* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
97 lines
3.1 KiB
C#
97 lines
3.1 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Stunnable.Components;
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using Content.Shared.Damage.Components;
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using Content.Shared.MobState;
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using Content.Shared.Verbs;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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namespace Content.Server.Damage
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{
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/// <summary>
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/// Completely removes all damage from the DamageableComponent (heals the mob).
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/// </summary>
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[GlobalVerb]
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public class RejuvenateVerb : GlobalVerb
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{
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public override bool RequireInteractionRange => false;
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public override bool BlockedByContainers => false;
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public override void GetData(IEntity user, IEntity target, VerbData data)
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{
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data.Text = Loc.GetString("Rejuvenate");
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data.CategoryData = VerbCategories.Debug;
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data.Visibility = VerbVisibility.Invisible;
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data.IconTexture = "/Textures/Interface/VerbIcons/rejuvenate.svg.192dpi.png";
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<ActorComponent>(out var player))
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{
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if (!target.HasComponent<IDamageableComponent>() && !target.HasComponent<HungerComponent>() &&
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!target.HasComponent<ThirstComponent>())
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{
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return;
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}
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if (groupController.CanCommand(player.PlayerSession, "rejuvenate"))
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{
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data.Visibility = VerbVisibility.Visible;
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}
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}
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}
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public override void Activate(IEntity user, IEntity target)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<ActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.PlayerSession, "rejuvenate"))
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PerformRejuvenate(target);
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}
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}
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public static void PerformRejuvenate(IEntity target)
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{
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if (target.TryGetComponent(out IDamageableComponent? damage))
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{
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damage.Heal();
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}
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if (target.TryGetComponent(out IMobStateComponent? mobState))
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{
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mobState.UpdateState(0);
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}
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if (target.TryGetComponent(out HungerComponent? hunger))
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{
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hunger.ResetFood();
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}
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if (target.TryGetComponent(out ThirstComponent? thirst))
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{
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thirst.ResetThirst();
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}
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if (target.TryGetComponent(out StunnableComponent? stun))
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{
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stun.ResetStuns();
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}
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if (target.TryGetComponent(out FlammableComponent? flammable))
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{
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flammable.Extinguish();
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}
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if (target.TryGetComponent(out CreamPiedComponent? creamPied))
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{
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creamPied.Wash();
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}
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}
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}
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}
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