Files
tbd-station-14/Content.Shared/Research/Systems/SharedResearchStealerSystem.cs
nikthechampiongr 362d56981f Simplify DoAfterArgs behavior for movement and distance checks (#25226)
* 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
2024-03-19 21:09:00 +11:00

64 lines
2.1 KiB
C#

using Content.Shared.DoAfter;
using Content.Shared.Interaction;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Content.Shared.Research.Components;
using Robust.Shared.Serialization;
namespace Content.Shared.Research.Systems;
public abstract class SharedResearchStealerSystem : EntitySystem
{
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ResearchStealerComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
}
/// <summary>
/// Start do after for downloading techs from a r&d server.
/// Will only try if there is at least 1 tech researched.
/// </summary>
private void OnBeforeInteractHand(EntityUid uid, ResearchStealerComponent comp, BeforeInteractHandEvent args)
{
// TODO: generic event
if (args.Handled || !_gloves.AbilityCheck(uid, args, out var target))
return;
// can only hack the server, not a random console
if (!TryComp<TechnologyDatabaseComponent>(target, out var database) || HasComp<ResearchClientComponent>(target))
return;
args.Handled = true;
// fail fast if theres no techs to steal right now
if (database.UnlockedTechnologies.Count == 0)
{
_popup.PopupClient(Loc.GetString("ninja-download-fail"), uid, uid);
return;
}
var doAfterArgs = new DoAfterArgs(EntityManager, uid, comp.Delay, new ResearchStealDoAfterEvent(), target: target, used: uid, eventTarget: uid)
{
BreakOnDamage = true,
BreakOnMove = true,
MovementThreshold = 0.5f,
};
_doAfter.TryStartDoAfter(doAfterArgs);
}
}
/// <summary>
/// Raised on the research stealer when the doafter completes.
/// </summary>
[Serializable, NetSerializable]
public sealed partial class ResearchStealDoAfterEvent : SimpleDoAfterEvent
{
}