No spead merge (#475)

* Revert "[GoobPort] WIZ REAL (#465)"

This reverts commit 091a8ff433.

* fix local
This commit is contained in:
Spatison
2025-04-26 10:50:32 +03:00
committed by GitHub
parent 41606db2c5
commit 2a10c02eb5
949 changed files with 1467 additions and 42235 deletions

View File

@@ -1,130 +0,0 @@
// SPDX-FileCopyrightText: 2024 keronshb <54602815+keronshb@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 Aviu00 <93730715+Aviu00@users.noreply.github.com>
//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Shared.Lock;
using Content.Shared.Projectiles;
using Content.Shared.Storage.Components;
using Content.Shared.Whitelist;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Spawners;
using Robust.Shared.Timing;
namespace Content.Shared.Storage.EntitySystems;
internal sealed class StoreOnCollideSystem : EntitySystem
{
[Dependency] private readonly SharedEntityStorageSystem _storage = default!;
[Dependency] private readonly LockSystem _lock = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StoreOnCollideComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<StoreOnCollideComponent, StorageAfterOpenEvent>(AfterOpen);
// TODO: Add support to stop colliding after throw, wands will need a WandComp
SubscribeLocalEvent<StoreOnCollideComponent, TimedDespawnEvent>(OnTimedDespawn); // Goobstation
SubscribeLocalEvent<StoreOnCollideComponent, LockToggledEvent>(OnLockToggle); // Goobstation
SubscribeLocalEvent<StoreOnCollideComponent, PhysicsSleepEvent>(OnSleep); // Goobstation
}
// Goobstation start
private void OnSleep(Entity<StoreOnCollideComponent> ent, ref PhysicsSleepEvent args)
{
var comp = ent.Comp;
if (comp is { DisableOnSleep: true, Disabled: false })
Disable(ent);
}
private void OnLockToggle(Entity<StoreOnCollideComponent> ent, ref LockToggledEvent args)
{
if (args.Locked)
return;
var comp = ent.Comp;
if (comp is { DisableWhenFirstOpened: true, Disabled: false })
Disable(ent);
}
private void OnTimedDespawn(Entity<StoreOnCollideComponent> ent, ref TimedDespawnEvent args)
{
_storage.OpenStorage(ent);
}
private void Disable(Entity<StoreOnCollideComponent> ent)
{
ent.Comp.Disabled = true;
Dirty(ent);
}
// Goobstation end
// We use Collide instead of Projectile to support different types of interactions
private void OnCollide(Entity<StoreOnCollideComponent> ent, ref StartCollideEvent args)
{
TryStoreTarget(ent, args.OtherEntity);
TryLockStorage(ent);
// Goobstation start
if (!TryComp(ent.Owner, out ProjectileComponent? projectile))
return;
ent.Comp.IgnoredEntity = projectile.Shooter;
projectile.IgnoreShooter = false;
Entity<ProjectileComponent, StoreOnCollideComponent> toDirty = (ent.Owner, projectile, ent.Comp);
Dirty(toDirty);
// Goobstation end
}
private void AfterOpen(Entity<StoreOnCollideComponent> ent, ref StorageAfterOpenEvent args)
{
var comp = ent.Comp;
if (comp is { DisableWhenFirstOpened: true, Disabled: false })
Disable(ent); // Goob edit
}
private void TryStoreTarget(Entity<StoreOnCollideComponent> ent, EntityUid target)
{
var storageEnt = ent.Owner;
var comp = ent.Comp;
if (_netMan.IsClient || _gameTiming.ApplyingState)
return;
if (target == comp.IgnoredEntity) // Goobstation
return;
if (ent.Comp.Disabled || storageEnt == target || Transform(target).Anchored || _storage.IsOpen(storageEnt) || _whitelist.IsWhitelistFail(comp.Whitelist, target))
return;
_storage.Insert(target, storageEnt);
}
private void TryLockStorage(Entity<StoreOnCollideComponent> ent)
{
var storageEnt = ent.Owner;
var comp = ent.Comp;
if (_netMan.IsClient || _gameTiming.ApplyingState)
return;
if (ent.Comp.Disabled)
return;
if (comp.LockOnCollide && !_lock.IsLocked(storageEnt))
_lock.TryLock(storageEnt, storageEnt);
}
}