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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>
374 lines
14 KiB
C#
374 lines
14 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.EntityEffects.EffectConditions;
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using Content.Server.EntityEffects.Effects;
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using Content.Server.Popups;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared._Shitmed.Body.Organ;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent; // Shitmed Change
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mood;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Content.Shared.Movement.Pulling.Components; // Goobstation
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using Content.Shared.Movement.Pulling.Systems; // Goobstation
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namespace Content.Server.Body.Systems;
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[UsedImplicitly]
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public sealed class RespiratorSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSys = default!;
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[Dependency] private readonly LungSystem _lungSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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private static readonly ProtoId<MetabolismGroupPrototype> GasId = new("Gas");
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public override void Initialize()
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{
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base.Initialize();
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RespiratorComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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// Goobstation start
|
|
// Can breathe check for grab
|
|
public bool CanBreathe(EntityUid uid, RespiratorComponent respirator)
|
|
{
|
|
if(respirator.Saturation < respirator.SuffocationThreshold)
|
|
return false;
|
|
return !TryComp<PullableComponent>(uid, out var pullable) || pullable.GrabStage != GrabStage.Suffocate;
|
|
}
|
|
// Goobstation end
|
|
private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
|
|
{
|
|
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
|
|
}
|
|
|
|
private void OnUnpaused(Entity<RespiratorComponent> ent, ref EntityUnpausedEvent args)
|
|
{
|
|
ent.Comp.NextUpdate += args.PausedTime;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<RespiratorComponent, BodyComponent>();
|
|
while (query.MoveNext(out var uid, out var respirator, out var body))
|
|
{
|
|
if (_gameTiming.CurTime < respirator.NextUpdate)
|
|
continue;
|
|
|
|
respirator.NextUpdate += respirator.UpdateInterval;
|
|
|
|
if (_mobState.IsDead(uid))
|
|
continue;
|
|
|
|
if (HasComp<RespiratorImmuneComponent>(uid))
|
|
continue;
|
|
|
|
UpdateSaturation(uid, -(float) respirator.UpdateInterval.TotalSeconds, respirator);
|
|
|
|
if (!_mobState.IsIncapacitated(uid) && !HasComp<DebrainedComponent>(uid)) // Shitmed: cannot breathe in crit or when no brain.
|
|
{
|
|
switch (respirator.Status)
|
|
{
|
|
case RespiratorStatus.Inhaling:
|
|
Inhale(uid, body);
|
|
respirator.Status = RespiratorStatus.Exhaling;
|
|
break;
|
|
case RespiratorStatus.Exhaling:
|
|
Exhale(uid, body);
|
|
respirator.Status = RespiratorStatus.Inhaling;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!CanBreathe(uid, respirator)) // Goobstation edit
|
|
{
|
|
if (_gameTiming.CurTime >= respirator.LastGaspPopupTime + respirator.GaspPopupCooldown)
|
|
{
|
|
respirator.LastGaspPopupTime = _gameTiming.CurTime;
|
|
_popupSystem.PopupEntity(Loc.GetString("lung-behavior-gasp"), uid);
|
|
}
|
|
|
|
TakeSuffocationDamage((uid, respirator));
|
|
respirator.SuffocationCycles += 1;
|
|
continue;
|
|
}
|
|
|
|
StopSuffocation((uid, respirator));
|
|
respirator.SuffocationCycles = 0;
|
|
}
|
|
}
|
|
|
|
public void Inhale(EntityUid uid, BodyComponent? body = null)
|
|
{
|
|
if (!Resolve(uid, ref body, logMissing: false))
|
|
return;
|
|
|
|
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
|
|
|
|
// Inhale gas
|
|
var ev = new InhaleLocationEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
ev.Gas ??= _atmosSys.GetContainingMixture(uid, excite: true);
|
|
|
|
if (ev.Gas is null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var actualGas = ev.Gas.RemoveVolume(Atmospherics.BreathVolume);
|
|
|
|
var lungRatio = 1.0f / organs.Count;
|
|
var gas = organs.Count == 1 ? actualGas : actualGas.RemoveRatio(lungRatio);
|
|
foreach (var (lung, _) in organs)
|
|
{
|
|
// Merge doesn't remove gas from the giver.
