Move OnGhostAttempt to GhostSystem (#31445)
* Move OnGhostAttempt to GhostSystem * Remove unused dependencies and sort them
This commit is contained in:
@@ -1,17 +1,14 @@
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using System.Globalization;
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Server.Hands.Systems;
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using Content.Server.Inventory;
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using Content.Server.Popups;
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using Content.Server.Chat.Systems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Server.StationRecords;
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using Content.Server.StationRecords.Systems;
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using Content.Shared.StationRecords;
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using Content.Shared.UserInterface;
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using Content.Shared.Access.Systems;
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using Content.Shared.Bed.Cryostorage;
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using Content.Shared.Chat;
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@@ -19,6 +16,8 @@ using Content.Shared.Climbing.Systems;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Mind.Components;
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using Content.Shared.StationRecords;
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using Content.Shared.UserInterface;
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using Robust.Server.Audio;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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@@ -27,6 +26,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.Enums;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using System.Globalization;
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namespace Content.Server.Bed.Cryostorage;
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@@ -40,7 +40,7 @@ public sealed class CryostorageSystem : SharedCryostorageSystem
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly ClimbSystem _climb = default!;
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly HandsSystem _hands = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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@@ -210,7 +210,7 @@ public sealed class CryostorageSystem : SharedCryostorageSystem
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if (userId != null && Mind.TryGetMind(userId.Value, out var mind) &&
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HasComp<CryostorageContainedComponent>(mind.Value.Comp.CurrentEntity))
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{
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_gameTicker.OnGhostAttempt(mind.Value, false);
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_ghostSystem.OnGhostAttempt(mind.Value, false);
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}
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}
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@@ -1,5 +1,5 @@
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using Content.Server.Body.Components;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Server.Humanoid;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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@@ -17,7 +17,7 @@ namespace Content.Server.Body.Systems;
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public sealed class BodySystem : SharedBodySystem
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{
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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@@ -43,7 +43,7 @@ public sealed class BodySystem : SharedBodySystem
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if (_mobState.IsDead(ent) && _mindSystem.TryGetMind(ent, out var mindId, out var mind))
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{
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mind.TimeOfDeath ??= _gameTiming.RealTime;
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_ticker.OnGhostAttempt(mindId, canReturnGlobal: true, mind: mind);
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_ghostSystem.OnGhostAttempt(mindId, canReturnGlobal: true, mind: mind);
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}
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}
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@@ -1,18 +1,18 @@
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Chat;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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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.Popups;
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using Content.Shared.Tag;
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using Robust.Shared.Player;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Chat;
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using Content.Shared.Mind.Components;
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namespace Content.Server.Chat;
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@@ -23,7 +23,7 @@ public sealed class SuicideSystem : EntitySystem
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[Dependency] private readonly TagSystem _tagSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly SharedSuicideSystem _suicide = default!;
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public override void Initialize()
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@@ -82,7 +82,7 @@ public sealed class SuicideSystem : EntitySystem
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if (_tagSystem.HasTag(victim, "CannotSuicide"))
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args.CanReturnToBody = true;
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if (_gameTicker.OnGhostAttempt(victim.Comp.Mind.Value, args.CanReturnToBody, mind: mindComponent))
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if (_ghostSystem.OnGhostAttempt(victim.Comp.Mind.Value, args.CanReturnToBody, mind: mindComponent))
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args.Handled = true;
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}
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@@ -1,5 +1,5 @@
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using Content.Server.Administration.Logs;
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using Content.Server.GameTicking;
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using Content.Server.Ghost;
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using Content.Server.Mind;
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using Content.Server.NPC;
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using Content.Server.NPC.HTN;
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@@ -21,7 +21,7 @@ namespace Content.Server.Clothing.Systems;
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public sealed class CursedMaskSystem : SharedCursedMaskSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly GhostSystem _ghostSystem = default!;
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[Dependency] private readonly HTNSystem _htn = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly NPCSystem _npc = default!;
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@@ -39,7 +39,7 @@ public sealed class CursedMaskSystem : SharedCursedMaskSystem
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if (TryComp<ActorComponent>(wearer, out var actor) && actor.PlayerSession.GetMind() is { } mind)
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{
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var session = actor.PlayerSession;
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if (!_ticker.OnGhostAttempt(mind, false))
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if (!_ghostSystem.OnGhostAttempt(mind, false))
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return;
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ent.Comp.StolenMind = mind;
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@@ -1,27 +1,16 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameTicking.Presets;
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using Content.Server.Maps;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Player;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading.Tasks;
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namespace Content.Server.GameTicking
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{
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public sealed partial class GameTicker
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{
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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public const float PresetFailedCooldownIncrease = 30f;
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/// <summary>
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@@ -198,94 +187,6 @@ namespace Content.Server.GameTicking
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}
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}
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public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return false;
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var playerEntity = mind.CurrentEntity;
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if (playerEntity != null && viaCommand)
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} is attempting to ghost via command");
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var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
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RaiseLocalEvent(handleEv);
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// Something else has handled the ghost attempt for us! We return its result.
