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using System.Threading ;
using Content.Shared.MobState.Components ;
using Content.Shared.Interaction ;
using Content.Shared.Audio ;
using Content.Shared.Jittering ;
using Content.Shared.Chemistry.Components ;
using Content.Shared.Throwing ;
using Content.Shared.Construction.Components ;
using Content.Shared.Nutrition.Components ;
using Content.Shared.Administration.Logs ;
using Content.Shared.CCVar ;
using Content.Shared.Database ;
using Content.Server.MobState ;
using Content.Server.Power.Components ;
using Content.Server.Fluids.EntitySystems ;
using Content.Server.Body.Components ;
using Content.Server.Climbing ;
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using Content.Server.Construction ;
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using Content.Server.DoAfter ;
Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
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using Content.Server.Humanoid ;
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using Content.Server.Mind.Components ;
using Content.Server.Stack ;
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using Content.Shared.Interaction.Events ;
using Content.Shared.Popups ;
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using Robust.Shared.GameObjects ;
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using Robust.Shared.Player ;
using Robust.Shared.Random ;
using Robust.Shared.Configuration ;
using Robust.Server.Player ;
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using Robust.Shared.Physics.Components ;
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namespace Content.Server.Medical.BiomassReclaimer
{
public sealed class BiomassReclaimerSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _configManager = default ! ;
[Dependency] private readonly StackSystem _stackSystem = default ! ;
[Dependency] private readonly MobStateSystem _mobState = default ! ;
[Dependency] private readonly SharedJitteringSystem _jitteringSystem = default ! ;
[Dependency] private readonly SharedAudioSystem _sharedAudioSystem = default ! ;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSoundSystem = default ! ;
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[Dependency] private readonly SharedPopupSystem _popup = default ! ;
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[Dependency] private readonly SpillableSystem _spillableSystem = default ! ;
[Dependency] private readonly ThrowingSystem _throwing = default ! ;
[Dependency] private readonly IRobustRandom _robustRandom = default ! ;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default ! ;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default ! ;
[Dependency] private readonly IPlayerManager _playerManager = default ! ;
public override void Update ( float frameTime )
{
base . Update ( frameTime ) ;
foreach ( var ( _ , reclaimer ) in EntityQuery < ActiveBiomassReclaimerComponent , BiomassReclaimerComponent > ( ) )
{
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reclaimer . ProcessingTimer - = frameTime ;
reclaimer . RandomMessTimer - = frameTime ;
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if ( reclaimer . RandomMessTimer < = 0 )
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{
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if ( _robustRandom . Prob ( 0.2f ) & & reclaimer . BloodReagent is not null )
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{
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Solution blood = new ( ) ;
blood . AddReagent ( reclaimer . BloodReagent , 50 ) ;
_spillableSystem . SpillAt ( reclaimer . Owner , blood , "PuddleBlood" ) ;
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}
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if ( _robustRandom . Prob ( 0.03f ) & & reclaimer . SpawnedEntities . Count > 0 )
{
var thrown = Spawn ( _robustRandom . Pick ( reclaimer . SpawnedEntities ) . PrototypeId , Transform ( reclaimer . Owner ) . Coordinates ) ;
Vector2 direction = ( _robustRandom . Next ( - 30 , 30 ) , _robustRandom . Next ( - 30 , 30 ) ) ;
_throwing . TryThrow ( thrown , direction , _robustRandom . Next ( 1 , 10 ) ) ;
}
reclaimer . RandomMessTimer + = ( float ) reclaimer . RandomMessInterval . TotalSeconds ;
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}
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if ( reclaimer . ProcessingTimer > 0 )
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{
continue ;
}
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_stackSystem . SpawnMultiple ( reclaimer . OutputEntityId , reclaimer . CurrentExpectedYield , Transform ( reclaimer . Owner ) . Coordinates ) ;
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reclaimer . BloodReagent = null ;
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reclaimer . SpawnedEntities . Clear ( ) ;
RemCompDeferred < ActiveBiomassReclaimerComponent > ( reclaimer . Owner ) ;
