Revert 'Revert 'Solution Entities'' (#23168)
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@@ -1,14 +1,14 @@
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using Content.Server.Body.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Medical.Components;
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using Content.Server.PowerCell;
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using Content.Server.Temperature.Components;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.MedicalScanner;
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using Content.Shared.Mobs.Components;
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using Robust.Server.GameObjects;
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using Content.Server.Temperature.Components;
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using Content.Server.Body.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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@@ -19,6 +19,7 @@ namespace Content.Server.Medical
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[Dependency] private readonly PowerCellSystem _cell = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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@@ -28,14 +29,14 @@ namespace Content.Server.Medical
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SubscribeLocalEvent<HealthAnalyzerComponent, HealthAnalyzerDoAfterEvent>(OnDoAfter);
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}
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private void OnAfterInteract(EntityUid uid, HealthAnalyzerComponent healthAnalyzer, AfterInteractEvent args)
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private void OnAfterInteract(Entity<HealthAnalyzerComponent> entity, ref AfterInteractEvent args)
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{
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if (args.Target == null || !args.CanReach || !HasComp<MobStateComponent>(args.Target) || !_cell.HasActivatableCharge(uid, user: args.User))
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if (args.Target == null || !args.CanReach || !HasComp<MobStateComponent>(args.Target) || !_cell.HasActivatableCharge(entity.Owner, user: args.User))
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return;
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_audio.PlayPvs(healthAnalyzer.ScanningBeginSound, uid);
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_audio.PlayPvs(entity.Comp.ScanningBeginSound, entity);
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, healthAnalyzer.ScanDelay, new HealthAnalyzerDoAfterEvent(), uid, target: args.Target, used: uid)
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, TimeSpan.FromSeconds(entity.Comp.ScanDelay), new HealthAnalyzerDoAfterEvent(), entity.Owner, target: args.Target, used: entity.Owner)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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@@ -43,14 +44,14 @@ namespace Content.Server.Medical
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});
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}
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private void OnDoAfter(EntityUid uid, HealthAnalyzerComponent component, DoAfterEvent args)
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private void OnDoAfter(Entity<HealthAnalyzerComponent> entity, ref HealthAnalyzerDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null || !_cell.TryUseActivatableCharge(uid, user: args.User))
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if (args.Handled || args.Cancelled || args.Target == null || !_cell.TryUseActivatableCharge(entity.Owner, user: args.User))
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return;
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_audio.PlayPvs(component.ScanningEndSound, args.Args.User);
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_audio.PlayPvs(entity.Comp.ScanningEndSound, args.User);
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UpdateScannedUser(uid, args.Args.User, args.Args.Target.Value, component);
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UpdateScannedUser(entity, args.User, args.Target.Value, entity.Comp);
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args.Handled = true;
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}
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@@ -73,13 +74,26 @@ namespace Content.Server.Medical
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if (!HasComp<DamageableComponent>(target))
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return;
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TryComp<TemperatureComponent>(target, out var temp);
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TryComp<BloodstreamComponent>(target, out var bloodstream);
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float bodyTemperature;
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if (TryComp<TemperatureComponent>(target, out var temp))
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bodyTemperature = temp.CurrentTemperature;
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else
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bodyTemperature = float.NaN;
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float bloodAmount;
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if (TryComp<BloodstreamComponent>(target, out var bloodstream) &&
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_solutionContainerSystem.ResolveSolution(target.Value, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution))
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bloodAmount = bloodSolution.FillFraction;
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else
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bloodAmount = float.NaN;
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OpenUserInterface(user, uid);
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_uiSystem.SendUiMessage(ui, new HealthAnalyzerScannedUserMessage(GetNetEntity(target), temp != null ? temp.CurrentTemperature : float.NaN,
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bloodstream != null ? bloodstream.BloodSolution.FillFraction : float.NaN));
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_uiSystem.SendUiMessage(ui, new HealthAnalyzerScannedUserMessage(
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GetNetEntity(target),
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bodyTemperature,
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bloodAmount
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));
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}
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}
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}
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