|
|
_atmosSys.Merge(lung.Air, gas);
|
|
_lungSystem.GasToReagent(lung.Owner, lung);
|
|
}
|
|
}
|
|
|
|
public void Exhale(EntityUid uid, BodyComponent? body = null)
|
|
{
|
|
if (!Resolve(uid, ref body, logMissing: false))
|
|
return;
|
|
|
|
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
|
|
|
|
// exhale gas
|
|
|
|
var ev = new ExhaleLocationEvent();
|
|
RaiseLocalEvent(uid, ref ev, broadcast: false);
|
|
|
|
if (ev.Gas is null)
|
|
{
|
|
ev.Gas = _atmosSys.GetContainingMixture(uid, excite: true);
|
|
|
|
// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
|
|
// but this also means you cannot exhale on some grids.
|
|
ev.Gas ??= GasMixture.SpaceGas;
|
|
}
|
|
|
|
var outGas = new GasMixture(ev.Gas.Volume);
|
|
foreach (var (lung, _) in organs)
|
|
{
|
|
_atmosSys.Merge(outGas, lung.Air);
|
|
lung.Air.Clear();
|
|
|
|
if (_solutionContainerSystem.ResolveSolution(lung.Owner, lung.SolutionName, ref lung.Solution))
|
|
_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
|
|
}
|
|
|
|
_atmosSys.Merge(ev.Gas, outGas);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether or not an entity can metabolize inhaled air without suffocating or taking damage (i.e., no toxic
|
|
/// gasses).
|
|
/// </summary>
|
|
public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
var ev = new InhaleLocationEvent();
|
|
RaiseLocalEvent(ent, ref ev);
|
|
|
|
var gas = ev.Gas ?? _atmosSys.GetContainingMixture(ent.Owner);
|
|
if (gas == null)
|
|
return false;
|
|
|
|
return CanMetabolizeGas(ent, gas);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check whether or not an entity can metabolize the given gas mixture without suffocating or taking damage
|
|
/// (i.e., no toxic gasses).
|
|
/// </summary>
|
|
public bool CanMetabolizeGas(Entity<RespiratorComponent?> ent, GasMixture gas)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
|
|
if (organs.Count == 0)
|
|
return false;
|
|
|
|
gas = new GasMixture(gas);
|
|
var lungRatio = 1.0f / organs.Count;
|
|
gas.Multiply(MathF.Min(lungRatio * gas.Volume/Atmospherics.BreathVolume, lungRatio));
|
|
var solution = _lungSystem.GasToReagent(gas);
|
|
|
|
float saturation = 0;
|
|
foreach (var organ in organs)
|
|
{
|
|
saturation += GetSaturation(solution, organ.Comp.Owner, out var toxic);
|
|
if (toxic)
|
|
return false;
|
|
}
|
|
|
|
return saturation > ent.Comp.UpdateInterval.TotalSeconds;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the amount of saturation that would be generated if the lung were to metabolize the given solution.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This assumes the metabolism rate is unbounded, which generally should be the case for lungs, otherwise we get
|
|
/// back to the old pulmonary edema bug.
|
|
/// </remarks>
|
|
/// <param name="solution">The reagents to metabolize</param>
|
|
/// <param name="lung">The entity doing the metabolizing</param>
|
|
/// <param name="toxic">Whether or not any of the reagents would deal damage to the entity</param>
|
|
private float GetSaturation(Solution solution, Entity<MetabolizerComponent?> lung, out bool toxic)
|
|
{
|
|
toxic = false;
|
|
if (!Resolve(lung, ref lung.Comp))
|
|
return 0;
|
|
|
|
if (lung.Comp.MetabolismGroups == null)
|
|
return 0;
|
|
|
|
float saturation = 0;
|
|
foreach (var (id, quantity) in solution.Contents)
|
|
{
|
|
var reagent = _protoMan.Index<ReagentPrototype>(id.Prototype);
|
|
if (reagent.Metabolisms == null)
|
|
continue;
|
|
|
|
if (!reagent.Metabolisms.TryGetValue(GasId, out var entry))
|
|
continue;
|
|
|
|
foreach (var effect in entry.Effects)
|
|
{
|
|
if (effect is HealthChange health)
|
|
toxic |= CanMetabolize(health) && health.Damage.AnyPositive();
|
|
else if (effect is Oxygenate oxy && CanMetabolize(oxy))
|
|
saturation += oxy.Factor * quantity.Float();
|
|
}
|
|
}
|
|
|
|
// TODO generalize condition checks
|
|
// this is pretty janky, but I just want to bodge a method that checks if an entity can breathe a gas mixture
|
|
// Applying actual reaction effects require a full ReagentEffectArgs struct.