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if (handleEv.Handled)
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return handleEv.Result;
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if (mind.PreventGhosting)
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{
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if (mind.Session != null) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
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{
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_chatManager.DispatchServerMessage(mind.Session, Loc.GetString("comp-mind-ghosting-prevented"),
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true);
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}
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return false;
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}
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if (TryComp<GhostComponent>(playerEntity, out var comp) && !comp.CanGhostInteract)
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return false;
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if (mind.VisitingEntity != default)
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{
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_mind.UnVisit(mindId, mind: mind);
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}
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var position = Exists(playerEntity)
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? Transform(playerEntity.Value).Coordinates
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: GetObserverSpawnPoint();
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if (position == default)
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return false;
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// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
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// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
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// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
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// Note that we could theoretically be ICly dead and still physically alive and vice versa.
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// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
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// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
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// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
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// (If the mob survives, that's a bug. Ghosting is kept regardless.)
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var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
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if (_configurationManager.GetCVar(CCVars.GhostKillCrit) &&
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canReturnGlobal &&
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TryComp(playerEntity, out MobStateComponent? mobState))
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{
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if (_mobState.IsCritical(playerEntity.Value, mobState))
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{
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canReturn = true;
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//todo: what if they dont breathe lol
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//cry deeply
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FixedPoint2 dealtDamage = 200;
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if (TryComp<DamageableComponent>(playerEntity, out var damageable)
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&& TryComp<MobThresholdsComponent>(playerEntity, out var thresholds))
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{
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var playerDeadThreshold = _mobThresholdSystem.GetThresholdForState(playerEntity.Value, MobState.Dead, thresholds);
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dealtDamage = playerDeadThreshold - damageable.TotalDamage;
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}
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DamageSpecifier damage = new(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), dealtDamage);
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_damageable.TryChangeDamage(playerEntity, damage, true);
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}
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}
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var ghost = _ghost.SpawnGhost((mindId, mind), position, canReturn);
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if (ghost == null)
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return false;
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if (playerEntity != null)
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
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return true;
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}
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private void IncrementRoundNumber()
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{
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var playerIds = _playerGameStatuses.Keys.Select(player => player.UserId).ToArray();
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@@ -304,17 +205,4 @@ namespace Content.Server.GameTicking
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RoundId = task.GetAwaiter().GetResult();
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}
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}
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public sealed class GhostAttemptHandleEvent : HandledEntityEventArgs
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{
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public MindComponent Mind { get; }
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public bool CanReturnGlobal { get; }
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public bool Result { get; set; }
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public GhostAttemptHandleEvent(MindComponent mind, bool canReturnGlobal)
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{
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Mind = mind;
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CanReturnGlobal = canReturnGlobal;
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}
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}
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}
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@@ -1,4 +1,3 @@
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using Content.Server.GameTicking;
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using Content.Server.Popups;
