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## Mirror of PR #26309: [Fix scram! implant keeping you pulled to someone when teleporting you](https://github.com/space-wizards/space-station-14/pull/26309) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `eb80d9752e0309f8485478a43bcba6fb15fc3711` PR opened by <img src="https://avatars.githubusercontent.com/u/32041239?v=4" width="16"/><a href="https://github.com/nikthechampiongr"> nikthechampiongr</a> at 2024-03-21 14:19:01 UTC --- PR changed 1 files with 8 additions and 0 deletions. The PR had the following labels: --- <details open="true"><summary><h1>Original Body</h1></summary> > fixes #26301 > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > The scram implant will no longer leave you pulled when teleporting you. > > > I know the entire teleporting system for it needs to be redone and I might do that but please do not make me do it in this pr. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > It allows your captor to pull you through time and space itself back to where you were like nothing happened. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > Scram! tries to unpull you before teleporting you. > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > > - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > 🆑 > - add: Added fun! > - remove: Removed fun! > - tweak: Changed fun! > - fix: Fixed fun! > --> > > 🆑 > - fix: Scram! implant no longer allows for someone to keep pulling you when it teleports you. </details> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
173 lines
6.8 KiB
C#
173 lines
6.8 KiB
C#
using Content.Server.Cuffs;
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using Content.Server.Forensics;
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using Content.Server.Humanoid;
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using Content.Server.Implants.Components;
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using Content.Server.Store.Components;
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using Content.Server.Store.Systems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Implants;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Preferences;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
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using System.Numerics;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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namespace Content.Server.Implants;
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public sealed class SubdermalImplantSystem : SharedSubdermalImplantSystem
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{
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[Dependency] private readonly CuffableSystem _cuffable = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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[Dependency] private readonly ForensicsSystem _forensicsSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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public override void Initialize()
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{
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base.Initialize();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<SubdermalImplantComponent, UseFreedomImplantEvent>(OnFreedomImplant);
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SubscribeLocalEvent<StoreComponent, ImplantRelayEvent<AfterInteractUsingEvent>>(OnStoreRelay);
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SubscribeLocalEvent<SubdermalImplantComponent, ActivateImplantEvent>(OnActivateImplantEvent);
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SubscribeLocalEvent<SubdermalImplantComponent, UseScramImplantEvent>(OnScramImplant);
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SubscribeLocalEvent<SubdermalImplantComponent, UseDnaScramblerImplantEvent>(OnDnaScramblerImplant);
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}
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private void OnStoreRelay(EntityUid uid, StoreComponent store, ImplantRelayEvent<AfterInteractUsingEvent> implantRelay)
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{
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var args = implantRelay.Event;
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if (args.Handled)
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return;
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// can only insert into yourself to prevent uplink checking with renault
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if (args.Target != args.User)
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return;
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if (!TryComp<CurrencyComponent>(args.Used, out var currency))
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return;
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// same as store code, but message is only shown to yourself
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args.Handled = _store.TryAddCurrency(_store.GetCurrencyValue(args.Used, currency), uid, store);
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if (!args.Handled)
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return;
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var msg = Loc.GetString("store-currency-inserted-implant", ("used", args.Used));
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_popup.PopupEntity(msg, args.User, args.User);
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QueueDel(args.Used);
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}
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private void OnFreedomImplant(EntityUid uid, SubdermalImplantComponent component, UseFreedomImplantEvent args)
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{
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if (!TryComp<CuffableComponent>(component.ImplantedEntity, out var cuffs) || cuffs.Container.ContainedEntities.Count < 1)
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return;
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_cuffable.Uncuff(component.ImplantedEntity.Value, cuffs.LastAddedCuffs, cuffs.LastAddedCuffs);
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args.Handled = true;
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}
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private void OnActivateImplantEvent(EntityUid uid, SubdermalImplantComponent component, ActivateImplantEvent args)
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{
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args.Handled = true;
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}
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private void OnScramImplant(EntityUid uid, SubdermalImplantComponent component, UseScramImplantEvent args)
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{
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if (component.ImplantedEntity is not { } ent)
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return;
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if (!TryComp<ScramImplantComponent>(uid, out var implant))
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return;
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// We need stop the user from being pulled so they don't just get "attached" with whoever is pulling them.
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// This can for example happen when the user is cuffed and being pulled.
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if (TryComp<PullableComponent>(ent, out var pull) && _pullingSystem.IsPulled(ent, pull))
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_pullingSystem.TryStopPull(ent, pull);
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var xform = Transform(ent);
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var entityCoords = xform.Coordinates.ToMap(EntityManager, _xform);
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// try to find a valid position to teleport to, teleport to whatever works if we can't
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var targetCoords = new MapCoordinates();
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for (var i = 0; i < implant.TeleportAttempts; i++)
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{
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var distance = implant.TeleportRadius * MathF.Sqrt(_random.NextFloat()); // to get an uniform distribution
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targetCoords = entityCoords.Offset(_random.NextAngle().ToVec() * distance);
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// prefer teleporting to grids
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if (!_mapManager.TryFindGridAt(targetCoords, out var gridUid, out var grid))
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continue;
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// the implant user probably does not want to be in your walls
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var valid = true;
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foreach (var entity in grid.GetAnchoredEntities(targetCoords))
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{
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if (!_physicsQuery.TryGetComponent(entity, out var body))
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continue;
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if (body.BodyType != BodyType.Static ||
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!body.Hard ||
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(body.CollisionLayer & (int) CollisionGroup.Impassable) == 0)
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continue;
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valid = false;
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break;
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}
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if (valid)
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break;
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}
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_xform.SetWorldPosition(ent, targetCoords.Position);
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_xform.AttachToGridOrMap(ent, xform);
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_audio.PlayPvs(implant.TeleportSound, ent);
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args.Handled = true;
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}
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private void OnDnaScramblerImplant(EntityUid uid, SubdermalImplantComponent component, UseDnaScramblerImplantEvent args)
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{
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if (component.ImplantedEntity is not { } ent)
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return;
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if (TryComp<HumanoidAppearanceComponent>(ent, out var humanoid))
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{
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var newProfile = HumanoidCharacterProfile.RandomWithSpecies(humanoid.Species);
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_humanoidAppearance.LoadProfile(ent, newProfile, humanoid);
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_metaData.SetEntityName(ent, newProfile.Name);
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if (TryComp<DnaComponent>(ent, out var dna))
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{
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dna.DNA = _forensicsSystem.GenerateDNA();
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}
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if (TryComp<FingerprintComponent>(ent, out var fingerprint))
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{
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fingerprint.Fingerprint = _forensicsSystem.GenerateFingerprint();
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}
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_popup.PopupEntity(Loc.GetString("scramble-implant-activated-popup"), ent, ent);
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}
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args.Handled = true;
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QueueDel(uid);
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}
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}
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