* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement. * Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs. * Make DoAfterArgs only use OnMove to determine whether to check for movement and MoveThreshold to determine the threshold regardless of weightlessness. Gave DistanceThreshold a default value which will always be checked now. * Fix issue introduced by merge. * Use interaction system for determining whether a distance is within range * Fix incorrect doafter args introduced by previous merge. Forgor to commit these. * Exorcise ghost. The execution system should have been deleted when I merged previously. For a reason I cannot comprehend it came back, but only the execution system. * Exorcise ghost Pt. 2 * Allow for movement check to be overriden in zero g and adjust doafter args where needed. You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check. The following doafters were made to ignore the movement check in zero g: - Healing yourself with healing items, - Removing embedded projectiles, - Using tools like welders and crowbars * Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement. * Fix evil incorrect and uneeded comments
83 lines
2.8 KiB
C#
83 lines
2.8 KiB
C#
using Content.Server.Botany.Components;
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using Content.Server.Popups;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Swab;
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namespace Content.Server.Botany.Systems;
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public sealed class BotanySwabSystem : EntitySystem
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{
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly MutationSystem _mutationSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BotanySwabComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<BotanySwabComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<BotanySwabComponent, BotanySwabDoAfterEvent>(OnDoAfter);
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}
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/// <summary>
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/// This handles swab examination text
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/// so you can tell if they are used or not.
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/// </summary>
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private void OnExamined(EntityUid uid, BotanySwabComponent swab, ExaminedEvent args)
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{
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if (args.IsInDetailsRange)
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{
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if (swab.SeedData != null)
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args.PushMarkup(Loc.GetString("swab-used"));
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else
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args.PushMarkup(Loc.GetString("swab-unused"));
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}
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}
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/// <summary>
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/// Handles swabbing a plant.
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/// </summary>
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private void OnAfterInteract(EntityUid uid, BotanySwabComponent swab, AfterInteractEvent args)
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{
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if (args.Target == null || !args.CanReach || !HasComp<PlantHolderComponent>(args.Target))
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return;
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, args.User, swab.SwabDelay, new BotanySwabDoAfterEvent(), uid, target: args.Target, used: uid)
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{
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Broadcast = true,
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BreakOnMove = true,
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NeedHand = true
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});
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}
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/// <summary>
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/// Save seed data or cross-pollenate.
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/// </summary>
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private void OnDoAfter(EntityUid uid, BotanySwabComponent swab, DoAfterEvent args)
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{
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if (args.Cancelled || args.Handled || !TryComp<PlantHolderComponent>(args.Args.Target, out var plant))
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return;
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if (swab.SeedData == null)
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{
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// Pick up pollen
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swab.SeedData = plant.Seed;
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_popupSystem.PopupEntity(Loc.GetString("botany-swab-from"), args.Args.Target.Value, args.Args.User);
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}
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else
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{
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var old = plant.Seed;
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if (old == null)
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return;
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plant.Seed = _mutationSystem.Cross(swab.SeedData, old); // Cross-pollenate
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swab.SeedData = old; // Transfer old plant pollen to swab
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_popupSystem.PopupEntity(Loc.GetString("botany-swab-to"), args.Args.Target.Value, args.Args.User);
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}
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args.Handled = true;
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}
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}
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