* 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
74 lines
2.7 KiB
C#
74 lines
2.7 KiB
C#
using Content.Server.Engineering.Components;
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using Content.Server.Stack;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction;
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using Content.Shared.Maps;
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using Content.Shared.Stacks;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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namespace Content.Server.Engineering.EntitySystems
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{
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[UsedImplicitly]
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public sealed class SpawnAfterInteractSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly StackSystem _stackSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpawnAfterInteractComponent, AfterInteractEvent>(HandleAfterInteract);
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}
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private async void HandleAfterInteract(EntityUid uid, SpawnAfterInteractComponent component, AfterInteractEvent args)
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{
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if (!args.CanReach && !component.IgnoreDistance)
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return;
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if (string.IsNullOrEmpty(component.Prototype))
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return;
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if (!_mapManager.TryGetGrid(args.ClickLocation.GetGridUid(EntityManager), out var grid))
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return;
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if (!grid.TryGetTileRef(args.ClickLocation, out var tileRef))
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return;
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bool IsTileClear()
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{
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return tileRef.Tile.IsEmpty == false && !tileRef.IsBlockedTurf(true);
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}
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if (!IsTileClear())
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return;
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if (component.DoAfterTime > 0)
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{
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var doAfterArgs = new DoAfterArgs(EntityManager, args.User, component.DoAfterTime, new AwaitedDoAfterEvent(), null)
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{
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BreakOnMove = true,
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};
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var result = await _doAfterSystem.WaitDoAfter(doAfterArgs);
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if (result != DoAfterStatus.Finished)
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return;
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}
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if (component.Deleted || !IsTileClear())
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return;
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if (EntityManager.TryGetComponent(uid, out StackComponent? stackComp)
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&& component.RemoveOnInteract && !_stackSystem.Use(uid, 1, stackComp))
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{
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return;
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}
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EntityManager.SpawnEntity(component.Prototype, args.ClickLocation.SnapToGrid(grid));
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if (component.RemoveOnInteract && stackComp == null && !((!EntityManager.EntityExists(uid) ? EntityLifeStage.Deleted : EntityManager.GetComponent<MetaDataComponent>(component.Owner).EntityLifeStage) >= EntityLifeStage.Deleted))
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EntityManager.DeleteEntity(uid);
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}
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}
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}
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