Files
wwdpublic/Content.Server/Shuttles/Systems/ArrivalsSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
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2023-10-03 14:15:46 -05:00

487 lines
18 KiB
C#

using System.Linq;
using Content.Server.Administration;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Events;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Spawners.Components;
using Content.Server.Spawners.EntitySystems;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Shuttles.Components;
using Robust.Shared.Spawners;
using Content.Shared.Tiles;
using Robust.Server.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Shuttles.Systems;
/// <summary>
/// If enabled spawns players on a separate arrivals station before they can transfer to the main station.
/// </summary>
public sealed class ArrivalsSystem : EntitySystem
{
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
[Dependency] private readonly IConsoleHost _console = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ShuttleSystem _shuttles = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
[Dependency] private readonly StationSystem _station = default!;
/// <summary>
/// If enabled then spawns players on an alternate map so they can take a shuttle to the station.
/// </summary>
public bool Enabled { get; private set; }
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerSpawningEvent>(OnPlayerSpawn, before: new []{typeof(SpawnPointSystem)});
SubscribeLocalEvent<StationArrivalsComponent, ComponentStartup>(OnArrivalsStartup);
SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
SubscribeLocalEvent<ArrivalsShuttleComponent, EntityUnpausedEvent>(OnShuttleUnpaused);
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLTagEvent>(OnShuttleTag);
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStarting);
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLStartedEvent>(OnArrivalsFTL);
// Don't invoke immediately as it will get set in the natural course of things.
Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles);
_cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
// Command so admins can set these for funsies
_console.RegisterCommand("arrivals", ArrivalsCommand, ArrivalsCompletion);
}
private void OnShuttleTag(EntityUid uid, ArrivalsShuttleComponent component, ref FTLTagEvent args)
{
if (args.Handled)
return;
// Just saves mappers forgetting. (v2 boogaloo)
args.Handled = true;
args.Tag = "DockArrivals";
}
private CompletionResult ArrivalsCompletion(IConsoleShell shell, string[] args)
{
if (args.Length != 1)
return CompletionResult.Empty;
return new CompletionResult(new CompletionOption[]
{
// Enables and disable are separate comms in case you don't want to accidentally toggle it, compared to
// returns which doesn't have an immediate effect
new("enable", Loc.GetString("cmd-arrivals-enable-hint")),
new("disable", Loc.GetString("cmd-arrivals-disable-hint")),
new("returns", Loc.GetString("cmd-arrivals-returns-hint")),
new ("force", Loc.GetString("cmd-arrivals-force-hint"))
}, "Option");
}
[AdminCommand(AdminFlags.Fun)]
private void ArrivalsCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length != 1)
{
shell.WriteError(Loc.GetString("cmd-arrivals-invalid"));
return;
}
switch (args[0])
{
case "enable":
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, true);
break;
case "disable":
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, false);
break;
case "returns":
var existing = _cfgManager.GetCVar(CCVars.ArrivalsReturns);
_cfgManager.SetCVar(CCVars.ArrivalsReturns, !existing);
shell.WriteLine(Loc.GetString("cmd-arrivals-returns", ("value", !existing)));
break;
case "force":
var query = AllEntityQuery<PendingClockInComponent, TransformComponent>();
var spawnPoints = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
TryGetArrivals(out var arrivalsUid);
while (query.MoveNext(out var uid, out _, out var pendingXform))
{
_random.Shuffle(spawnPoints);
foreach (var (point, xform) in spawnPoints)
{
if (point.SpawnType != SpawnPointType.LateJoin || xform.GridUid == arrivalsUid)
continue;
_transform.SetCoordinates(uid, pendingXform, xform.Coordinates);
break;
}
RemCompDeferred<AutoOrientComponent>(uid);
RemCompDeferred<PendingClockInComponent>(uid);
shell.WriteLine(Loc.GetString("cmd-arrivals-forced", ("uid", ToPrettyString(uid))));
}
break;
default:
shell.WriteError(Loc.GetString($"cmd-arrivals-invalid"));
break;
}
}
public override void Shutdown()
{
base.Shutdown();
_cfgManager.UnsubValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
}
private void OnArrivalsFTL(EntityUid shuttleUid, ArrivalsShuttleComponent component, ref FTLStartedEvent args)
{
if (!TryGetArrivals(out EntityUid arrivals))
return;
var arrivalsMapUid = Transform(arrivals).MapUid;
// Don't do anything here when leaving arrivals.
if (args.FromMapUid == arrivalsMapUid)
return;
// Any mob then yeet them off the shuttle.
if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null)
{
var pendingEntQuery = GetEntityQuery<PendingClockInComponent>();
var arrivalsBlacklistQuery = GetEntityQuery<ArrivalsBlacklistComponent>();
var mobQuery = GetEntityQuery<MobStateComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
DumpChildren(shuttleUid, ref args, pendingEntQuery, arrivalsBlacklistQuery, mobQuery, xformQuery);
}
var pendingQuery = AllEntityQuery<PendingClockInComponent, TransformComponent>();
// We're heading from the station back to arrivals (if leaving arrivals, would have returned above).
