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* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com>
424 lines
17 KiB
C#
424 lines
17 KiB
C#
using System.Linq;
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using Content.Shared.Examine;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Wieldable.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using Content.Shared._White.Resomi.Abilities;
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// Lavaland Change
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Robust.Shared.Audio;
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namespace Content.Shared.Wieldable;
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public sealed class WieldableSystem : EntitySystem
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{
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[Dependency] private readonly SharedVirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedItemSystem _itemSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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[Dependency] private readonly SharedGunSystem _gun = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!; // Lavaland Change
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[Dependency] private readonly SharedStunSystem _stun = default!; // Lavaland Change
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WieldableComponent, UseInHandEvent>(OnUseInHand, before: [typeof(SharedGunSystem)]);
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SubscribeLocalEvent<WieldableComponent, ItemUnwieldedEvent>(OnItemUnwielded);
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SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
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SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
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SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
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SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<AlternativeVerb>>(AddAltWieldVerb); // WD EDIT
|
|
SubscribeLocalEvent<WieldableComponent, HandDeselectedEvent>(OnDeselectWieldable);
|
|
SubscribeLocalEvent<WieldableComponent, HandSelectedEvent>(OnSelectWieldable); // WWDP EDIT
|
|
|
|
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
|
|
SubscribeLocalEvent<GunRequiresWieldComponent, ExaminedEvent>(OnExamineRequires);
|
|
SubscribeLocalEvent<GunRequiresWieldComponent, ShotAttemptedEvent>(OnShootAttempt);
|
|
SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
|
|
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
|
|
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
|
|
SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
|
|
|
|
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
|
|
}
|
|
|
|
private void OnMeleeAttempt(EntityUid uid, MeleeRequiresWieldComponent component, ref AttemptMeleeEvent args)
|
|
{
|
|
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
|
|
!wieldable.Wielded)
|
|
{
|
|
// Lavaland Change: If the weapon can fumble, the player will get knocked down if they try to use the weapon without wielding it.
|
|
if (component.FumbleOnAttempt)
|
|
{
|
|
args.Message = Loc.GetString("wieldable-component-requires-fumble", ("item", uid));
|
|
var playSound = !_statusEffects.HasStatusEffect(args.PlayerUid, "KnockedDown");
|
|
_stun.TryKnockdown(args.PlayerUid, TimeSpan.FromSeconds(1.5f), true);
|
|
if (playSound)
|
|
_audioSystem.PlayPredicted(new SoundPathSpecifier("/Audio/Effects/slip.ogg"), args.PlayerUid, args.PlayerUid);
|
|
}
|
|
else
|
|
{
|
|
args.Message = Loc.GetString("wieldable-component-requires", ("item", uid));
|
|
}
|
|
args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
private void OnShootAttempt(EntityUid uid, GunRequiresWieldComponent component, ref ShotAttemptedEvent args)
|
|
{
|
|
if (TryComp<WieldableComponent>(uid, out var wieldable) &&
|
|
!wieldable.Wielded)
|
|
{
|
|
args.Cancel();
|
|
|
|
var time = _timing.CurTime;
|
|
if (time > component.LastPopup + component.PopupCooldown &&
|
|
!HasComp<MeleeWeaponComponent>(uid) &&
|
|
!HasComp<MeleeRequiresWieldComponent>(uid))
|
|
{
|
|
component.LastPopup = time;
|
|
