Cleanup and small update to the stethoscope! (#36210)
* First commit * Address most of the review!
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@@ -1,22 +0,0 @@
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Medical.Stethoscope.Components
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{
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/// <summary>
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/// Adds an innate verb when equipped to use a stethoscope.
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/// </summary>
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[RegisterComponent]
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public sealed partial class StethoscopeComponent : Component
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{
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public bool IsActive = false;
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[DataField("delay")]
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public float Delay = 2.5f;
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[DataField("action", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Action = "ActionStethoscope";
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[DataField("actionEntity")] public EntityUid? ActionEntity;
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}
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}
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@@ -1,18 +0,0 @@
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using System.Threading;
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namespace Content.Server.Medical.Components
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{
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/// <summary>
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/// Used to let doctors use the stethoscope on people.
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/// </summary>
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[RegisterComponent]
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public sealed partial class WearingStethoscopeComponent : Component
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{
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public CancellationTokenSource? CancelToken;
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[DataField("delay")]
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public float Delay = 2.5f;
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public EntityUid Stethoscope = default!;
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}
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}
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@@ -1,153 +0,0 @@
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using Content.Server.Body.Components;
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using Content.Server.Medical.Components;
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using Content.Server.Medical.Stethoscope.Components;
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using Content.Server.Popups;
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using Content.Shared.Actions;
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using Content.Shared.Clothing;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Content.Shared.Medical;
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using Content.Shared.Medical.Stethoscope;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Verbs;
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using Robust.Shared.Utility;
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namespace Content.Server.Medical.Stethoscope
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{
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public sealed class StethoscopeSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StethoscopeComponent, ClothingGotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<StethoscopeComponent, ClothingGotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<WearingStethoscopeComponent, GetVerbsEvent<InnateVerb>>(AddStethoscopeVerb);
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SubscribeLocalEvent<StethoscopeComponent, GetItemActionsEvent>(OnGetActions);
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SubscribeLocalEvent<StethoscopeComponent, StethoscopeActionEvent>(OnStethoscopeAction);
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SubscribeLocalEvent<StethoscopeComponent, StethoscopeDoAfterEvent>(OnDoAfter);
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}
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/// <summary>
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/// Add the component the verb event subs to if the equippee is wearing the stethoscope.
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/// </summary>
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private void OnEquipped(EntityUid uid, StethoscopeComponent component, ref ClothingGotEquippedEvent args)
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{
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component.IsActive = true;
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var wearingComp = EnsureComp<WearingStethoscopeComponent>(args.Wearer);
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wearingComp.Stethoscope = uid;
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}
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private void OnUnequipped(EntityUid uid, StethoscopeComponent component, ref ClothingGotUnequippedEvent args)
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{
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if (!component.IsActive)
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return;
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RemComp<WearingStethoscopeComponent>(args.Wearer);
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component.IsActive = false;
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}
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/// <summary>
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/// This is raised when someone with WearingStethoscopeComponent requests verbs on an item.
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/// It returns if the target is not a mob.
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/// </summary>
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private void AddStethoscopeVerb(EntityUid uid, WearingStethoscopeComponent component, GetVerbsEvent<InnateVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess)
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return;
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if (!HasComp<MobStateComponent>(args.Target))
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return;
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if (component.CancelToken != null)
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return;
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if (!TryComp<StethoscopeComponent>(component.Stethoscope, out var stetho))
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return;
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InnateVerb verb = new()
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{
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Act = () =>
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{
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StartListening(component.Stethoscope, uid, args.Target, stetho); // start doafter
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},
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Text = Loc.GetString("stethoscope-verb"),
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Icon = new SpriteSpecifier.Rsi(new ("Clothing/Neck/Misc/stethoscope.rsi"), "icon"),
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Priority = 2
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};
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args.Verbs.Add(verb);
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}
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private void OnStethoscopeAction(EntityUid uid, StethoscopeComponent component, StethoscopeActionEvent args)
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{
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StartListening(uid, args.Performer, args.Target, component);
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}
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private void OnGetActions(EntityUid uid, StethoscopeComponent component, GetItemActionsEvent args)
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{
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args.AddAction(ref component.ActionEntity, component.Action);
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}
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// construct the doafter and start it
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private void StartListening(EntityUid scope, EntityUid user, EntityUid target, StethoscopeComponent comp)
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{
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, user, comp.Delay, new StethoscopeDoAfterEvent(), scope, target: target, used: scope)
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{
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NeedHand = true,
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BreakOnMove = true,
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});
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}
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private void OnDoAfter(EntityUid uid, StethoscopeComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null)
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return;
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ExamineWithStethoscope(args.Args.User, args.Args.Target.Value);
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}
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/// <summary>
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/// Return a value based on the total oxyloss of the target.
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/// Could be expanded in the future with reagent effects etc.
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/// The loc lines are taken from the goon wiki.
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/// </summary>
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public void ExamineWithStethoscope(EntityUid user, EntityUid target)
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{
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// The mob check seems a bit redundant but (1) they could conceivably have lost it since when the doafter started and (2) I need it for .IsDead()
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if (!HasComp<RespiratorComponent>(target) || !TryComp<MobStateComponent>(target, out var mobState) || _mobStateSystem.IsDead(target, mobState))
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{
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_popupSystem.PopupEntity(Loc.GetString("stethoscope-dead"), target, user);
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return;
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}
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if (!TryComp<DamageableComponent>(target, out var damage))
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return;
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// these should probably get loc'd at some point before a non-english fork accidentally breaks a bunch of stuff that does this
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if (!damage.Damage.DamageDict.TryGetValue("Asphyxiation", out var value))
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return;
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var message = GetDamageMessage(value);
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_popupSystem.PopupEntity(Loc.GetString(message), target, user);
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}
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private string GetDamageMessage(FixedPoint2 totalOxyloss)
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{
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var msg = (int) totalOxyloss switch
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{
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< 20 => "stethoscope-normal",
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< 60 => "stethoscope-hyper",
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< 80 => "stethoscope-irregular",
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_ => "stethoscope-fucked"
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};
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return msg;
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}
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}
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}
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