// Process everyone who holds a PendingClockInComponent
// Note, due to way DumpChildren works, anyone who doesn't have a PendingClockInComponent gets left in space
// and will not warp. This is intended behavior.
while (pendingQuery.MoveNext(out var pUid, out _, out var xform))
{
if (xform.GridUid == shuttleUid)
{
// Warp all players who are still on this shuttle to a spawn point. This doesn't let them return to
// arrivals. It also ensures noobs, slow players or AFK players safely leave the shuttle.
TryTeleportToMapSpawn(pUid, component.Station, xform);
}
// Players who have remained at arrives keep their warp coupon (PendingClockInComponent) for now.
if (xform.MapUid == arrivalsMapUid)
continue;
// The player has successfully left arrivals and is also not on the shuttle. Remove their warp coupon.
RemCompDeferred<PendingClockInComponent>(pUid);
RemCompDeferred<AutoOrientComponent>(pUid);
}
}
private void DumpChildren(EntityUid uid,
ref FTLStartedEvent args,
EntityQuery<PendingClockInComponent> pendingEntQuery,
EntityQuery<ArrivalsBlacklistComponent> arrivalsBlacklistQuery,
EntityQuery<MobStateComponent> mobQuery,
EntityQuery<TransformComponent> xformQuery)
{
if (pendingEntQuery.HasComponent(uid))
return;
var xform = xformQuery.GetComponent(uid);
if (mobQuery.HasComponent(uid) || arrivalsBlacklistQuery.HasComponent(uid))
{
var rotation = xform.LocalRotation;
_transform.SetCoordinates(uid, new EntityCoordinates(args.FromMapUid!.Value, args.FTLFrom.Transform(xform.LocalPosition)));
_transform.SetWorldRotation(uid, args.FromRotation + rotation);
return;
}
var children = xform.ChildEnumerator;
while (children.MoveNext(out var child))
{
DumpChildren(child.Value, ref args, pendingEntQuery, arrivalsBlacklistQuery, mobQuery, xformQuery);
}
}
private void OnPlayerSpawn(PlayerSpawningEvent ev)
{
// Only works on latejoin even if enabled.
if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
return;
if (!HasComp<StationArrivalsComponent>(ev.Station))
return;
TryGetArrivals(out var arrivals);
if (TryComp<TransformComponent>(arrivals, out var arrivalsXform))
{
var mapId = arrivalsXform.MapID;
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
var possiblePositions = new List<EntityCoordinates>();
while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
continue;
possiblePositions.Add(xform.Coordinates);
}
if (possiblePositions.Count > 0)
{
var spawnLoc = _random.Pick(possiblePositions);
ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
spawnLoc,
ev.Job,
ev.HumanoidCharacterProfile,
ev.Station);
EnsureComp<PendingClockInComponent>(ev.SpawnResult.Value);
EnsureComp<AutoOrientComponent>(ev.SpawnResult.Value);
}
}
}
private bool TryTeleportToMapSpawn(EntityUid player, EntityUid stationId, TransformComponent? transform = null)
{
if (!Resolve(player, ref transform))
return false;
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
var possiblePositions = new ValueList<EntityCoordinates>(32);
// Find a spawnpoint on the same map as the player is already docked with now.
while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (spawnPoint.SpawnType == SpawnPointType.LateJoin &&
_station.GetOwningStation(uid, xform) == stationId)
{
// Add to list of possible spawn locations
possiblePositions.Add(xform.Coordinates);
}
}
if (possiblePositions.Count > 0)
{
// Move the player to a random late-join spawnpoint.
_transform.SetCoordinates(player, transform, _random.Pick(possiblePositions));
return true;
}
return false;
}
private void OnShuttleStartup(EntityUid uid, ArrivalsShuttleComponent component, ComponentStartup args)
{
EnsureComp<PreventPilotComponent>(uid);
}
private void OnShuttleUnpaused(EntityUid uid, ArrivalsShuttleComponent component, ref EntityUnpausedEvent args)
{
component.NextTransfer += args.PausedTime;
}
private bool TryGetArrivals(out EntityUid uid)
{
var arrivalsQuery = EntityQueryEnumerator<ArrivalsSourceComponent>();
while (arrivalsQuery.MoveNext(out uid, out _))
{
return true;
}
return false;
}
public TimeSpan? NextShuttleArrival()
{
var query = EntityQueryEnumerator<ArrivalsShuttleComponent>();
var time = TimeSpan.MaxValue;
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextArrivalsTime < time)
time = comp.NextArrivalsTime;
}
var duration = _timing.CurTime;
return (time < duration) ? null : time - duration;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ArrivalsShuttleComponent, ShuttleComponent, TransformComponent>();
var curTime = _timing.CurTime;
TryGetArrivals(out var arrivals);
// TODO: FTL fucker, if on an edge tile every N seconds check for wall or w/e
// TODO: Docking should be per-grid rather than per dock and bump off when undocking.