}
}
public override void Initialize ( )
{
base . Initialize ( ) ;
SubscribeLocalEvent < ActiveBiomassReclaimerComponent , ComponentInit > ( OnInit ) ;
SubscribeLocalEvent < ActiveBiomassReclaimerComponent , ComponentShutdown > ( OnShutdown ) ;
SubscribeLocalEvent < ActiveBiomassReclaimerComponent , UnanchorAttemptEvent > ( OnUnanchorAttempt ) ;
SubscribeLocalEvent < BiomassReclaimerComponent , AfterInteractUsingEvent > ( OnAfterInteractUsing ) ;
SubscribeLocalEvent < BiomassReclaimerComponent , ClimbedOnEvent > ( OnClimbedOn ) ;
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SubscribeLocalEvent < BiomassReclaimerComponent , RefreshPartsEvent > ( OnRefreshParts ) ;
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SubscribeLocalEvent < BiomassReclaimerComponent , UpgradeExamineEvent > ( OnUpgradeExamine ) ;
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SubscribeLocalEvent < BiomassReclaimerComponent , PowerChangedEvent > ( OnPowerChanged ) ;
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SubscribeLocalEvent < BiomassReclaimerComponent , SuicideEvent > ( OnSuicide ) ;
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SubscribeLocalEvent < ReclaimSuccessfulEvent > ( OnReclaimSuccessful ) ;
SubscribeLocalEvent < ReclaimCancelledEvent > ( OnReclaimCancelled ) ;
}
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private void OnSuicide ( EntityUid uid , BiomassReclaimerComponent component , SuicideEvent args )
{
if ( args . Handled )
return ;
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if ( HasComp < ActiveBiomassReclaimerComponent > ( uid ) )
return ;
if ( TryComp < ApcPowerReceiverComponent > ( uid , out var power ) & & ! power . Powered )
return ;
_popup . PopupEntity ( Loc . GetString ( "biomass-reclaimer-suicide-others" , ( "victim" , args . Victim ) ) , uid , Filter . Pvs ( uid ) , PopupType . LargeCaution ) ;
StartProcessing ( args . Victim , component ) ;
args . SetHandled ( SuicideKind . Blunt ) ;
}
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private void OnInit ( EntityUid uid , ActiveBiomassReclaimerComponent component , ComponentInit args )
{
_jitteringSystem . AddJitter ( uid , - 10 , 100 ) ;
_sharedAudioSystem . Play ( "/Audio/Machines/reclaimer_startup.ogg" , Filter . Pvs ( uid ) , uid ) ;
_ambientSoundSystem . SetAmbience ( uid , true ) ;
}
private void OnShutdown ( EntityUid uid , ActiveBiomassReclaimerComponent component , ComponentShutdown args )
{
RemComp < JitteringComponent > ( uid ) ;
_ambientSoundSystem . SetAmbience ( uid , false ) ;
}
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private void OnPowerChanged ( EntityUid uid , BiomassReclaimerComponent component , ref PowerChangedEvent args )
{
if ( args . Powered )
{
if ( component . ProcessingTimer > 0 )
EnsureComp < ActiveBiomassReclaimerComponent > ( uid ) ;
}
else
RemComp < ActiveBiomassReclaimerComponent > ( component . Owner ) ;
}
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private void OnUnanchorAttempt ( EntityUid uid , ActiveBiomassReclaimerComponent component , UnanchorAttemptEvent args )
{
args . Cancel ( ) ;
}
private void OnAfterInteractUsing ( EntityUid uid , BiomassReclaimerComponent component , AfterInteractUsingEvent args )
{
if ( ! args . CanReach )
return ;
if ( component . CancelToken ! = null | | args . Target = = null )
return ;
if ( HasComp < MobStateComponent > ( args . Used ) & & CanGib ( uid , args . Used , component ) )
{
component . CancelToken = new CancellationTokenSource ( ) ;
_doAfterSystem . DoAfter ( new DoAfterEventArgs ( args . User , 7f , component . CancelToken . Token , target : args . Target )
{
BroadcastFinishedEvent = new ReclaimSuccessfulEvent ( args . User , args . Used , uid ) ,
BroadcastCancelledEvent = new ReclaimCancelledEvent ( uid ) ,
BreakOnTargetMove = true ,
BreakOnUserMove = true ,
BreakOnStun = true ,
NeedHand = true
} ) ;
}
}
private void OnClimbedOn ( EntityUid uid , BiomassReclaimerComponent component , ClimbedOnEvent args )
{
if ( ! CanGib ( uid , args . Climber , component ) )
{
Vector2 direction = ( _robustRandom . Next ( - 2 , 2 ) , _robustRandom . Next ( - 2 , 2 ) ) ;
_throwing . TryThrow ( args . Climber , direction , 0.5f ) ;
return ;
}
_adminLogger . Add ( LogType . Action , LogImpact . Extreme , $"{ToPrettyString(args.Instigator):player} used a biomass reclaimer to gib {ToPrettyString(args.Climber):target} in {ToPrettyString(uid):reclaimer}" ) ;
StartProcessing ( args . Climber , component ) ;
}
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private void OnRefreshParts ( EntityUid uid , BiomassReclaimerComponent component , RefreshPartsEvent args )
{
var laserRating = args . PartRatings [ component . MachinePartProcessingSpeed ] ;
var manipRating = args . PartRatings [ component . MachinePartYieldAmount ] ;
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// Processing time slopes downwards with part rating.
