Files
wwdpublic/Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

449 lines
16 KiB
C#

using System.Threading;
using Content.Server.DeviceNetwork.Components;
using Content.Server.Screens.Components;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Shared.Access;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.DeviceNetwork;
using Content.Shared.Popups;
using Content.Shared.Shuttles.BUIStates;
using Content.Shared.Shuttles.Events;
using Content.Shared.Shuttles.Systems;
using Content.Shared.UserInterface;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Shuttles.Systems;
// TODO full game saves
// Move state data into the emergency shuttle component
public sealed partial class EmergencyShuttleSystem
{
/*
* Handles the emergency shuttle's console and early launching.
*/
/// <summary>
/// Has the emergency shuttle arrived?
/// </summary>
public bool EmergencyShuttleArrived { get; private set; }
public bool EarlyLaunchAuthorized { get; private set; }
/// <summary>
/// How much time remaining until the shuttle consoles for emergency shuttles are unlocked?
/// </summary>
private float _consoleAccumulator = float.MinValue;
/// <summary>
/// How long after the transit is over to end the round.
/// </summary>
private readonly TimeSpan _bufferTime = TimeSpan.FromSeconds(5);
/// <summary>
/// <see cref="CCVars.EmergencyShuttleMinTransitTime"/>
/// </summary>
public float MinimumTransitTime { get; private set; }
/// <summary>
/// <see cref="CCVars.EmergencyShuttleMaxTransitTime"/>
/// </summary>
public float MaximumTransitTime { get; private set; }
/// <summary>
/// How long it will take for the emergency shuttle to arrive at CentComm.
/// </summary>
public float TransitTime;
/// <summary>
/// <see cref="CCVars.EmergencyShuttleAuthorizeTime"/>
/// </summary>
private float _authorizeTime;
private CancellationTokenSource? _roundEndCancelToken;
[ValidatePrototypeId<AccessLevelPrototype>]
private const string EmergencyRepealAllAccess = "EmergencyShuttleRepealAll";
private static readonly Color DangerColor = Color.Red;
/// <summary>
/// Have the emergency shuttles been authorised to launch at CentCom?
/// </summary>
private bool _launchedShuttles;
/// <summary>
/// Have the emergency shuttles left for CentCom?
/// </summary>
public bool ShuttlesLeft;
/// <summary>
/// Have we announced the launch?
/// </summary>
private bool _announced;
private void InitializeEmergencyConsole()
{
Subs.CVar(_configManager, CCVars.EmergencyShuttleMinTransitTime, SetMinTransitTime, true);
Subs.CVar(_configManager, CCVars.EmergencyShuttleMaxTransitTime, SetMaxTransitTime, true);
Subs.CVar(_configManager, CCVars.EmergencyShuttleAuthorizeTime, SetAuthorizeTime, true);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ComponentStartup>(OnEmergencyStartup);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleAuthorizeMessage>(OnEmergencyAuthorize);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealMessage>(OnEmergencyRepeal);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealAllMessage>(OnEmergencyRepealAll);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ActivatableUIOpenAttemptEvent>(OnEmergencyOpenAttempt);
}
private void OnEmergencyOpenAttempt(EntityUid uid, EmergencyShuttleConsoleComponent component, ActivatableUIOpenAttemptEvent args)
{
// I'm hoping ActivatableUI checks it's open before allowing these messages.
if (!_configManager.GetCVar(CCVars.EmergencyEarlyLaunchAllowed))
{
args.Cancel();
_popup.PopupEntity(Loc.GetString("emergency-shuttle-console-no-early-launches"), uid, args.User);
}
}
private void SetAuthorizeTime(float obj)
{
_authorizeTime = obj;
}
private void SetMinTransitTime(float obj)
{
MinimumTransitTime = obj;
MaximumTransitTime = Math.Max(MaximumTransitTime, MinimumTransitTime);
}
private void SetMaxTransitTime(float obj)
{
MaximumTransitTime = Math.Max(MinimumTransitTime, obj);
}
private void OnEmergencyStartup(EntityUid uid, EmergencyShuttleConsoleComponent component, ComponentStartup args)
{
UpdateConsoleState(uid, component);
}
private void UpdateEmergencyConsole(float frameTime)
{
// Add some buffer time so eshuttle always first.
var minTime = -(TransitTime - (_shuttle.DefaultStartupTime + _shuttle.DefaultTravelTime + 1f));
// TODO: I know this is shit but I already just cleaned up a billion things.
// This is very cursed spaghetti code. I don't even know what the fuck this is doing or why it exists.
// But I think it needs to be less than or equal to zero or the shuttle might never leave???
