Shared.Damage;
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using Content.Shared.Revenant;
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using Robust.Shared.Random;
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using Content.Shared.Tag;
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using Content.Shared.Storage.Components;
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using Content.Server.Light.Components;
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using Content.Server.Ghost;
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using Robust.Shared.Physics;
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using Content.Shared.Doors.Components; // Sunrise-Edit
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using Content.Shared.Throwing;
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using Content.Server.Storage.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Bed.Sleep;
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using System.Linq;
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using System.Numerics;
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using Content.Server.Revenant.Components;
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using Content.Shared.Physics;
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using Content.Shared.DoAfter;
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using Content.Shared.Emag.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Humanoid;
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using Content.Shared.Light.Components;
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using Content.Shared.Maps;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Revenant.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Utility;
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using Robust.Shared.Map.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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using Content.Server.Doors.Systems; // Sunrise-Edit
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namespace Content.Server.Revenant.EntitySystems;
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public sealed partial class RevenantSystem
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{
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[Dependency] private readonly EmagSystem _emagSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly GhostSystem _ghost = default!;
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[Dependency] private readonly TileSystem _tile = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly DoorSystem _doorSystem = default!; // Sunrise-Edit
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private static readonly ProtoId<TagPrototype> WindowTag = "Window";
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private void InitializeAbilities()
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{
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SubscribeLocalEvent<RevenantComponent, UserActivateInWorldEvent>(OnInteract);
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SubscribeLocalEvent<RevenantComponent, SoulEvent>(OnSoulSearch);
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SubscribeLocalEvent<RevenantComponent, HarvestEvent>(OnHarvest);
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SubscribeLocalEvent<RevenantComponent, RevenantDefileActionEvent>(OnDefileAction);
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SubscribeLocalEvent<RevenantComponent, RevenantOverloadLightsActionEvent>(OnOverloadLightsAction);
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SubscribeLocalEvent<RevenantComponent, RevenantBlightActionEvent>(OnBlightAction);
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SubscribeLocalEvent<RevenantComponent, RevenantMalfunctionActionEvent>(OnMalfunctionAction);
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SubscribeLocalEvent<RevenantComponent, RevenantLockActionEvent>(OnLockAction); // Sunrise-Edit
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SubscribeLocalEvent<RevenantComponent, RevenantDrainActionEvent>(OnDrainAction); // Sunrise-Edit
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}
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private void OnInteract(EntityUid uid, RevenantComponent component, UserActivateInWorldEvent args)
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{
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if (args.Handled)
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return;
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if (args.Target == args.User)
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return;
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var target = args.Target;
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if (HasComp<PoweredLightComponent>(target))
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{
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args.Handled = _ghost.DoGhostBooEvent(target);
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return;
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}
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if (!HasComp<MobStateComponent>(target) || !HasComp<HumanoidAppearanceComponent>(target) || HasComp<RevenantComponent>(target))
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return;
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args.Handled = true;
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if (!TryComp<EssenceComponent>(target, out var essence) || !essence.SearchComplete)
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{
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EnsureComp<EssenceComponent>(target);
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BeginSoulSearchDoAfter(uid, target, component);
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}
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else
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{
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BeginHarvestDoAfter(uid, target, component, essence);
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}
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args.Handled = true;
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}
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private void BeginSoulSearchDoAfter(EntityUid uid, EntityUid target, RevenantComponent revenant)
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{
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var searchDoAfter = new DoAfterArgs(EntityManager, uid, revenant.SoulSearchDuration, new SoulEvent(), uid, target: target)
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{
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BreakOnMove = true,
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BreakOnDamage = true,
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DistanceThreshold = 2
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};
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if (!_doAfter.TryStartDoAfter(searchDoAfter))
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return;
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_popup.PopupEntity(Loc.GetString("revenant-soul-searching", ("target", target)), uid, uid, PopupType.Medium);
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}
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private void OnSoulSearch(EntityUid uid, RevenantComponent component, SoulEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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if (!TryComp<EssenceComponent>(args.Args.Target, out var essence))
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return;
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essence.SearchComplete = true;
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string message;
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switch (essence.EssenceAmount)
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{
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case <= 45:
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message = "revenant-soul-yield-low";
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break;
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case >= 90:
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message = "revenant-soul-yield-high";