var message = Loc.GetString("wieldable-component-requires", ("item", uid));
|
|
_popupSystem.PopupClient(message, args.Used, args.User);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
|
|
{
|
|
_gun.RefreshModifiers(uid);
|
|
}
|
|
|
|
private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
|
|
{
|
|
_gun.RefreshModifiers(uid);
|
|
}
|
|
|
|
private void OnDeselectWieldable(EntityUid uid, WieldableComponent component, HandDeselectedEvent args)
|
|
{
|
|
if (!component.Wielded ||
|
|
_handsSystem.EnumerateHands(args.User).Count() > 2)
|
|
return;
|
|
|
|
TryUnwield(uid, component, args.User);
|
|
}
|
|
|
|
// WWDP EDIT START
|
|
private void OnSelectWieldable(EntityUid uid, WieldableComponent component, HandSelectedEvent args)
|
|
{
|
|
if (component.Wielded || // that's weird, but whatever
|
|
component.AutoWield && _handsSystem.EnumerateHands(args.User).Count() > 2)
|
|
return;
|
|
|
|
TryWield(uid, component, args.User, false, true);
|
|
}
|
|
// WWDP EDIT END
|
|
|
|
private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
|
|
{
|
|
if (TryComp(bonus, out WieldableComponent? wield) &&
|
|
wield.Wielded && !HasComp<WeaponsUseInabilityComponent>(wield.User)) // WWDP-Edit
|
|
{
|
|
args.MinAngle += bonus.Comp.MinAngle;
|
|
args.MaxAngle += bonus.Comp.MaxAngle;
|
|
args.AngleDecay += bonus.Comp.AngleDecay;
|
|
args.AngleIncrease += bonus.Comp.AngleIncrease;
|
|
}
|
|
}
|
|
|
|
private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
|
|
{
|
|
if(entity.Comp.WieldRequiresExamineMessage != null)
|
|
args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
|
|
}
|
|
|
|
private void OnExamine(EntityUid uid, GunWieldBonusComponent component, ref ExaminedEvent args)
|
|
{
|
|
if (HasComp<GunRequiresWieldComponent>(uid))
|
|
return;
|
|
|
|
if (component.WieldBonusExamineMessage != null)
|
|
args.PushText(Loc.GetString(component.WieldBonusExamineMessage));
|
|
}
|
|
|
|
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
|
|
{
|
|
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
if (!_handsSystem.IsHolding(args.User, uid, out _, args.Hands))
|
|
return;
|
|
|
|
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
|
|
// verb. Or just don't add it to the list if the action is not executable.
|
|
|
|
// TODO VERBS ICON
|
|
InteractionVerb verb = new()
|
|
{
|
|
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
|
|
Act = component.Wielded
|
|
? () => TryUnwield(uid, component, args.User)
|
|
: () => TryWield(uid, component, args.User, true) // WWDP EDIT
|
|
};
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
// WD EDIT START
|
|
/// <summary>
|
|
/// Copypasted <see cref="AddToggleWieldVerb(EntityUid, WieldableComponent, GetVerbsEvent{InteractionVerb})"/>
|
|
/// </summary>
|
|
private void AddAltWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<AlternativeVerb> args)
|
|
{
|
|
if (!component.AltUseInHand)
|
|
return;
|
|
|
|
if (args.Hands == null || !args.CanAccess || !args.CanInteract)
|
|
return;
|
|
|
|
if (!_handsSystem.IsHolding(args.User, uid, out _, args.Hands))
|
|
return;
|
|
|
|
// TODO VERB TOOLTIPS Make CanWield or some other function return string, set as verb tooltip and disable
|
|
// verb. Or just don't add it to the list if the action is not executable.
|
|
|
|
// TODO VERBS ICON
|
|
AlternativeVerb verb = new()
|
|
{
|
|
Text = component.Wielded ? Loc.GetString("wieldable-verb-text-unwield") : Loc.GetString("wieldable-verb-text-wield"),
|
|
Act = component.Wielded
|
|
? () => TryUnwield(uid, component, args.User)
|
|
: () => TryWield(uid, component, args.User),
|
|
InActiveHandOnly = true
|
|
};
|
|
|
|
args.Verbs.Add(verb);
|
|
}
|
|
// WD EDIT END
|
|
|
|
private void OnUseInHand(EntityUid uid, WieldableComponent component, UseInHandEvent args)
|
|
{
|
|
if (args.Handled || component.AltUseInHand) // WD EDIT
|
|
return;
|
|
|
|
if (!component.Wielded)
|
|
args.Handled = TryWield(uid, component, args.User, true); // WWDP EDIT
|
|
else if (component.UnwieldOnUse)
|
|
args.Handled = TryUnwield(uid, component, args.User);
|
|
}
|
|
|
|
public bool CanWield(EntityUid uid, WieldableComponent component, EntityUid user, bool quiet = false, bool canFreeHands = false) // WWDP EDIT
|
|
{
|
|
// Do they have enough hands free?