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using Content.Shared.Administration;
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using Content.Shared.Mind;
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@@ -41,7 +40,7 @@ namespace Content.Server.Ghost
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mind = _entities.GetComponent<MindComponent>(mindId);
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}
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if (!_entities.System<GameTicker>().OnGhostAttempt(mindId, true, true, mind))
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if (!_entities.System<GhostSystem>().OnGhostAttempt(mindId, true, true, mind))
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{
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shell.WriteLine(Loc.GetString("ghost-command-denied"));
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}
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@@ -1,17 +1,23 @@
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using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind;
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using Content.Server.Roles.Jobs;
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using Content.Server.Warps;
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using Content.Shared.Actions;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Eye;
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using Content.Shared.FixedPoint;
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using Content.Shared.Follower;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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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.Movement.Events;
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@@ -19,11 +25,15 @@ using Content.Shared.Movement.Systems;
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using Content.Shared.Storage.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using System.Linq;
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using System.Numerics;
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namespace Content.Server.Ghost
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{
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@@ -44,6 +54,14 @@ namespace Content.Server.Ghost
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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private EntityQuery<GhostComponent> _ghostQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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@@ -144,7 +162,7 @@ namespace Content.Server.Ghost
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if (component.MustBeDead && (_mobState.IsAlive(uid) || _mobState.IsCritical(uid)))
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return;
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_ticker.OnGhostAttempt(mindId, component.CanReturn, mind: mind);
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OnGhostAttempt(mindId, component.CanReturn, mind: mind);
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}
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private void OnGhostStartup(EntityUid uid, GhostComponent component, ComponentStartup args)
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@@ -473,5 +491,102 @@ namespace Content.Server.Ghost
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Log.Debug($"Spawned ghost \"{ToPrettyString(ghost)}\" for {mind.Comp.CharacterName}.");
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return ghost;
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}
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public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, MindComponent? mind = null)
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{
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if (!Resolve(mindId, ref mind))
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return false;
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var playerEntity = mind.CurrentEntity;
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if (playerEntity != null && viaCommand)
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_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} is attempting to ghost via command");
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var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
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RaiseLocalEvent(handleEv);
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// Something else has handled the ghost attempt for us! We return its result.
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if (handleEv.Handled)
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return handleEv.Result;
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if (mind.PreventGhosting)
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{
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if (mind.Session != null) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
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{
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_chatManager.DispatchServerMessage(mind.Session, Loc.GetString("comp-mind-ghosting-prevented"),
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true);
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}
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return false;
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}
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if (TryComp<GhostComponent>(playerEntity, out var comp) && !comp.CanGhostInteract)
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return false;
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if (mind.VisitingEntity != default)
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{
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_mind.UnVisit(mindId, mind: mind);
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}
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var position = Exists(playerEntity)
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? Transform(playerEntity.Value).Coordinates
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: _gameTicker.GetObserverSpawnPoint();
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if (position == default)
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return false;
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// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
|
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// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
|
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// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
|
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// Note that we could theoretically be ICly dead and still physically alive and vice versa.
|
