Defibs will now also shock anyone still interacting with the target. (#35998)

* Defibs will now also shock anyone still interacting with the target.

* Improvements to test readability

* Apply fixes to other tests

* Refactor the interacting entities query to use an event.

* Include pullers as interacting with the entity they are pulling

* Broadcast event

* Use a constant

* Convert new test to InteractionTest

* Convert existing test

* Add behaviour note

* Revert "Convert existing test"

This reverts commit b8a8f2f68e3733bdb6ec254faf955a42096d47d7.

* Move new test into separate (InteractionTest) test file

* Use ToServer

* Use a constant for prototype id

* Use ToServer

* Add EntProtoId constructor

* Add assertion failure messages

* Manual cleanup of test entities

* Remove obsolete flag

* Add test summaries

* Remove tuple constructor

* Wrap entity deletion in WaitPost

* Extend DoAfter interacting test with an extra mob
This commit is contained in:
Ciarán Walsh
2025-11-22 23:44:26 +00:00
committed by GitHub
parent f38a322912
commit c2f4b5145d
7 changed files with 177 additions and 14 deletions

View File

@@ -18,6 +18,8 @@ using Content.Shared.Mind;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.PowerCell;
using Content.Shared.Timing;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
@@ -44,6 +46,7 @@ public sealed class DefibrillatorSystem : EntitySystem
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
/// <inheritdoc/>
public override void Initialize()
@@ -179,6 +182,18 @@ public sealed class DefibrillatorSystem : EntitySystem
_audio.PlayPvs(component.ZapSound, uid);
_electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true);
var interacters = new HashSet<EntityUid>();
_interactionSystem.GetEntitiesInteractingWithTarget(target, interacters);
foreach (var other in interacters)
{
if (other == user)
continue;
// Anyone else still operating on the target gets zapped too
_electrocution.TryDoElectrocution(other, null, component.ZapDamage, component.WritheDuration, true);
}
if (!TryComp<UseDelayComponent>(uid, out var useDelay))
return;
_useDelay.SetLength((uid, useDelay), component.ZapDelay, component.DelayId);