|
|
if (!EntityManager.TryGetComponent<HandsComponent>(user, out var hands))
|
|
{
|
|
if (!quiet)
|
|
_popupSystem.PopupClient(Loc.GetString("wieldable-component-no-hands"), user, user);
|
|
return false;
|
|
}
|
|
|
|
// Is it.. actually in one of their hands?
|
|
if (!_handsSystem.IsHolding(user, uid, out _, hands))
|
|
{
|
|
if (!quiet)
|
|
_popupSystem.PopupClient(Loc.GetString("wieldable-component-not-in-hands", ("item", uid)), user, user);
|
|
return false;
|
|
}
|
|
|
|
// WWDP EDIT START
|
|
int availableHands = 0;
|
|
if (canFreeHands)
|
|
availableHands = _handsSystem.CountFreeableHands((user, hands));
|
|
else
|
|
availableHands = _handsSystem.EnumerateHands(user, hands).Where(hand => hand.IsEmpty).Count();
|
|
|
|
if (availableHands < component.FreeHandsRequired) // WWDP EDIT END
|
|
{
|
|
if (!quiet)
|
|
{
|
|
var message = Loc.GetString("wieldable-component-not-enough-free-hands",
|
|
("number", component.FreeHandsRequired), ("item", uid));
|
|
_popupSystem.PopupClient(message, user, user);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Seems legit.
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to wield an item, starting a UseDelay after.
|
|
/// </summary>
|
|
/// <returns>True if the attempt wasn't blocked.</returns>
|
|
public bool TryWield(EntityUid used, WieldableComponent component, EntityUid user, bool dropOthers = false, bool quietFail = false, bool wieldPopup = true) // WWDP EDIT
|
|
{
|
|
if (!CanWield(used, component, user, quietFail, dropOthers)) // WWDP EDIT
|
|
return false;
|
|
|
|
var ev = new BeforeWieldEvent();
|
|
RaiseLocalEvent(used, ev);
|
|
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
if (TryComp<ItemComponent>(used, out var item))
|
|
{
|
|
component.OldInhandPrefix = item.HeldPrefix;
|
|
_itemSystem.SetHeldPrefix(used, component.WieldedInhandPrefix, component: item);
|
|
}
|
|
|
|
|
|
if (component.WieldSound != null)
|
|
_audioSystem.PlayPredicted(component.WieldSound, used, user);
|
|
|
|
if (TryComp(used, out UseDelayComponent? useDelay)
|
|
&& !_delay.TryResetDelay((used, useDelay), true))
|
|
return false;
|
|
|
|
//This section handles spawning the virtual item(s) to occupy the required additional hand(s).
|
|
//Since the client can't currently predict entity spawning, only do this if this is running serverside.
|
|
//Remove this check if TrySpawnVirtualItem in SharedVirtualItemSystem is allowed to complete clientside.
|
|
if (_netManager.IsServer)
|
|
{
|
|
var virtuals = new List<EntityUid>();
|
|
for (var i = 0; i < component.FreeHandsRequired; i++)
|
|
{
|
|
if (_virtualItemSystem.TrySpawnVirtualItemInHand(used, user, out var virtualItem, dropOthers)) // WWDP EDIT
|
|
{
|
|
virtuals.Add(virtualItem.Value);
|
|
continue;
|
|
}
|
|
|
|
foreach (var existingVirtual in virtuals)
|
|
QueueDel(existingVirtual);
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
component.Wielded = true;
|
|
component.User = user; // WWDP
|
|
|
|
var targEv = new ItemWieldedEvent();
|
|
RaiseLocalEvent(used, ref targEv);
|
|
Dirty(used, component);
|
|
|
|
// WWDP EDIT START
|
|
if (!wieldPopup)
|
|
return true;
|
|
|
|
var selfMessage = Loc.GetString("wieldable-component-successful-wield", ("item", used));
|
|
var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", Identity.Entity(user, EntityManager)), ("item", used));
|
|
_popupSystem.PopupPredicted(selfMessage, othersMessage, user, user);
|
|
// WWDP EDIT END
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to unwield an item, with no DoAfter.
