Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd

# Conflicts:
#	Content.Client/Crayon/CrayonDecalVisualizer.cs
#	Content.Client/Tabletop/TabletopSystem.cs
#	Content.IntegrationTests/Tests/InventoryHelpersTest.cs
#	Content.Server/AI/EntitySystems/AiSystem.cs
#	Content.Server/AI/Utility/AiLogic/UtilityAI.cs
#	Content.Server/AME/AMENodeGroup.cs
#	Content.Server/Administration/AdminVerbSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chemistry/Components/InjectorComponent.cs
#	Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
#	Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
#	Content.Server/Crayon/CrayonComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fluids/Components/MopComponent.cs
#	Content.Server/Fluids/Components/SpillExtensions.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.cs
#	Content.Server/Instruments/InstrumentSystem.cs
#	Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
#	Content.Server/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
#	Content.Server/Storage/Components/EntityStorageComponent.cs
#	Content.Server/Storage/Components/StorageFillComponent.cs
#	Content.Server/Stunnable/StunbatonSystem.cs
#	Content.Server/Throwing/ThrowHelper.cs
#	Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
#	Content.Shared/Damage/Components/DamageableComponent.cs
#	Content.Shared/Damage/Systems/DamageableSystem.cs
#	Content.Shared/MobState/Components/MobStateComponent.cs
#	Content.Shared/Slippery/SharedSlipperySystem.cs
This commit is contained in:
Vera Aguilera Puerto
2021-12-07 17:48:49 +01:00
171 changed files with 8579 additions and 6088 deletions

View File

@@ -1,18 +1,28 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Administration.Logs;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components.SolutionManager;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.CombatMode;
using Content.Server.DoAfter;
using Content.Shared.ActionBlocker;
using Content.Shared.Body.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.MobState.Components;
using Content.Shared.Popups;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
@@ -42,16 +52,26 @@ namespace Content.Server.Chemistry.Components
/// Amount to inject or draw on each usage. If the injector is inject only, it will
/// attempt to inject it's entire contents upon use.
/// </summary>
[ViewVariables]
[ViewVariables(VVAccess.ReadWrite)]
[DataField("transferAmount")]
private FixedPoint2 _transferAmount = FixedPoint2.New(5);
/// <summary>
/// Initial storage volume of the injector
/// Injection delay (seconds) when the target is a mob.
/// </summary>
[ViewVariables]
[DataField("initialMaxVolume")]
private FixedPoint2 _initialMaxVolume = FixedPoint2.New(15);
/// <remarks>
/// The base delay has a minimum of 1 second, but this will still be modified if the target is incapacitated or
/// in combat mode.
/// </remarks>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("delay")]
public float Delay = 5;
/// <summary>
/// Token for interrupting a do-after action (e.g., injection another player). If not null, implies
/// component is currently "in use".
/// </summary>
public CancellationTokenSource? CancelToken;
private InjectorToggleMode _toggleState;
@@ -112,9 +132,18 @@ namespace Content.Server.Chemistry.Components
/// <param name="eventArgs"></param>
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (CancelToken != null)
{
CancelToken.Cancel();
return true;
}
if (!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
return false;
if (!EntitySystem.Get<ActionBlockerSystem>().CanInteract(eventArgs.User))
return false;
var solutionsSys = EntitySystem.Get<SolutionContainerSystem>();
//Make sure we have the attacking entity
if (eventArgs.Target is not {Valid: true} target ||
@@ -123,6 +152,14 @@ namespace Content.Server.Chemistry.Components
return false;
}
// Is the target a mob? If yes, use a do-after to give them time to respond.
if (_entities.HasComponent<MobStateComponent>(target) ||
_entities.HasComponent<BloodstreamComponent>(target))
{
if (!await TryInjectDoAfter(eventArgs.User, target))
return true;
}
// Handle injecting/drawing for solutions
if (ToggleState == InjectorToggleMode.Inject)
{
@@ -162,6 +199,75 @@ namespace Content.Server.Chemistry.Components
return true;
}
/// <summary>
/// Send informative pop-up messages and wait for a do-after to complete.
/// </summary>
public async Task<bool> TryInjectDoAfter(EntityUid user, EntityUid target)
{
var popupSys = EntitySystem.Get<SharedPopupSystem>();
// Create a pop-up for the user
popupSys.PopupEntity(Loc.GetString("injector-component-injecting-user"), target, Filter.Entities(user));
// Get entity for logging. Log with EntityUids when?
var logSys = EntitySystem.Get<AdminLogSystem>();
var actualDelay = MathF.Max(Delay, 1f);
if (user != target)
{
// Create a pop-up for the target
var userName = _entities.GetComponent<MetaDataComponent>(user).EntityName;
popupSys.PopupEntity(Loc.GetString("injector-component-injecting-target",
("user", userName)), user, Filter.Entities(target));
// Check if the target is incapacitated or in combat mode and modify time accordingly.
if (_entities.TryGetComponent<MobStateComponent>(target, out var mobState) &&
mobState.IsIncapacitated())
{
actualDelay /= 2;
}
else if (_entities.TryGetComponent<CombatModeComponent>(target, out var combat) &&
combat.IsInCombatMode)
{
// Slightly increase the delay when the target is in combat mode. Helps prevents cheese injections in
// combat with fast syringes & lag.
actualDelay += 1;
}
// Add an admin log, using the "force feed" log type. It's not quite feeding, but the effect is the same.
if (ToggleState == InjectorToggleMode.Inject)
{
logSys.Add(LogType.ForceFeed,
$"{_entities.ToPrettyString(user)} is attempting to inject a solution into {_entities.ToPrettyString(target)}");
// TODO solution pretty string.
}
}
else
{
// Self-injections take half as long.
actualDelay /= 2;
if (ToggleState == InjectorToggleMode.Inject)
logSys.Add(LogType.Ingestion,
$"{_entities.ToPrettyString(user)} is attempting to inject themselves with a solution.");
//TODO solution pretty string.
}
CancelToken = new();
var status = await EntitySystem.Get<DoAfterSystem>().WaitDoAfter(
new DoAfterEventArgs(user, actualDelay, CancelToken.Token, target)
{
BreakOnUserMove = true,
BreakOnDamage = true,
BreakOnStun = true,
BreakOnTargetMove = true,
MovementThreshold = 1.0f
});
CancelToken = null;
return status == DoAfterStatus.Finished;
}
/// <summary>
/// Called when use key is pressed when held in active hand
/// </summary>