* cloning refactor * cleanup and fixes * don't pick from 0 * give dwarves the correct species * fix dna and bloodstream reagent data cloning * don't copy helmets * be less redundant
233 lines
9.4 KiB
C#
233 lines
9.4 KiB
C#
using Content.Server.Cuffs;
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using Content.Server.Forensics;
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using Content.Server.Humanoid;
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using Content.Server.Implants.Components;
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using Content.Server.Store.Components;
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using Content.Server.Store.Systems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Forensics;
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using Content.Shared.Forensics.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Implants;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Preferences;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
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using System.Numerics;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Server.IdentityManagement;
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using Content.Shared.DetailExaminable;
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using Content.Shared.Store.Components;
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using Robust.Shared.Collections;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Implants;
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public sealed class SubdermalImplantSystem : SharedSubdermalImplantSystem
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{
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[Dependency] private readonly CuffableSystem _cuffable = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _xform = default!;
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[Dependency] private readonly ForensicsSystem _forensicsSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private HashSet<Entity<MapGridComponent>> _targetGrids = [];
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public override void Initialize()
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{
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base.Initialize();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<SubdermalImplantComponent, UseFreedomImplantEvent>(OnFreedomImplant);
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SubscribeLocalEvent<StoreComponent, ImplantRelayEvent<AfterInteractUsingEvent>>(OnStoreRelay);
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SubscribeLocalEvent<SubdermalImplantComponent, ActivateImplantEvent>(OnActivateImplantEvent);
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SubscribeLocalEvent<SubdermalImplantComponent, UseScramImplantEvent>(OnScramImplant);
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SubscribeLocalEvent<SubdermalImplantComponent, UseDnaScramblerImplantEvent>(OnDnaScramblerImplant);
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}
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private void OnStoreRelay(EntityUid uid, StoreComponent store, ImplantRelayEvent<AfterInteractUsingEvent> implantRelay)
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{
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var args = implantRelay.Event;
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if (args.Handled)
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return;
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// can only insert into yourself to prevent uplink checking with renault
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if (args.Target != args.User)
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return;
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if (!TryComp<CurrencyComponent>(args.Used, out var currency))
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return;
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// same as store code, but message is only shown to yourself
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if (!_store.TryAddCurrency((args.Used, currency), (uid, store)))
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return;
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args.Handled = true;
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var msg = Loc.GetString("store-currency-inserted-implant", ("used", args.Used));
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_popup.PopupEntity(msg, args.User, args.User);
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}
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private void OnFreedomImplant(EntityUid uid, SubdermalImplantComponent component, UseFreedomImplantEvent args)
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{
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if (!TryComp<CuffableComponent>(component.ImplantedEntity, out var cuffs) || cuffs.Container.ContainedEntities.Count < 1)
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return;
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_cuffable.Uncuff(component.ImplantedEntity.Value, cuffs.LastAddedCuffs, cuffs.LastAddedCuffs);
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args.Handled = true;
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}
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private void OnActivateImplantEvent(EntityUid uid, SubdermalImplantComponent component, ActivateImplantEvent args)
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{
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args.Handled = true;
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}
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private void OnScramImplant(EntityUid uid, SubdermalImplantComponent component, UseScramImplantEvent args)
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{
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if (component.ImplantedEntity is not { } ent)
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return;
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if (!TryComp<ScramImplantComponent>(uid, out var implant))
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return;
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// We need stop the user from being pulled so they don't just get "attached" with whoever is pulling them.
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// This can for example happen when the user is cuffed and being pulled.
