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* More Tajaran Markings (#1834) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. Adds separate eye colors to Tajaran and makes most of the markings from "Fashion Update: Earrings & Makeup" available to Tajarans --- <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Tonk - add: Tajarans now have separate eye, wrist, tattoo, and makeup markings --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de) * Automatic Changelog Update (#1834) (cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839) * Cybernetics Trait Changes (#1828) # Description Changes/buffs to Cybernetic Traits. Some lesser used traits get some love, while some other stuff gets some logical re-balancing. Feel free to point out if some shitcode is broken or need explaining. --- # TODO - [ ] I got ideas cooking that I don't know how to code --- # Changelog 🆑 tweak: Striking Calluses no longer require you to be one of 3 jobs and Human. Also increased the +1 damage to +2. tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and costs less. tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss from 0.7 to 0.25 and healing cap increased from 200 to 400. tweak: Decreased the cost of Thermal Vision to be in line with Night Vision. tweak: IPC Platelet Factories healing cap increased from 200 to 250 tweak: Cyber-Eyes Omnihud now pickable by Command too. fix: Fixed name and description of Cyber-Eyes Modules for Night Vision and Thermal Vision. remove: Mind over Machine from Cyber-Eyes Modules. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - "Striking Calluses" now delivers increased unarmed strike damage, enhancing combat performance. - **Documentation** - Trait names and descriptions have been updated for greater clarity and consistency, including changes to "Cyber-Eyes" terminology. - **Chores** - Redundant trait options were removed from the selection pool to streamline gameplay. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d) * Automatic Changelog Update (#1828) (cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7) * Shadowkin Age Fixes & Plus Plushies (#1684) # Description Shadowkin middle-aged increased to 80, old age lowered to 175, max age lowered to 250. Shadowkin can now collect their goofy little plushie from a variety of sources --- # TODO - [x] Adjust Shadowkin age brackets - [x] Add Shadowkin plushie to crates and stuff --- # Changelog 🆑 ShirouAjisai - add: Added Shadowkin plushie to crates and stuff - tweak: Tweaked Shadowkin age brackets <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "shadowkin plushie" loadout item, enhancing customization options. - Expanded the collectible pool by adding a new plushie available in multiple game areas, including reward systems and random spawners. - Enhanced the variety of items available for the `PresentRandom` entity with the addition of the "shadowkin plushie." - **Adjustments** - Refined life-stage parameters for the Shadowkin species, adjusting age thresholds to better define maturity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: SixplyDev <einlichen@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0) * Automatic Changelog Update (#1684) (cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14) * Trait Add Tag (#1846) # Description Added TraitAddTag Function, which for example can be used to add Spidercraft to the Spinerette trait. # Changelog 🆑 - add: TraitAddTag Function <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Entities now receive automatic tag assignments at spawn, enhancing the system's trait interaction and overall categorization capabilities. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2) * Automatic Changelog Update (#1846) (cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272) * Arachne SpiderCrafting (#1847) # Description Added SpiderCraft Tag to Arachne # Changelog 🆑 - add: Added SpiderCraft to Arachne <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a new "SpiderCraft" classification for the Urist McArachne entity, expanding its behavior and interactions related to spider-specific mechanisms. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641) * Automatic Changelog Update (#1847) (cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00) * Add Centcom Disabler (#1845) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> it self recharges a bit. It's also green. It's also a steal target, because it's green. I noticed the Nanotrasen Representative has a disabler in his locker by default, but does not get to pick one in a loadout. I figured I'd remedy this, by giving him a shiny green Disabler that slightly recharges on its own. It deals the same stamina damage as the normal Disabler. The only differences are: - Green - Steal Target - Slightly higher rate of fire - Slightly recharges itself (half as slow as the antique pistol) - Admits Centcom doesn't trust you with lethals in its description --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Added CentCom disabler as loadout option for the Nanotrasen Representative. