mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-21 07:28:31 +03:00
* 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> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
487 lines
18 KiB
C#
487 lines
18 KiB
C#
using System.Linq;
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using Content.Server.Administration;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Events;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Spawners.Components;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Shuttles.Components;
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using Robust.Shared.Spawners;
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using Content.Shared.Tiles;
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using Robust.Server.GameObjects;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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namespace Content.Server.Shuttles.Systems;
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/// <summary>
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/// If enabled spawns players on a separate arrivals station before they can transfer to the main station.
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/// </summary>
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public sealed class ArrivalsSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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[Dependency] private readonly IConsoleHost _console = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly MapLoaderSystem _loader = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ShuttleSystem _shuttles = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
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[Dependency] private readonly StationSystem _station = default!;
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/// <summary>
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/// If enabled then spawns players on an alternate map so they can take a shuttle to the station.
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/// </summary>
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public bool Enabled { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawningEvent>(OnPlayerSpawn, before: new []{typeof(SpawnPointSystem)});
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SubscribeLocalEvent<StationArrivalsComponent, ComponentStartup>(OnArrivalsStartup);
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SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
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SubscribeLocalEvent<ArrivalsShuttleComponent, EntityUnpausedEvent>(OnShuttleUnpaused);
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SubscribeLocalEvent<ArrivalsShuttleComponent, FTLTagEvent>(OnShuttleTag);
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SubscribeLocalEvent<RoundStartingEvent>(OnRoundStarting);
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SubscribeLocalEvent<ArrivalsShuttleComponent, FTLStartedEvent>(OnArrivalsFTL);
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// Don't invoke immediately as it will get set in the natural course of things.
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Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles);
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_cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
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// Command so admins can set these for funsies
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_console.RegisterCommand("arrivals", ArrivalsCommand, ArrivalsCompletion);
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}
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private void OnShuttleTag(EntityUid uid, ArrivalsShuttleComponent component, ref FTLTagEvent args)
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{
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if (args.Handled)
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return;
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// Just saves mappers forgetting. (v2 boogaloo)
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args.Handled = true;
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args.Tag = "DockArrivals";
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}
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private CompletionResult ArrivalsCompletion(IConsoleShell shell, string[] args)
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{
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if (args.Length != 1)
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return CompletionResult.Empty;
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return new CompletionResult(new CompletionOption[]
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{
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// Enables and disable are separate comms in case you don't want to accidentally toggle it, compared to
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// returns which doesn't have an immediate effect
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new("enable", Loc.GetString("cmd-arrivals-enable-hint")),
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new("disable", Loc.GetString("cmd-arrivals-disable-hint")),
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new("returns", Loc.GetString("cmd-arrivals-returns-hint")),
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new ("force", Loc.GetString("cmd-arrivals-force-hint"))
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}, "Option");
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}
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[AdminCommand(AdminFlags.Fun)]
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private void ArrivalsCommand(IConsoleShell shell, string argstr, string[] args)
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{
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if (args.Length != 1)
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{
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shell.WriteError(Loc.GetString("cmd-arrivals-invalid"));
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return;
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}
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switch (args[0])
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{
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case "enable":
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_cfgManager.SetCVar(CCVars.ArrivalsShuttles, true);
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break;
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case "disable":
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_cfgManager.SetCVar(CCVars.ArrivalsShuttles, false);
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break;
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case "returns":
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var existing = _cfgManager.GetCVar(CCVars.ArrivalsReturns);
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_cfgManager.SetCVar(CCVars.ArrivalsReturns, !existing);
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shell.WriteLine(Loc.GetString("cmd-arrivals-returns", ("value", !existing)));
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break;
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case "force":
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var query = AllEntityQuery<PendingClockInComponent, TransformComponent>();
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var spawnPoints = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
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TryGetArrivals(out var arrivalsUid);
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while (query.MoveNext(out var uid, out _, out var pendingXform))
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{
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_random.Shuffle(spawnPoints);
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foreach (var (point, xform) in spawnPoints)
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{
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if (point.SpawnType != SpawnPointType.LateJoin || xform.GridUid == arrivalsUid)
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continue;
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_transform.SetCoordinates(uid, pendingXform, xform.Coordinates);
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break;
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}
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RemCompDeferred<AutoOrientComponent>(uid);
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RemCompDeferred<PendingClockInComponent>(uid);
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shell.WriteLine(Loc.GetString("cmd-arrivals-forced", ("uid", ToPrettyString(uid))));
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}
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break;
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default:
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shell.WriteError(Loc.GetString($"cmd-arrivals-invalid"));
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break;
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_cfgManager.UnsubValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
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}
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private void OnArrivalsFTL(EntityUid shuttleUid, ArrivalsShuttleComponent component, ref FTLStartedEvent args)
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{
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if (!TryGetArrivals(out EntityUid arrivals))
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return;
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var arrivalsMapUid = Transform(arrivals).MapUid;
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// Don't do anything here when leaving arrivals.
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if (args.FromMapUid == arrivalsMapUid)
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return;
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// Any mob then yeet them off the shuttle.