// TODO: Stop dispatch if emergency shuttle has arrived.
// TODO: Need server join message specifying shuttle wait time or smth.
// TODO: Need maps
// TODO: Need emergency suits on shuttle probs
// TODO: Need some kind of comp to shunt people off if they try to get on?
if (TryComp<TransformComponent>(arrivals, out var arrivalsXform))
{
while (query.MoveNext(out var uid, out var comp, out var shuttle, out var xform))
{
if (comp.NextTransfer > curTime || !TryComp<StationDataComponent>(comp.Station, out var data))
continue;
var tripTime = ShuttleSystem.DefaultTravelTime + ShuttleSystem.DefaultStartupTime ;
// Go back to arrivals source
if (xform.MapUid != arrivalsXform.MapUid)
{
if (arrivals.IsValid())
_shuttles.FTLTravel(uid, shuttle, arrivals, dock: true);
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(tripTime);
}
// Go to station
else
{
var targetGrid = _station.GetLargestGrid(data);
if (targetGrid != null)
_shuttles.FTLTravel(uid, shuttle, targetGrid.Value, dock: true);
// The ArrivalsCooldown includes the trip there, so we only need to add the time taken for
// the trip back.
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(
_cfgManager.GetCVar(CCVars.ArrivalsCooldown) + tripTime);
}
comp.NextTransfer += TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
}
}
}
private void OnRoundStarting(RoundStartingEvent ev)
{
// Setup arrivals station
if (!Enabled)
return;
SetupArrivalsStation();
}
private void SetupArrivalsStation()
{
var mapId = _mapManager.CreateMap();
if (!_loader.TryLoad(mapId, _cfgManager.GetCVar(CCVars.ArrivalsMap), out var uids))
{
return;
}
foreach (var id in uids)
{
EnsureComp<ArrivalsSourceComponent>(id);
EnsureComp<ProtectedGridComponent>(id);
EnsureComp<PreventPilotComponent>(id);
}
// Handle roundstart stations.
var query = AllEntityQuery<StationArrivalsComponent>();
while (query.MoveNext(out var uid, out var comp))
{
SetupShuttle(uid, comp);
}
}
private void SetArrivals(bool obj)
{
Enabled = obj;
if (Enabled)
{
SetupArrivalsStation();
var query = AllEntityQuery<StationArrivalsComponent>();
while (query.MoveNext(out var sUid, out var comp))
{
SetupShuttle(sUid, comp);
}
}
else
{
var sourceQuery = AllEntityQuery<ArrivalsSourceComponent>();
while (sourceQuery.MoveNext(out var uid, out _))
{
QueueDel(uid);
}
var shuttleQuery = AllEntityQuery<ArrivalsShuttleComponent>();
while (shuttleQuery.MoveNext(out var uid, out _))
{
QueueDel(uid);
}
}
}
private void OnArrivalsStartup(EntityUid uid, StationArrivalsComponent component, ComponentStartup args)
{
if (!Enabled)
return;
// If it's a latespawn station then this will fail but that's okey
SetupShuttle(uid, component);
}
private void SetupShuttle(EntityUid uid, StationArrivalsComponent component)
{
if (!Deleted(component.Shuttle))
return;
// Spawn arrivals on a dummy map then dock it to the source.
var dummyMap = _mapManager.CreateMap();
if (TryGetArrivals(out var arrivals) &&
_loader.TryLoad(dummyMap, component.ShuttlePath.ToString(), out var shuttleUids))
{
component.Shuttle = shuttleUids[0];
var shuttleComp = Comp<ShuttleComponent>(component.Shuttle);
var arrivalsComp = EnsureComp<ArrivalsShuttleComponent>(component.Shuttle);
arrivalsComp.Station = uid;
EnsureComp<ProtectedGridComponent>(uid);
_shuttles.FTLTravel(component.Shuttle, shuttleComp, arrivals, hyperspaceTime: 10f, dock: true);
arrivalsComp.NextTransfer = _timing.CurTime + TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
}
// Don't start the arrivals shuttle immediately docked so power has a time to stabilise?
var timer = AddComp<TimedDespawnComponent>(_mapManager.GetMapEntityId(dummyMap));
timer.Lifetime = 15f;
}
}