// TODO Shuttle AAAAAAAAAAAAAAAAAAAAAAAAA
// Clean this up, just have a single timer with some state system.
// I.e., dont infer state from the current interval that the accumulator is in???
minTime = Math.Min(0, minTime); // ????
if (_consoleAccumulator < minTime)
{
return;
}
_consoleAccumulator -= frameTime;
// No early launch but we're under the timer.
if (!_launchedShuttles && _consoleAccumulator <= _authorizeTime)
{
if (!EarlyLaunchAuthorized)
AnnounceLaunch();
}
// Imminent departure
if (!_launchedShuttles && _consoleAccumulator <= _shuttle.DefaultStartupTime)
{
_launchedShuttles = true;
var dataQuery = AllEntityQuery<StationEmergencyShuttleComponent>();
while (dataQuery.MoveNext(out var stationUid, out var comp))
{
if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle) ||
!TryComp<StationCentcommComponent>(stationUid, out var centcomm))
{
continue;
}
if (!Deleted(centcomm.Entity))
{
_shuttle.FTLToDock(comp.EmergencyShuttle.Value, shuttle,
centcomm.Entity.Value, _consoleAccumulator, TransitTime);
continue;
}
if (!Deleted(centcomm.MapEntity))
{
// TODO: Need to get non-overlapping positions.
_shuttle.FTLToCoordinates(comp.EmergencyShuttle.Value, shuttle,
new EntityCoordinates(centcomm.MapEntity.Value,
_random.NextVector2(1000f)), _consoleAccumulator, TransitTime);
}
}
var podQuery = AllEntityQuery<EscapePodComponent>();
// Stagger launches coz funny
while (podQuery.MoveNext(out _, out var pod))
{
pod.LaunchTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(0.05f, 0.75f));
}
}
var podLaunchQuery = EntityQueryEnumerator<EscapePodComponent, ShuttleComponent>();
while (podLaunchQuery.MoveNext(out var uid, out var pod, out var shuttle))
{
var stationUid = _station.GetOwningStation(uid);
if (!TryComp<StationCentcommComponent>(stationUid, out var centcomm) ||
Deleted(centcomm.Entity) ||
pod.LaunchTime == null ||
pod.LaunchTime > _timing.CurTime)
{
continue;
}
// Don't dock them. If you do end up doing this then stagger launch.
_shuttle.FTLToDock(uid, shuttle, centcomm.Entity.Value, hyperspaceTime: TransitTime);
RemCompDeferred<EscapePodComponent>(uid);
}
// Departed
if (!ShuttlesLeft && _consoleAccumulator <= 0f)
{
ShuttlesLeft = true;
_announcer.SendAnnouncement(
_announcer.GetAnnouncementId("ShuttleLeft"),
Filter.Broadcast(),
"emergency-shuttle-left",
null, null, null, null,
("transitTime", $"{TransitTime:0}")
);
Timer.Spawn((int) (TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken?.Token ?? default);
}
// All the others.
if (_consoleAccumulator < minTime)
{
var query = AllEntityQuery<StationCentcommComponent, TransformComponent>();
// Guarantees that emergency shuttle arrives first before anyone else can FTL.
while (query.MoveNext(out var comp, out var centcommXform))
{
if (Deleted(comp.Entity))
continue;
if (_shuttle.TryAddFTLDestination(centcommXform.MapID, true, out var ftlComp))
{
_shuttle.SetFTLWhitelist((centcommXform.MapUid!.Value, ftlComp), null);
}
}
}
}
private void OnEmergencyRepealAll(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealAllMessage args)
{
var player = args.Actor;
if (!_reader.FindAccessTags(player).Contains(EmergencyRepealAllAccess))
{
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
return;
}
if (component.AuthorizedEntities.Count == 0)
return;
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL ALL by {args.Actor:user}");
_announcer.SendAnnouncement(
_announcer.GetAnnouncementId("ShuttleAuthRevoked"),
Filter.Broadcast(),
"emergency-shuttle-console-auth-revoked",
null, null, null, null,
("remaining", component.AuthorizationsRequired)
);
component.AuthorizedEntities.Clear();
UpdateAllEmergencyConsoles();
}
private void OnEmergencyRepeal(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealMessage args)
{
var player = args.Actor;
if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
{
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
return;
}
// TODO: This is fucking bad
if (!component.AuthorizedEntities.Remove(MetaData(idCard).EntityName))
return;
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL by {args.Actor:user}");
var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
_announcer.SendAnnouncement(
_announcer.GetAnnouncementId("ShuttleAuthRevoked"),
Filter.Broadcast(),
"emergency-shuttle-console-auth-revoked",
null, null, null, null,
("remaining", remaining)
);
CheckForLaunch(component);
UpdateAllEmergencyConsoles();
}
private void OnEmergencyAuthorize(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleAuthorizeMessage args)
{
var player = args.Actor;
if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
{
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), args.Actor, PopupType.Medium);
return;
}
// TODO: This is fucking bad
if (!component.AuthorizedEntities.Add(MetaData(idCard).EntityName))
return;
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch AUTH by {args.Actor:user}");
var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
if (remaining > 0)
_announcer.SendAnnouncement(_announcer.GetAnnouncementId("ShuttleAuthAdded"),
Filter.Broadcast(),
"emergency-shuttle-console-auth-left",
null,
DangerColor,
null, null,
("remaining", remaining)
);
if (!CheckForLaunch(component))
_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
UpdateAllEmergencyConsoles();
}
private void CleanupEmergencyConsole()
{
// Realistically most of this shit needs moving to a station component so each station has their own emergency shuttle
// and timer and all that jazz so I don't really care about debugging if it works on cleanup vs start.
