* commit * rename * prevent recusion --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
39 lines
1.4 KiB
C#
39 lines
1.4 KiB
C#
using Content.Shared.Random.Helpers;
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using Content.Shared.Trigger.Components.Effects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.Trigger.Systems;
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public sealed class RandomTriggerOnTriggerSystem : XOnTriggerSystem<RandomTriggerOnTriggerComponent>
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{
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[Dependency] private readonly TriggerSystem _trigger = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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protected override void OnTrigger(Entity<RandomTriggerOnTriggerComponent> ent, EntityUid target, ref TriggerEvent args)
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{
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// TODO: Replace with RandomPredicted once the engine PR is merged
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var hash = new List<int>
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{
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(int)_timing.CurTick.Value,
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GetNetEntity(ent).Id,
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args.User == null ? 0 : GetNetEntity(args.User.Value).Id,
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};
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var seed = SharedRandomExtensions.HashCodeCombine(hash);
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var rand = new System.Random(seed);
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var keyOut = _prototypeManager.Index(ent.Comp.RandomKeyOut).Pick(rand);
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// Prevent recursive triggers
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if (target == ent.Owner && ent.Comp.KeysIn.Contains(keyOut))
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{
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Log.Warning($"{ToPrettyString(ent)} attempted to recursively trigger itself using RandomTriggerOnTriggerComponent.");
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return;
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}
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_trigger.Trigger(target, args.User, keyOut);
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args.Handled = true;
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}
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}
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