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# Description I am trying to port over the AI turrets being implemented into wizden made by chromiumboy. It looks fantastic and would like to port this now and work on any issues that might show. --- # Original PRs https://github.com/space-wizards/space-station-14/issues/35223 https://github.com/space-wizards/space-station-14/pull/35025 https://github.com/space-wizards/space-station-14/pull/35031 https://github.com/space-wizards/space-station-14/pull/35058 https://github.com/space-wizards/space-station-14/pull/35123 https://github.com/space-wizards/space-station-14/pull/35149 https://github.com/space-wizards/space-station-14/pull/35235 https://github.com/space-wizards/space-station-14/pull/35236 --- # TODO - [x] Port all related PRs to EE. - [x] Patch any bugs with turrets or potential issues. - [x] Cleanup my shitcode or changes. --- # Changelog 🆑 - add: Added recharging sentry turrets, one is AI-based or the other is Sec can make. - add: The sentry turrets can be made after researching in T3 arsenal. The boards are made in the sec fab. - add: New ID permissions for borgs and minibots for higher turret options. - tweak: Turrets stop shooting after someone goes crit. --------- Co-authored-by: Nathaniel Adams <60526456+Nathaniel-Adams@users.noreply.github.com> (cherry picked from commit 209d0537401cbda448a03e910cca9a898c9d566f)
88 lines
3.3 KiB
C#
88 lines
3.3 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Repairable;
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using SharedToolSystem = Content.Shared.Tools.Systems.SharedToolSystem;
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namespace Content.Server.Repairable
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{
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public sealed class RepairableSystem : SharedRepairableSystem
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{
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger= default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<RepairableComponent, InteractUsingEvent>(Repair);
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SubscribeLocalEvent<RepairableComponent, RepairFinishedEvent>(OnRepairFinished);
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}
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private void OnRepairFinished(EntityUid uid, RepairableComponent component, RepairFinishedEvent args)
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{
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if (args.Cancelled)
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return;
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if (!EntityManager.TryGetComponent(uid, out DamageableComponent? damageable) || damageable.TotalDamage == 0)
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return;
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if (component.Damage != null)
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{
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var damageChanged = _damageableSystem.TryChangeDamage(uid, component.Damage, true, false, origin: args.User);
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_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(uid):target} by {damageChanged?.GetTotal()}");
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}
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else
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{
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// Repair all damage
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_damageableSystem.SetAllDamage(uid, damageable, 0);
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_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(uid):target} back to full health");
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}
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var str = Loc.GetString("comp-repairable-repair",
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("target", uid),
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("tool", args.Used!));
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_popup.PopupEntity(str, uid, args.User);
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var ev = new RepairedEvent((uid, component), args.User);
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RaiseLocalEvent(uid, ref ev);
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}
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public async void Repair(EntityUid uid, RepairableComponent component, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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// Only try repair the target if it is damaged
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if (!TryComp<DamageableComponent>(uid, out var damageable) || damageable.TotalDamage == 0)
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return;
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float delay = component.DoAfterDelay;
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// Add a penalty to how long it takes if the user is repairing itself
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if (args.User == args.Target)
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{
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if (!component.AllowSelfRepair)
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return;
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delay *= component.SelfRepairPenalty;
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}
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// Run the repairing doafter
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args.Handled = _toolSystem.UseTool(args.Used, args.User, uid, delay, component.QualityNeeded, new RepairFinishedEvent(), component.FuelCost);
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}
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}
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/// <summary>
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/// Event raised on an entity when its successfully repaired.
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/// </summary>
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/// <param name="Ent"></param>
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/// <param name="User"></param>
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[ByRefEvent]
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public readonly record struct RepairedEvent(Entity<RepairableComponent> Ent, EntityUid User);
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}
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