_announced = false;
ShuttlesLeft = false;
_launchedShuttles = false;
_consoleAccumulator = float.MinValue;
EarlyLaunchAuthorized = false;
EmergencyShuttleArrived = false;
TransitTime = MinimumTransitTime + (MaximumTransitTime - MinimumTransitTime) * _random.NextFloat();
// Round to nearest 10
TransitTime = MathF.Round(TransitTime / 10f) * 10f;
}
private void UpdateAllEmergencyConsoles()
{
var query = AllEntityQuery<EmergencyShuttleConsoleComponent>();
while (query.MoveNext(out var uid, out var comp))
{
UpdateConsoleState(uid, comp);
}
}
private void UpdateConsoleState(EntityUid uid, EmergencyShuttleConsoleComponent component)
{
var auths = new List<string>();
foreach (var auth in component.AuthorizedEntities)
{
auths.Add(auth);
}
if (_uiSystem.HasUi(uid, EmergencyConsoleUiKey.Key))
_uiSystem.SetUiState(
uid,
EmergencyConsoleUiKey.Key,
new EmergencyConsoleBoundUserInterfaceState()
{
EarlyLaunchTime = EarlyLaunchAuthorized ? _timing.CurTime + TimeSpan.FromSeconds(_consoleAccumulator) : null,
Authorizations = auths,
AuthorizationsRequired = component.AuthorizationsRequired,
}
);
}
private bool CheckForLaunch(EmergencyShuttleConsoleComponent component)
{
if (component.AuthorizedEntities.Count < component.AuthorizationsRequired || EarlyLaunchAuthorized)
return false;
EarlyLaunch();
return true;
}
/// <summary>
/// Attempts to early launch the emergency shuttle if not already done.
/// </summary>
public bool EarlyLaunch()
{
if (EarlyLaunchAuthorized || !EmergencyShuttleArrived || _consoleAccumulator <= _authorizeTime) return false;
_logger.Add(LogType.EmergencyShuttle, LogImpact.Extreme, $"Emergency shuttle launch authorized");
_consoleAccumulator = _authorizeTime;
EarlyLaunchAuthorized = true;
RaiseLocalEvent(new EmergencyShuttleAuthorizedEvent());
AnnounceLaunch();
UpdateAllEmergencyConsoles();
var time = TimeSpan.FromSeconds(_authorizeTime);
var shuttle = GetShuttle();
if (shuttle != null && TryComp<DeviceNetworkComponent>(shuttle, out var net))
{
var payload = new NetworkPayload
{
[ShuttleTimerMasks.ShuttleMap] = shuttle,
[ShuttleTimerMasks.SourceMap] = _roundEnd.GetStation(),
[ShuttleTimerMasks.DestMap] = _roundEnd.GetCentcomm(),
[ShuttleTimerMasks.ShuttleTime] = time,
[ShuttleTimerMasks.SourceTime] = time,
[ShuttleTimerMasks.DestTime] = time + TimeSpan.FromSeconds(TransitTime),
[ShuttleTimerMasks.Docked] = true
};
_deviceNetworkSystem.QueuePacket(shuttle.Value, null, payload, net.TransmitFrequency);
}
return true;
}
private void AnnounceLaunch()
{
if (_announced) return;
_announced = true;
_announcer.SendAnnouncement(
_announcer.GetAnnouncementId("ShuttleAlmostLaunching"),
Filter.Broadcast(),
"emergency-shuttle-launch-time",
null, null, null, null,
("consoleAccumulator", $"{_consoleAccumulator:0}")
);
}
public bool DelayEmergencyRoundEnd()
{
if (_roundEndCancelToken == null)
return false;
_roundEndCancelToken?.Cancel();
_roundEndCancelToken = null;
return true;
}
}