|
|
/// </summary>
|
|
/// <returns>True if the attempt wasn't blocked.</returns>
|
|
public bool TryUnwield(EntityUid used, WieldableComponent component, EntityUid user)
|
|
{
|
|
// WD EDIT START
|
|
if (!component.Wielded)
|
|
return false;
|
|
|
|
if (TryComp<BallisticAmmoProviderComponent>(used, out var ballisticAmmoProvider)
|
|
&& ballisticAmmoProvider.Entities.Count != 0
|
|
&& TryComp<CartridgeAmmoComponent>(ballisticAmmoProvider.Entities[^1], out var cartridgeAmmo)
|
|
&& cartridgeAmmo.Spent)
|
|
return false;
|
|
// WD EDIT END
|
|
|
|
var ev = new BeforeUnwieldEvent();
|
|
RaiseLocalEvent(used, ev);
|
|
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
component.Wielded = false;
|
|
var targEv = new ItemUnwieldedEvent(user);
|
|
|
|
RaiseLocalEvent(used, targEv);
|
|
return true;
|
|
}
|
|
|
|
private void OnItemUnwielded(EntityUid uid, WieldableComponent component, ItemUnwieldedEvent args)
|
|
{
|
|
if (args.User == null)
|
|
return;
|
|
|
|
if (TryComp<ItemComponent>(uid, out var item))
|
|
{
|
|
_itemSystem.SetHeldPrefix(uid, component.OldInhandPrefix, component: item);
|
|
}
|
|
|
|
if (!args.Force) // don't play sound/popup if this was a forced unwield
|
|
{
|
|
if (component.UnwieldSound != null)
|
|
_audioSystem.PlayPredicted(component.UnwieldSound, uid, args.User);
|
|
|
|
var selfMessage = Loc.GetString("wieldable-component-failed-wield", ("item", uid));
|
|
var othersMessage = Loc.GetString("wieldable-component-failed-wield-other", ("user", Identity.Entity(args.User.Value, EntityManager)), ("item", uid));
|
|
_popupSystem.PopupPredicted(selfMessage, othersMessage, args.User.Value, args.User.Value);
|
|
}
|
|
|
|
_appearance.SetData(uid, WieldableVisuals.Wielded, false);
|
|
|
|
Dirty(uid, component);
|
|
_virtualItemSystem.DeleteInHandsMatching(args.User.Value, uid);
|
|
}
|
|
|
|
private void OnItemLeaveHand(EntityUid uid, WieldableComponent component, GotUnequippedHandEvent args)
|
|
{
|
|
if (!component.Wielded || uid != args.Unequipped)
|
|
return;
|
|
|
|
RaiseLocalEvent(uid, new ItemUnwieldedEvent(args.User, force: true), true);
|
|
}
|
|
|
|
private void OnVirtualItemDeleted(EntityUid uid, WieldableComponent component, VirtualItemDeletedEvent args)
|
|
{
|
|
if (args.BlockingEntity == uid && component.Wielded)
|
|
TryUnwield(args.BlockingEntity, component, args.User);
|
|
}
|
|
|
|
private void OnGetMeleeDamage(EntityUid uid, IncreaseDamageOnWieldComponent component, ref GetMeleeDamageEvent args)
|
|
{
|
|
if (!TryComp<WieldableComponent>(uid, out var wield))
|
|
return;
|
|
|
|
if (!wield.Wielded)
|
|
return;
|
|
|
|
args.Damage += component.BonusDamage;
|
|
}
|
|
}
|