* shitcode init * biocoding, SpawnTableOnUse, Moving shit to shared * server :( * fixes * ok works * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintMaskComponent.cs * Discard changes to Content.Shared/Forensics/Components/FingerprintComponent.cs * Discard changes to Content.Server/Forensics/Systems/ForensicsSystem.cs * Discard changes to Content.Server/StationRecords/Systems/StationRecordsSystem.cs * Discard changes to Content.Server/Storage/EntitySystems/SpawnItemsOnUseSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * big stuff * preperation * temperory spawning thing for testing * Update CargoDeliveryDataComponent.cs * kinda proper spawning idk god save me * cleanup (kinda) * preparation 2.0 * stuff i think * entity table work * renames * spawn ratio based on players * comment * letter tables * more spam * package tables * comment * biocodedn't * builds correctly * cleaning * Update deliveries_tables.yml * labels * package sprites * mail teleporter * revert testing value * fix test * fix other test * i love tests * mail teleporter enabled by default * random cooldowns * fixtures * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderComponent.cs * Discard changes to Content.Shared/FingerprintReader/FingerprintReaderSystem.cs * Discard changes to Content.Shared/Interaction/Events/GettingUsedAttemptEvent.cs * Discard changes to Resources/Locale/en-US/fingerprint-reader/fingerprint-reader.ftl * clean * fuck paper scrap * oops * fuck SpawnTableOnUse * mail teleporter board in QM locker + addressed review * oops * clean * sound on delivery spawn * address review * partial review address * partial review addressing * addressing partial review * pratarial revivew address * misprediction hell * stuff * more stuff * unrelated * TODO * link * partial review * DirtyField --------- Co-authored-by: Milon <milonpl.git@proton.me>
51 lines
2.0 KiB
C#
51 lines
2.0 KiB
C#
using Content.Server.Popups;
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using Content.Server.Singularity.Events;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Popups;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Singularity.EntitySystems;
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public sealed class ContainmentFieldSystem : EntitySystem
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{
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ContainmentFieldComponent, StartCollideEvent>(HandleFieldCollide);
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SubscribeLocalEvent<ContainmentFieldComponent, EventHorizonAttemptConsumeEntityEvent>(HandleEventHorizon);
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}
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private void HandleFieldCollide(EntityUid uid, ContainmentFieldComponent component, ref StartCollideEvent args)
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{
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var otherBody = args.OtherEntity;
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if (component.DestroyGarbage && HasComp<SpaceGarbageComponent>(otherBody))
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{
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_popupSystem.PopupEntity(Loc.GetString("comp-field-vaporized", ("entity", otherBody)), uid, PopupType.LargeCaution);
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QueueDel(otherBody);
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}
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if (TryComp<PhysicsComponent>(otherBody, out var physics) && physics.Mass <= component.MaxMass && physics.Hard)
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{
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var fieldDir = _transformSystem.GetWorldPosition(uid);
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var playerDir = _transformSystem.GetWorldPosition(otherBody);
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_throwing.TryThrow(otherBody, playerDir-fieldDir, baseThrowSpeed: component.ThrowForce);
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}
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}
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private void HandleEventHorizon(EntityUid uid, ContainmentFieldComponent component, ref EventHorizonAttemptConsumeEntityEvent args)
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{
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if(!args.Cancelled && !args.EventHorizon.CanBreachContainment)
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args.Cancelled = true;
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}
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}
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