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if (TryComp<PullableComponent>(ent, out var pull) && _pullingSystem.IsPulled(ent, pull))
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_pullingSystem.TryStopPull(ent, pull);
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// Check if the user is pulling anything, and drop it if so
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if (TryComp<PullerComponent>(ent, out var puller) && TryComp<PullableComponent>(puller.Pulling, out var pullable))
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_pullingSystem.TryStopPull(puller.Pulling.Value, pullable);
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var xform = Transform(ent);
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var targetCoords = SelectRandomTileInRange(xform, implant.TeleportRadius);
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if (targetCoords != null)
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{
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_xform.SetCoordinates(ent, targetCoords.Value);
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_audio.PlayPvs(implant.TeleportSound, ent);
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args.Handled = true;
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}
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}
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private EntityCoordinates? SelectRandomTileInRange(TransformComponent userXform, float radius)
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{
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var userCoords = userXform.Coordinates.ToMap(EntityManager, _xform);
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_targetGrids.Clear();
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_lookupSystem.GetEntitiesInRange(userCoords, radius, _targetGrids);
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Entity<MapGridComponent>? targetGrid = null;
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if (_targetGrids.Count == 0)
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return null;
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// Give preference to the grid the entity is currently on.
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// This does not guarantee that if the probability fails that the owner's grid won't be picked.
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// In reality the probability is higher and depends on the number of grids.
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if (userXform.GridUid != null && TryComp<MapGridComponent>(userXform.GridUid, out var gridComp))
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{
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var userGrid = new Entity<MapGridComponent>(userXform.GridUid.Value, gridComp);
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if (_random.Prob(0.5f))
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{
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_targetGrids.Remove(userGrid);
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targetGrid = userGrid;
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}
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}
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if (targetGrid == null)
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targetGrid = _random.GetRandom().PickAndTake(_targetGrids);
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EntityCoordinates? targetCoords = null;
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do
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{
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var valid = false;
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var range = (float) Math.Sqrt(radius);
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var box = Box2.CenteredAround(userCoords.Position, new Vector2(range, range));
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var tilesInRange = _mapSystem.GetTilesEnumerator(targetGrid.Value.Owner, targetGrid.Value.Comp, box, false);
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var tileList = new ValueList<Vector2i>();
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while (tilesInRange.MoveNext(out var tile))
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{
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tileList.Add(tile.GridIndices);
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}
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while (tileList.Count != 0)
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{
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var tile = tileList.RemoveSwap(_random.Next(tileList.Count));
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valid = true;
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foreach (var entity in _mapSystem.GetAnchoredEntities(targetGrid.Value.Owner, targetGrid.Value.Comp,
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tile))
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{
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if (!_physicsQuery.TryGetComponent(entity, out var body))
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continue;
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if (body.BodyType != BodyType.Static ||
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!body.Hard ||
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(body.CollisionLayer & (int) CollisionGroup.MobMask) == 0)
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continue;
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valid = false;
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break;
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}
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if (valid)
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{
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targetCoords = new EntityCoordinates(targetGrid.Value.Owner,
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_mapSystem.TileCenterToVector(targetGrid.Value, tile));
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break;
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}
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}
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if (valid || _targetGrids.Count == 0) // if we don't do the check here then PickAndTake will blow up on an empty set.
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break;
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targetGrid = _random.GetRandom().PickAndTake(_targetGrids);
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} while (true);
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return targetCoords;
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}
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private void OnDnaScramblerImplant(EntityUid uid, SubdermalImplantComponent component, UseDnaScramblerImplantEvent args)
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{
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if (component.ImplantedEntity is not { } ent)
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return;
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if (TryComp<HumanoidAppearanceComponent>(ent, out var humanoid))
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{
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var newProfile = HumanoidCharacterProfile.RandomWithSpecies(humanoid.Species);
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_humanoidAppearance.LoadProfile(ent, newProfile, humanoid);
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_metaData.SetEntityName(ent, newProfile.Name, raiseEvents: false); // raising events would update ID card, station record, etc.
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// If the entity has the respecive components, then scramble the dna and fingerprint strings
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_forensicsSystem.RandomizeDNA(ent);
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_forensicsSystem.RandomizeFingerprint(ent);
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RemComp<DetailExaminableComponent>(ent); // remove MRP+ custom description if one exists
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_identity.QueueIdentityUpdate(ent); // manually queue identity update since we don't raise the event
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_popup.PopupEntity(Loc.GetString("scramble-implant-activated-popup"), ent, ent);
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}
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args.Handled = true;
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QueueDel(uid);
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}
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}
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