|
|
bool CanMetabolize(EntityEffect effect)
|
|
{
|
|
if (effect.Conditions == null)
|
|
return true;
|
|
|
|
foreach (var cond in effect.Conditions)
|
|
{
|
|
if (cond is OrganType organ && !organ.Condition(lung, EntityManager))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return saturation;
|
|
}
|
|
|
|
private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
|
|
{
|
|
if (ent.Comp.SuffocationCycles == 2)
|
|
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
|
|
|
|
if (ent.Comp.SuffocationCycles >= ent.Comp.SuffocationCycleThreshold)
|
|
{
|
|
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
|
|
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
|
|
foreach (var (comp, _) in organs)
|
|
{
|
|
_alertsSystem.ShowAlert(ent, comp.Alert);
|
|
}
|
|
RaiseLocalEvent(ent, new MoodEffectEvent("Suffocating"));
|
|
}
|
|
|
|
_damageableSys.TryChangeDamage(ent, HasComp<DebrainedComponent>(ent) ? ent.Comp.Damage * 4.5f : ent.Comp.Damage, interruptsDoAfters: false);
|
|
}
|
|
|
|
private void StopSuffocation(Entity<RespiratorComponent> ent)
|
|
{
|
|
if (ent.Comp.SuffocationCycles >= 2)
|
|
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
|
|
|
|
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
|
|
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
|
|
foreach (var (comp, _) in organs)
|
|
{
|
|
_alertsSystem.ClearAlert(ent, comp.Alert);
|
|
}
|
|
|
|
_damageableSys.TryChangeDamage(ent, ent.Comp.DamageRecovery);
|
|
}
|
|
|
|
public void UpdateSaturation(EntityUid uid, float amount,
|
|
RespiratorComponent? respirator = null)
|
|
{
|
|
if (!Resolve(uid, ref respirator, false))
|
|
return;
|
|
|
|
respirator.Saturation += amount;
|
|
respirator.Saturation =
|
|
Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
|
|
}
|
|
|
|
private void OnApplyMetabolicMultiplier(
|
|
Entity<RespiratorComponent> ent,
|
|
ref ApplyMetabolicMultiplierEvent args)
|
|
{
|
|
// TODO REFACTOR THIS
|
|
// This will slowly drift over time due to floating point errors.
|
|
// Instead, raise an event with the base rates and allow modifiers to get applied to it.
|
|
if (args.Apply)
|
|
{
|
|
ent.Comp.UpdateInterval *= args.Multiplier;
|
|
ent.Comp.Saturation *= args.Multiplier;
|
|
ent.Comp.MaxSaturation *= args.Multiplier;
|
|
ent.Comp.MinSaturation *= args.Multiplier;
|
|
return;
|
|
}
|
|
|
|
// This way we don't have to worry about it breaking if the stasis bed component is destroyed
|
|
ent.Comp.UpdateInterval /= args.Multiplier;
|
|
ent.Comp.Saturation /= args.Multiplier;
|
|
ent.Comp.MaxSaturation /= args.Multiplier;
|
|
ent.Comp.MinSaturation /= args.Multiplier;
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public record struct InhaleLocationEvent(GasMixture? Gas);
|
|
|
|
[ByRefEvent]
|
|
public record struct ExhaleLocationEvent(GasMixture? Gas);
|