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// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
|
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// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
|
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// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
|
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// (If the mob survives, that's a bug. Ghosting is kept regardless.)
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var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
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if (_configurationManager.GetCVar(CCVars.GhostKillCrit) &&
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canReturnGlobal &&
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TryComp(playerEntity, out MobStateComponent? mobState))
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{
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if (_mobState.IsCritical(playerEntity.Value, mobState))
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{
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canReturn = true;
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//todo: what if they dont breathe lol
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//cry deeply
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||||
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FixedPoint2 dealtDamage = 200;
|
||||
|
||||
if (TryComp<DamageableComponent>(playerEntity, out var damageable)
|
||||
&& TryComp<MobThresholdsComponent>(playerEntity, out var thresholds))
|
||||
{
|
||||
var playerDeadThreshold = _mobThresholdSystem.GetThresholdForState(playerEntity.Value, MobState.Dead, thresholds);
|
||||
dealtDamage = playerDeadThreshold - damageable.TotalDamage;
|
||||
}
|
||||
|
||||
DamageSpecifier damage = new(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), dealtDamage);
|
||||
|
||||
_damageable.TryChangeDamage(playerEntity, damage, true);
|
||||
}
|
||||
}
|
||||
|
||||
var ghost = SpawnGhost((mindId, mind), position, canReturn);
|
||||
|
||||
if (ghost == null)
|
||||
return false;
|
||||
|
||||
if (playerEntity != null)
|
||||
_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class GhostAttemptHandleEvent(MindComponent mind, bool canReturnGlobal) : HandledEntityEventArgs
|
||||
{
|
||||
public MindComponent Mind { get; } = mind;
|
||||
public bool CanReturnGlobal { get; } = canReturnGlobal;
|
||||
public bool Result { get; set; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,31 +1,29 @@
|
||||
using Content.Server.Chemistry.Containers.EntitySystems;
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Server.Fluids.EntitySystems;
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.Ghost;
|
||||
using Content.Server.Popups;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.Repairable;
|
||||
using Content.Server.Stack;
|
||||
using Content.Server.Wires;
|
||||
using Content.Shared.Body.Systems;
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Shared.Chemistry.Components.SolutionManager;
|
||||
using Content.Shared.Chemistry.EntitySystems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Destructible;
|
||||
using Content.Shared.Emag.Components;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Materials;
|
||||
using Content.Shared.Mind;
|
||||
using Content.Shared.Nutrition.EntitySystems;
|
||||
using Content.Shared.Power;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
using System.Linq;
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Server.Repairable;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Destructible;
|
||||
using Content.Shared.Emag.Components;
|
||||
using Content.Shared.Power;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.Materials;
|
||||
|
||||
@@ -34,7 +32,7 @@ public sealed class MaterialReclaimerSystem : SharedMaterialReclaimerSystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototype = default!;
|
||||
[Dependency] private readonly AppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly GameTicker _ticker = default!;
|
||||
[Dependency] private readonly GhostSystem _ghostSystem = default!;
|
||||
[Dependency] private readonly MaterialStorageSystem _materialStorage = default!;
|
||||
[Dependency] private readonly OpenableSystem _openable = default!;
|
||||
[Dependency] private readonly PopupSystem _popup = default!;
|
||||
@@ -99,7 +97,7 @@ public sealed class MaterialReclaimerSystem : SharedMaterialReclaimerSystem
|
||||
if (TryComp(victim, out ActorComponent? actor) &&
|
||||
_mind.TryGetMind(actor.PlayerSession, out var mindId, out var mind))
|
||||
{
|
||||
_ticker.OnGhostAttempt(mindId, false, mind: mind);
|
||||
_ghostSystem.OnGhostAttempt(mindId, false, mind: mind);
|
||||
if (mind.OwnedEntity is { Valid: true } suicider)
|
||||
{
|
||||
_popup.PopupEntity(Loc.GetString("recycler-component-suicide-message"), suicider);
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Server.Administration.Logs;
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.Ghost;
|
||||
@@ -13,6 +12,7 @@ using Robust.Server.Player;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Utility;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
namespace Content.Server.Mind;
|
||||
|
||||
@@ -194,7 +194,7 @@ public sealed class MindSystem : SharedMindSystem
|
||||
component = EnsureComp<MindContainerComponent>(entity.Value);
|
||||
|
||||
if (component.HasMind)
|
||||
_gameTicker.OnGhostAttempt(component.Mind.Value, false);
|
||||
_ghosts.OnGhostAttempt(component.Mind.Value, false);
|
||||
|
||||
if (TryComp<ActorComponent>(entity.Value, out var actor))
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.Ghost;
|
||||
using Content.Server.Morgue.Components;
|
||||
using Content.Server.Storage.Components;
|
||||
using Content.Server.Storage.EntitySystems;
|
||||
@@ -13,8 +13,6 @@ using Content.Shared.Standing;
|
||||
using Content.Shared.Storage;
|
||||
using Content.Shared.Storage.Components;
|
||||
using Content.Shared.Verbs;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.Player;
|
||||
@@ -25,7 +23,7 @@ public sealed class CrematoriumSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly GameTicker _ticker = default!;
|
||||
[Dependency] private readonly GhostSystem _ghostSystem = default!;
|
||||
[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
||||
[Dependency] private readonly StandingStateSystem _standing = default!;
|
||||
@@ -154,7 +152,7 @@ public sealed class CrematoriumSystem : EntitySystem
|
||||
var victim = args.Victim;
|
||||
if (TryComp(victim, out ActorComponent? actor) && _minds.TryGetMind(victim, out var mindId, out var mind))
|
||||
{
|
||||
_ticker.OnGhostAttempt(mindId, false, mind: mind);
|
||||
_ghostSystem.OnGhostAttempt(mindId, false, mind: mind);
|
||||
|
||||
if (mind.OwnedEntity is { Valid: true } entity)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user