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if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null)
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{
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var pendingEntQuery = GetEntityQuery<PendingClockInComponent>();
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var arrivalsBlacklistQuery = GetEntityQuery<ArrivalsBlacklistComponent>();
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var mobQuery = GetEntityQuery<MobStateComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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DumpChildren(shuttleUid, ref args, pendingEntQuery, arrivalsBlacklistQuery, mobQuery, xformQuery);
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}
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var pendingQuery = AllEntityQuery<PendingClockInComponent, TransformComponent>();
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// We're heading from the station back to arrivals (if leaving arrivals, would have returned above).
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// Process everyone who holds a PendingClockInComponent
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// Note, due to way DumpChildren works, anyone who doesn't have a PendingClockInComponent gets left in space
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// and will not warp. This is intended behavior.
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while (pendingQuery.MoveNext(out var pUid, out _, out var xform))
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{
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if (xform.GridUid == shuttleUid)
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{
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// Warp all players who are still on this shuttle to a spawn point. This doesn't let them return to
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// arrivals. It also ensures noobs, slow players or AFK players safely leave the shuttle.
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TryTeleportToMapSpawn(pUid, component.Station, xform);
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}
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// Players who have remained at arrives keep their warp coupon (PendingClockInComponent) for now.
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if (xform.MapUid == arrivalsMapUid)
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continue;
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// The player has successfully left arrivals and is also not on the shuttle. Remove their warp coupon.
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RemCompDeferred<PendingClockInComponent>(pUid);
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RemCompDeferred<AutoOrientComponent>(pUid);
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}
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}
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private void DumpChildren(EntityUid uid,
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ref FTLStartedEvent args,
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EntityQuery<PendingClockInComponent> pendingEntQuery,
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EntityQuery<ArrivalsBlacklistComponent> arrivalsBlacklistQuery,
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EntityQuery<MobStateComponent> mobQuery,
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EntityQuery<TransformComponent> xformQuery)
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{
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if (pendingEntQuery.HasComponent(uid))
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return;
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var xform = xformQuery.GetComponent(uid);
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if (mobQuery.HasComponent(uid) || arrivalsBlacklistQuery.HasComponent(uid))
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{
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var rotation = xform.LocalRotation;
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_transform.SetCoordinates(uid, new EntityCoordinates(args.FromMapUid!.Value, args.FTLFrom.Transform(xform.LocalPosition)));
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_transform.SetWorldRotation(uid, args.FromRotation + rotation);
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return;
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}
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var children = xform.ChildEnumerator;
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while (children.MoveNext(out var child))
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{
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DumpChildren(child.Value, ref args, pendingEntQuery, arrivalsBlacklistQuery, mobQuery, xformQuery);
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}
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}
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private void OnPlayerSpawn(PlayerSpawningEvent ev)
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{
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// Only works on latejoin even if enabled.
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if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
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return;
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if (!HasComp<StationArrivalsComponent>(ev.Station))
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return;
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TryGetArrivals(out var arrivals);
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if (TryComp<TransformComponent>(arrivals, out var arrivalsXform))
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{
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var mapId = arrivalsXform.MapID;
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var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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var possiblePositions = new List<EntityCoordinates>();
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while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
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{
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if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
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continue;
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possiblePositions.Add(xform.Coordinates);
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}
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if (possiblePositions.Count > 0)
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{
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var spawnLoc = _random.Pick(possiblePositions);
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ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
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spawnLoc,
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ev.Job,
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ev.HumanoidCharacterProfile,
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ev.Station);
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EnsureComp<PendingClockInComponent>(ev.SpawnResult.Value);
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EnsureComp<AutoOrientComponent>(ev.SpawnResult.Value);
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}
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}
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}
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private bool TryTeleportToMapSpawn(EntityUid player, EntityUid stationId, TransformComponent? transform = null)
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{
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if (!Resolve(player, ref transform))
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return false;
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var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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var possiblePositions = new ValueList<EntityCoordinates>(32);
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// Find a spawnpoint on the same map as the player is already docked with now.
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while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
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{
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if (spawnPoint.SpawnType == SpawnPointType.LateJoin &&
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_station.GetOwningStation(uid, xform) == stationId)
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{
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// Add to list of possible spawn locations
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possiblePositions.Add(xform.Coordinates);
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}
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}
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if (possiblePositions.Count > 0)
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{
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// Move the player to a random late-join spawnpoint.
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_transform.SetCoordinates(player, transform, _random.Pick(possiblePositions));
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return true;
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}
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return false;
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}
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private void OnShuttleStartup(EntityUid uid, ArrivalsShuttleComponent component, ComponentStartup args)
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{
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EnsureComp<PreventPilotComponent>(uid);
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}
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private void OnShuttleUnpaused(EntityUid uid, ArrivalsShuttleComponent component, ref EntityUnpausedEvent args)
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{
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component.NextTransfer += args.PausedTime;
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}
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private bool TryGetArrivals(out EntityUid uid)
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{
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var arrivalsQuery = EntityQueryEnumerator<ArrivalsSourceComponent>();
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while (arrivalsQuery.MoveNext(out uid, out _))
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{
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return true;
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}
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return false;
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}
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public TimeSpan? NextShuttleArrival()
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{
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var query = EntityQueryEnumerator<ArrivalsShuttleComponent>();
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var time = TimeSpan.MaxValue;
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.NextArrivalsTime < time)
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time = comp.NextArrivalsTime;
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}
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var duration = _timing.CurTime;
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return (time < duration) ? null : time - duration;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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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;
|
|
}
|
|
}
|