component . ProcessingTimePerUnitMass =
component . BaseProcessingTimePerUnitMass / MathF . Pow ( component . PartRatingSpeedMultiplier , laserRating - 1 ) ;
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// Yield slopes upwards with part rating.
component . YieldPerUnitMass =
component . BaseYieldPerUnitMass * MathF . Pow ( component . PartRatingYieldAmountMultiplier , manipRating - 1 ) ;
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}
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private void OnUpgradeExamine ( EntityUid uid , BiomassReclaimerComponent component , UpgradeExamineEvent args )
{
args . AddPercentageUpgrade ( "biomass-reclaimer-component-upgrade-speed" , component . BaseProcessingTimePerUnitMass / component . ProcessingTimePerUnitMass ) ;
args . AddPercentageUpgrade ( "biomass-reclaimer-component-upgrade-biomass-yield" , component . YieldPerUnitMass / component . BaseYieldPerUnitMass ) ;
}
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private void OnReclaimSuccessful ( ReclaimSuccessfulEvent args )
{
if ( ! TryComp < BiomassReclaimerComponent > ( args . Reclaimer , out var reclaimer ) )
return ;
_adminLogger . Add ( LogType . Action , LogImpact . Extreme , $"{ToPrettyString(args.User):player} used a biomass reclaimer to gib {ToPrettyString(args.Target):target} in {ToPrettyString(args.Reclaimer):reclaimer}" ) ;
reclaimer . CancelToken = null ;
StartProcessing ( args . Target , reclaimer ) ;
}
private void OnReclaimCancelled ( ReclaimCancelledEvent args )
{
if ( ! TryComp < BiomassReclaimerComponent > ( args . Reclaimer , out var reclaimer ) )
return ;
reclaimer . CancelToken = null ;
}
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private void StartProcessing ( EntityUid toProcess , BiomassReclaimerComponent component , PhysicsComponent ? physics = null )
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{
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if ( ! Resolve ( toProcess , ref physics ) )
return ;
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AddComp < ActiveBiomassReclaimerComponent > ( component . Owner ) ;
if ( TryComp < BloodstreamComponent > ( toProcess , out var stream ) )
{
component . BloodReagent = stream . BloodReagent ;
}
if ( TryComp < SharedButcherableComponent > ( toProcess , out var butcherableComponent ) )
{
component . SpawnedEntities = butcherableComponent . SpawnedEntities ;
}
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component . CurrentExpectedYield = ( int ) Math . Max ( 0 , physics . FixturesMass * component . YieldPerUnitMass ) ;
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component . ProcessingTimer = physics . FixturesMass * component . ProcessingTimePerUnitMass ;
QueueDel ( toProcess ) ;
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}
private bool CanGib ( EntityUid uid , EntityUid dragged , BiomassReclaimerComponent component )
{
if ( HasComp < ActiveBiomassReclaimerComponent > ( uid ) )
return false ;
if ( ! HasComp < MobStateComponent > ( dragged ) )
return false ;
if ( ! Transform ( uid ) . Anchored )
return false ;
if ( TryComp < ApcPowerReceiverComponent > ( uid , out var power ) & & ! power . Powered )
return false ;
if ( component . SafetyEnabled & & ! _mobState . IsDead ( dragged ) )
return false ;
// Reject souled bodies in easy mode.
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if ( _configManager . GetCVar ( CCVars . BiomassEasyMode ) & &
HasComp < HumanoidComponent > ( dragged ) & &
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TryComp < MindComponent > ( dragged , out var mindComp ) )
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{
if ( mindComp . Mind ? . UserId ! = null & & _playerManager . TryGetSessionById ( mindComp . Mind . UserId . Value , out _ ) )
return false ;
}
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return true ;
}
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private readonly struct ReclaimCancelledEvent
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{
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public readonly EntityUid Reclaimer ;
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public ReclaimCancelledEvent ( EntityUid reclaimer )
{
Reclaimer = reclaimer ;
}
}
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private readonly struct ReclaimSuccessfulEvent
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{
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public readonly EntityUid User ;
public readonly EntityUid Target ;
public readonly EntityUid Reclaimer ;
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public ReclaimSuccessfulEvent ( EntityUid user , EntityUid target , EntityUid reclaimer )
{
User = user ;
Target = target ;
Reclaimer = reclaimer ;
}
}
}
}