Files
wwdpublic/Content.Shared/Teleportation/Systems/LinkedEntitySystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
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2023-10-03 14:15:46 -05:00

122 lines
4.6 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Teleportation.Components;
namespace Content.Shared.Teleportation.Systems;
/// <summary>
/// Handles symmetrically linking two entities together, and removing links properly.
/// This does not do anything on its own (outside of deleting entities that have 0 links, if that option is true)
/// Systems can do whatever they please with the linked entities, such as <see cref="SharedPortalSystem"/>.
/// </summary>
public sealed class LinkedEntitySystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LinkedEntityComponent, ComponentShutdown>(OnLinkShutdown);
}
private void OnLinkShutdown(EntityUid uid, LinkedEntityComponent component, ComponentShutdown args)
{
// Remove any links to this entity when deleted.
foreach (var ent in component.LinkedEntities.ToArray())
{
if (!Deleted(ent) && LifeStage(ent) < EntityLifeStage.Terminating && TryComp<LinkedEntityComponent>(ent, out var link))
{
TryUnlink(uid, ent, component, link);
}
}
}
#region Public API
/// <summary>
/// Links two entities together. Does not require the existence of <see cref="LinkedEntityComponent"/> on either
/// already. Linking is symmetrical, so order doesn't matter.
/// </summary>
/// <param name="first">The first entity to link</param>
/// <param name="second">The second entity to link</param>
/// <param name="deleteOnEmptyLinks">Whether both entities should now delete once their links are removed</param>
/// <returns>Whether linking was successful (e.g. they weren't already linked)</returns>
public bool TryLink(EntityUid first, EntityUid second, bool deleteOnEmptyLinks=false)
{
var firstLink = EnsureComp<LinkedEntityComponent>(first);
var secondLink = EnsureComp<LinkedEntityComponent>(second);
firstLink.DeleteOnEmptyLinks = deleteOnEmptyLinks;
secondLink.DeleteOnEmptyLinks = deleteOnEmptyLinks;
_appearance.SetData(first, LinkedEntityVisuals.HasAnyLinks, true);
_appearance.SetData(second, LinkedEntityVisuals.HasAnyLinks, true);
Dirty(firstLink);
Dirty(secondLink);
return firstLink.LinkedEntities.Add(second)
&& secondLink.LinkedEntities.Add(first);
}
/// <summary>
/// Unlinks two entities. Deletes either entity if <see cref="LinkedEntityComponent.DeleteOnEmptyLinks"/>
/// was true and its links are now empty. Symmetrical, so order doesn't matter.
/// </summary>
/// <param name="first">The first entity to unlink</param>
/// <param name="second">The second entity to unlink</param>
/// <param name="firstLink">Resolve comp</param>
/// <param name="secondLink">Resolve comp</param>
/// <returns>Whether unlinking was successful (e.g. they both were actually linked to one another)</returns>
public bool TryUnlink(EntityUid first, EntityUid second,
LinkedEntityComponent? firstLink=null, LinkedEntityComponent? secondLink=null)
{
if (!Resolve(first, ref firstLink))
return false;
if (!Resolve(second, ref secondLink))
return false;
var success = firstLink.LinkedEntities.Remove(second)
&& secondLink.LinkedEntities.Remove(first);
_appearance.SetData(first, LinkedEntityVisuals.HasAnyLinks, firstLink.LinkedEntities.Any());
_appearance.SetData(second, LinkedEntityVisuals.HasAnyLinks, secondLink.LinkedEntities.Any());
Dirty(firstLink);
Dirty(secondLink);
if (firstLink.LinkedEntities.Count == 0 && firstLink.DeleteOnEmptyLinks)
QueueDel(first);
if (secondLink.LinkedEntities.Count == 0 && secondLink.DeleteOnEmptyLinks)
QueueDel(second);
return success;
}
/// <summary>
/// Get the first entity this entity is linked to.
/// If multiple are linked only the first one is picked.
/// </summary>
public bool GetLink(EntityUid uid, [NotNullWhen(true)] out EntityUid? dest, LinkedEntityComponent? comp = null)
{
dest = null;
if (!Resolve(uid, ref comp, false))
return false;
var first = comp.LinkedEntities.FirstOrDefault();
if (first != default)
{
dest = first;
return true;
}
return false;
}
#endregion
}