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break;
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default:
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message = "revenant-soul-yield-average";
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break;
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}
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_popup.PopupEntity(Loc.GetString(message, ("target", args.Args.Target)), args.Args.Target.Value, uid, PopupType.Medium);
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args.Handled = true;
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}
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private void BeginHarvestDoAfter(EntityUid uid, EntityUid target, RevenantComponent revenant, EssenceComponent essence)
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{
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if (essence.Harvested)
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{
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_popup.PopupEntity(Loc.GetString("revenant-soul-harvested"), target, uid, PopupType.SmallCaution);
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return;
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}
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if (TryComp<MobStateComponent>(target, out var mobstate) && mobstate.CurrentState == MobState.Alive && !HasComp<SleepingComponent>(target))
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{
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_popup.PopupEntity(Loc.GetString("revenant-soul-too-powerful"), target, uid);
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return;
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}
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if(_physics.GetEntitiesIntersectingBody(uid, (int) CollisionGroup.Impassable).Count > 0)
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{
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_popup.PopupEntity(Loc.GetString("revenant-in-solid"), uid, uid);
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return;
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}
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var doAfter = new DoAfterArgs(EntityManager, uid, revenant.HarvestDebuffs.X, new HarvestEvent(), uid, target: target)
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{
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DistanceThreshold = 2,
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BreakOnMove = true,
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BreakOnDamage = true,
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RequireCanInteract = false, // stuns itself
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};
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if (!_doAfter.TryStartDoAfter(doAfter))
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return;
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_appearance.SetData(uid, RevenantVisuals.Harvesting, true);
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_popup.PopupEntity(Loc.GetString("revenant-soul-begin-harvest", ("target", target)),
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target, PopupType.Large);
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TryUseAbility(uid, revenant, 0, revenant.HarvestDebuffs);
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}
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private void OnHarvest(EntityUid uid, RevenantComponent component, HarvestEvent args)
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{
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if (args.Cancelled)
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{
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_appearance.SetData(uid, RevenantVisuals.Harvesting, false);
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return;
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}
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if (args.Handled || args.Args.Target == null)
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return;
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_appearance.SetData(uid, RevenantVisuals.Harvesting, false);
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if (!TryComp<EssenceComponent>(args.Args.Target, out var essence))
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return;
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_popup.PopupEntity(Loc.GetString("revenant-soul-finish-harvest", ("target", args.Args.Target)),
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args.Args.Target.Value, PopupType.LargeCaution);
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essence.Harvested = true;
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ChangeEssenceAmount(uid, essence.EssenceAmount, component);
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_store.TryAddCurrency(new Dictionary<string, FixedPoint2>
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{ {component.StolenEssenceCurrencyPrototype, essence.EssenceAmount} }, uid);
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if (!HasComp<MobStateComponent>(args.Args.Target))
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return;
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if (_mobState.IsAlive(args.Args.Target.Value) || _mobState.IsCritical(args.Args.Target.Value))
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{
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_popup.PopupEntity(Loc.GetString("revenant-max-essence-increased"), uid, uid);
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component.EssenceRegenCap += component.MaxEssenceUpgradeAmount;
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}
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//KILL THEMMMM
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if (!_mobThresholdSystem.TryGetThresholdForState(args.Args.Target.Value, MobState.Dead, out var damage))
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return;
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DamageSpecifier dspec = new();
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dspec.DamageDict.Add("Cold", damage.Value);
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_damage.ChangeDamage(args.Args.Target.Value, dspec, true, origin: uid);
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args.Handled = true;
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}
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private void OnDefileAction(EntityUid uid, RevenantComponent component, RevenantDefileActionEvent args)
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{
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if (args.Handled)
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return;
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if (!TryUseAbility(uid, component, component.DefileCost, component.DefileDebuffs))
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
var xform = Transform(uid);
|
|
if (!TryComp<MapGridComponent>(xform.GridUid, out var map))
|
|
return;
|
|
var tiles = _mapSystem.GetTilesIntersecting(
|
|
xform.GridUid.Value,
|
|
map,
|
|
Box2.CenteredAround(_transformSystem.GetWorldPosition(xform),
|
|
new Vector2(component.DefileRadius * 2, component.DefileRadius)))
|
|
.ToArray();
|
|
|
|
_random.Shuffle(tiles);
|
|
|
|
for (var i = 0; i < component.DefileTilePryAmount; i++)
|
|
{
|
|
if (!tiles.TryGetValue(i, out var value))
|
|
continue;
|
|
_tile.PryTile(value);
|
|
}
|
|
|
|
var lookup = _lookup.GetEntitiesInRange(uid, component.DefileRadius, LookupFlags.Approximate | LookupFlags.Static);
|
|
var tags = GetEntityQuery<TagComponent>();
|
|
var entityStorage = GetEntityQuery<EntityStorageComponent>();
|
|
var items = GetEntityQuery<ItemComponent>();
|
|
var lights = GetEntityQuery<PoweredLightComponent>();
|
|
|
|
foreach (var ent in lookup)
|
|
{
|
|
//break windows
|
|
if (tags.HasComponent(ent) && _tag.HasTag(ent, WindowTag))
|
|
{
|
|
//hardcoded damage specifiers til i die.
|
|
var dspec = new DamageSpecifier();
|
|
dspec.DamageDict.Add("Structural", 60);
|
|
_damage.TryChangeDamage(ent, dspec, origin: uid);
|
|
}
|
|
|
|
if (!_random.Prob(component.DefileEffectChance))
|
|
continue;
|
|
|
|
//randomly opens some lockers and such.
|
|
if (entityStorage.TryGetComponent(ent, out var entstorecomp))
|
|
_entityStorage.OpenStorage(ent, entstorecomp);
|
|
|
|
//chucks shit
|
|
if (items.HasComponent(ent) &&
|
|
TryComp<PhysicsComponent>(ent, out var phys) && phys.BodyType != BodyType.Static)
|
|
_throwing.TryThrow(ent, _random.NextAngle().ToWorldVec());
|
|
|
|
//flicker lights
|
|
if (lights.HasComponent(ent))
|
|
_ghost.DoGhostBooEvent(ent);
|
|
}
|
|
}
|
|
|
|
private void OnOverloadLightsAction(EntityUid uid, RevenantComponent component, RevenantOverloadLightsActionEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!TryUseAbility(uid, component, component.OverloadCost, component.OverloadDebuffs))
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
var xform = Transform(uid);
|
|
var poweredLights = GetEntityQuery<PoweredLightComponent>();
|
|
var mobState = GetEntityQuery<MobStateComponent>();
|
|
var lookup = _lookup.GetEntitiesInRange(uid, component.OverloadRadius);
|
|
//TODO: feels like this might be a sin and a half
|
|
foreach (var ent in lookup)
|
|
{
|
|
if (!mobState.HasComponent(ent) || !_mobState.IsAlive(ent))
|
|
continue;
|
|
|
|
var nearbyLights = _lookup.GetEntitiesInRange(ent, component.OverloadZapRadius)
|
|
.Where(e => poweredLights.HasComponent(e) && !HasComp<RevenantOverloadedLightsComponent>(e) &&
|
|
_interact.InRangeUnobstructed(e, uid, -1)).ToArray();
|
|
|
|
if (!nearbyLights.Any())
|
|
continue;
|
|
|
|
//get the closest light
|
|
var allLight = nearbyLights.OrderBy(e =>
|
|
Transform(e).Coordinates.TryDistance(EntityManager, xform.Coordinates, out var dist) ? component.OverloadZapRadius : dist);
|
|
var comp = EnsureComp<RevenantOverloadedLightsComponent>(allLight.First());
|
|
comp.Target = ent; //who they gon fire at?
|
|
}
|
|
}
|
|
|
|
private void OnBlightAction(EntityUid uid, RevenantComponent component, RevenantBlightActionEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!TryUseAbility(uid, component, component.BlightCost, component.BlightDebuffs))
|
|
return;
|
|
|
|
args.Handled = true;
|
|
// TODO: When disease refactor is in.
|
|
}
|
|
|
|
// Sunrise-Start
|
|
private void OnLockAction(EntityUid uid, RevenantComponent component, RevenantLockActionEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!TryUseAbility(uid, component, component.MalfunctionCost, component.LockDebuffs))
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
foreach (var ent in _lookup.GetEntitiesInRange(uid, component.MalfunctionRadius))
|
|
{
|
|
if (TryComp<DoorComponent>(ent, out var doorComp) && TryComp<DoorBoltComponent>(ent, out var boltsComp))
|
|
{
|
|
if (!boltsComp.BoltWireCut)
|
|
_doorSystem.SetBoltsDown((ent, boltsComp), true, uid);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnDrainAction(EntityUid uid, RevenantComponent component, RevenantDrainActionEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!TryUseAbility(uid, component, 0, component.DrainDebuffs))
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
var lookup = _lookup.GetEntitiesInRange(uid, component.DrainRadius);
|
|
|
|
float totalEssence = 0;
|
|
|
|
var min = Math.Min(component.DrainDamageMin, component.DrainDamageMax);
|
|
var max = Math.Max(component.DrainDamageMin, component.DrainDamageMax);
|
|
|
|
foreach (var target in lookup)
|
|
{
|
|
if (target == uid || !_mobState.IsAlive(target))
|
|
continue;
|
|
|
|
var amount = _random.Next(min, max + 1);
|
|
|
|
var damage = new DamageSpecifier();
|
|
damage.DamageDict.Add(component.DrainDamageType, amount);
|
|
|
|
if (_damage.TryChangeDamage(target, damage, origin: uid) != null)
|
|
totalEssence += amount;
|
|
}
|
|
|
|
if (totalEssence > 0)
|
|
{
|
|
_store.TryAddCurrency(new()
|
|
{
|
|
{ component.StolenEssenceCurrencyPrototype, (FixedPoint2)(totalEssence * component.StolenEssenceCurrencyRate) }
|
|
}, uid);
|
|
|
|
component.Essence += (FixedPoint2)(totalEssence * component.EssenceGainRate);
|
|
if (component.Essence > component.EssenceRegenCap)
|
|
component.Essence = component.EssenceRegenCap;
|
|
}
|
|
}
|
|
// Sunrise-End
|
|
|
|
private void OnMalfunctionAction(EntityUid uid, RevenantComponent component, RevenantMalfunctionActionEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
if (!TryUseAbility(uid, component, component.MalfunctionCost, component.MalfunctionDebuffs))
|
|
return;
|
|
|
|
args.Handled = true;
|
|
|
|
foreach (var ent in _lookup.GetEntitiesInRange(uid, component.MalfunctionRadius))
|
|
{
|
|
if (_whitelistSystem.IsWhitelistFail(component.MalfunctionWhitelist, ent) ||
|
|
_whitelistSystem.IsWhitelistPass(component.MalfunctionBlacklist, ent))
|
|
continue;
|
|
|
|
_emagSystem.TryEmagEffect(uid, uid, ent);
|
|
}
|
|
}
|
|
}
|