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Expanded loadout options for the Nanotrasen Representative role with a dedicated weapon configuration. - Introduced the "CentCom disabler," a new self-defense weapon option with advanced features. - Updated localization entries to reflect the new representative weapon grouping. - Added a new steal target group for the Nanotrasen representative's weapon. - Enhanced visual assets with updated animations and states for the new weapon. - Introduced new objectives related to the Nanotrasen Representative role, enhancing gameplay experiences. - Added the "Nanotrasen Representative" job title to localization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca) * Automatic Changelog Update (#1845) (cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136) * Plant Analyzer Port (#1849) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ported directly from https://github.com/Goob-Station/Goob-Station/pull/1685 I tweaked the sprite, and changed its usage of a Papersystem. I can't speak for the code quality, since I didn't write it, but I'm willing to fix things so long as I have the capability to do so. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>    https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45 </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Port Plant Analyzer from botanySupremacist, who took it from ian321 <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a comprehensive plant analyzer interface that displays detailed plant health, tray data, and environmental conditions. - Added an in-game report printing feature for easy access to analysis results. - **Enhancements** - Refined yield calculations and plant metabolism behaviors. - Integrated the analyzer item into crafting recipes, vending machines, and locker inventories. - Expanded localization for clearer, user-friendly plant analysis information. - Added new localization strings for printer status feedback. - Introduced new classes and messages for improved data handling and user interaction within the plant analyzer system. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <timfalken@hotmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce) * Automatic Changelog Update (#1849) (cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8) * Mind Role Entities (#31318) * Mind Role Entities wip * headrev count fix * silicon stuff, cleanup * exclusive antag config, cleanup * jobroleadd overwerite * logging stuff * MindHasRole cleanup, admin log stuff * last second cleanup * ocd * minor cleanup * remove createdTime datafield * now actually using the event replacement I made for role time tracking * weh (cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab) * Fix error (cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5) * Update SharedContentIoC.cs (cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2) * dragon antag refactor (#28217) * remove dragon system usage of GenericAntag * add AntagRandomSpawn for making antags spawn at a random tile * add AntagSpawner to make an antag spawner just spawn an entity * add antag prototype for dragon since it never had one * make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag * make dragon rule use AntagSelection and stuff * remove dragon GenericAntag rule * add back to spawn menu --------- Co-authored-by: deltanedas <@deltanedas:kde.org> (cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145) * Cultist Mind Roles (cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3) * Update midround.yml (cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055) * Update ghost_roles.yml (cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47) * Solarian Alliance Content (#1851) # Description This PR acts as a proper introduction to players for the Sol Aliance faction, a major antagonist group from my old home server's lore. To do so, I've ported a large number of assets from Aurora.3 to this repo, as well as created a new Midround Antagonist called "Deserters", which shows off this group to players. <details><summary><h1>Media</h1></summary> <p>    </p> </details> # Changelog 🆑 - add: A new Midround Antagonist has been added to the game. The "Solarian Deserters" are a group of highly trained soldiers who haven't been paid for far too long, whom have come to the station to loot it for everything valuable. - add: Lore guidebook entry for the Solarian Alliance, a majorly antagonistic faction. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced the "Solarian Navy Deserter" role with detailed localization, objectives, and traits. - Launched a dynamic shuttle event featuring interactive elements like secure doors, turret defenses, and specialized equipment. - Expanded gameplay with new storage options, tactical helmets, uniforms, identification cards, and door access tailored for the Sol Alliance. - Added a new NPC faction and game events enhancing combat and role-play dynamics. - Introduced various clothing items and uniforms associated with the Sol Alliance, including tactical gear and dress uniforms. - Added new metadata and structured entries for various clothing and equipment assets. - **Documentation** - Enriched lore and guidebook entries with expanded nation details, emphasizing the Solarian Alliance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> (cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a) * Automatic Changelog Update (#1851) (cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909) * Supermatter Atmos Mapping Assets (#1859) # Description This adds "High Flow" variants of all existing atmos devices, which are useful for supermatter engines. I also added the ability for FixAtmosMarkers to optionally accept a gas mixture directly, as opposed to the stupid hardcoded gas mixes that they were limited to using previously. # Changelog 🆑 - add: Added high pressure variants of atmos devices intended for supermatter engines. - add: Added engineering locked high security doors, also for use in supermatter engines. - add: Fix Atmos markers can now accept a gas mixture directly for modifying their tile. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced atmospheric commands now dynamically use specific gas mixtures for more flexible performance. - Introduced a new supermatter coolant entity, offering an alternative liquid nitrogen-like option. - Added several high-pressure and high-flow gas components, including pumps, filters, mixers, vents, and injectors. - Updated map elements by refining door access prototypes and labels for improved in-game clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94) * Automatic Changelog Update (#1859) (cherry picked from commit 468a263863f17772e6233032e5099d6c83764616) * Rerotate Arena (#1853) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Rerotates Arena. Adds an AI satellite, and maps a few station maps, cameras, and psionic registry computers. Adds myself as the maintainer for it. Do note that I am still learning how to map. Please state any changes that is wished to be seen before it is ready to merge. It is 3AM, I need sleep. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Space cleanup - [x] Psionic Registry Computers - [x] AI Satellite & Related Stuff --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Arena is back <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - The Arena map is now reactivated with updated configurations and active maintenance. - Enhanced gameplay details and role assignments have been enabled for a more engaging experience. - The configuration for the Arena map has been fully activated, including various roles and attributes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67) * Automatic Changelog Update (#1853) (cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2) * Port Grab Intent From Goob (#1856) # Description After months, Grab intent is finally ported to EE, as a result of a 4 hour Adderall induced code binge. ## This PR is more shit than code. Required for CQC, an attempt to port that will come later. @Erisfiregamer1 requires this for [Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855). Thanks to Gus for the Goobstation pr, and to Spatison for the original port on WWDP Tests on my local repo worked. # TODO * [ ] Await review * [ ] pain # Media  # Changelog 🆑 Eagle * add: Ported Grab Intent from Goobstation <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced pulling and grabbing interactions now feature multiple stages that impact how actions and collisions feel. - Virtual item handling during throws and drops has been refined for more dynamic in-game outcomes. - Alert visuals have been updated to provide nuanced feedback depending on the intensity of pulls and grabs. - Player movement and breathing mechanics have been fine-tuned for more realistic behavior. - New localization strings deliver clearer, context-sensitive notifications for grab-related actions. - Introduced a new component and system for managing entities thrown while grabbed, including damage handling and visual effects. - New event classes enhance interaction handling for virtual items during grabbing actions. - **Bug Fixes** - Improved logic for stopping pull actions to ignore grab states when necessary. - **Chores** - Added metadata for new textures related to alerts in the user interface. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49) * Automatic Changelog Update (#1856) (cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b) * Port Role Types (#1860) Ports https://github.com/space-wizards/space-station-14/pull/33420 This is the last requirement before we can start mass-porting new antags. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Enhanced role displays in player and character interfaces with a new "Role Type" column. - Updated admin overlay options, including a classic antagonist label. - Expanded ghost role behaviors for various entities, offering more dynamic gameplay. - New localization entries for role types and UI settings for sounds and layout customization. - Added new mind roles and role types, improving role management and gameplay interactions. - Introduced new events for player spawning processes to enhance gameplay scenarios. - **Refactor** - Streamlined role management and update processes for improved reliability and performance. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com> (cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e) * Rock And Stone <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports Lavaland and required systems from Goobstation. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Port over _Lavaland - [x] Port over required codepatches - [-] Test locally (Should be fine) - [X] Pass tests --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - add: Lavaland has been ported! <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a dynamic mining voucher interface allowing players to redeem various mining kits. - Enhanced shuttle docking systems with an updated console interface for smoother FTL transitions. - Added immersive boss music management for enhanced in-game boss encounters. - Expanded Lavaland gameplay with new procedural map generation, weather events, and storm scheduling. - Integrated new interactive commands and UI improvements for advanced weapon upgrades, Hierophant boss actions, and research features. - Added new components and systems for managing various gameplay elements, including damage squares, tendrils, and block charges. - Implemented new localization entries for improved player experience across various game features. - Introduced new components for managing mining vendors and vouchers, enhancing the interaction with mining kits. - Added a new system for managing the deployment of shelter capsules in the Lavaland environment. - **Tests** - Added integration tests to validate Lavaland planet generation and map initialization. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a) * Automatic Changelog Update (#1844) (cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf) * fixs * fix * fuck --------- Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: Raikyr0 <kurohana@hotmail.com.au> Co-authored-by: SixplyDev <einlichen@gmail.com> Co-authored-by: Timfa <timfalken@hotmail.com> Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com> Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com> Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com> Co-authored-by: Eris <eris@erisws.com>
528 lines
19 KiB
C#
528 lines
19 KiB
C#
using Content.Server.Antag;
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using Content.Server.Communications;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Humanoid;
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using Content.Server.Mind;
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using Content.Server.Nuke;
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using Content.Server.NukeOps;
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using Content.Server.Popups;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Events;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Components;
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using Content.Server.Store.Systems;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nuke;
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using Content.Shared.NukeOps;
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using Content.Shared.Store;
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using Content.Shared.Tag;
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using Content.Shared.Zombies;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using System.Linq;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Store.Components;
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namespace Content.Server.GameTicking.Rules;
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public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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{
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly EmergencyShuttleSystem _emergency = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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private const string TelecrystalCurrencyPrototype = "Telecrystal";
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[ValidatePrototypeId<TagPrototype>]
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private const string NukeOpsUplinkTagPrototype = "NukeOpsUplink";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
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SubscribeLocalEvent<NukeDisarmSuccessEvent>(OnNukeDisarm);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(OnComponentRemove);
|
|
SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
|
|
SubscribeLocalEvent<NukeOperativeComponent, EntityZombifiedEvent>(OnOperativeZombified);
|
|
|
|
SubscribeLocalEvent<NukeOpsShuttleComponent, MapInitEvent>(OnMapInit);
|
|
SubscribeLocalEvent<NukeopsRoleComponent, GetBriefingEvent>(OnGetBriefing);
|
|
|
|
SubscribeLocalEvent<ConsoleFTLAttemptEvent>(OnShuttleFTLAttempt);
|
|
SubscribeLocalEvent<WarDeclaredEvent>(OnWarDeclared);
|
|
SubscribeLocalEvent<CommunicationConsoleCallShuttleAttemptEvent>(OnShuttleCallAttempt);
|
|
|
|
SubscribeLocalEvent<NukeopsRuleComponent, AfterAntagEntitySelectedEvent>(OnAfterAntagEntSelected);
|
|
}
|
|
|
|
protected override void Started(EntityUid uid,
|
|
NukeopsRuleComponent component,
|
|
GameRuleComponent gameRule,
|
|
GameRuleStartedEvent args)
|
|
{
|
|
var eligible = new List<Entity<StationEventEligibleComponent, NpcFactionMemberComponent>>();
|
|
var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
|
|
while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
|
|
{
|
|
if (!_npcFaction.IsFactionHostile(component.Faction, (eligibleUid, member)))
|
|
continue;
|
|
|
|
eligible.Add((eligibleUid, eligibleComp, member));
|
|
}
|
|
|
|
if (eligible.Count == 0)
|
|
return;
|
|
|
|
component.TargetStation = RobustRandom.Pick(eligible);
|
|
}
|
|
|
|
#region Event Handlers
|
|
protected override void AppendRoundEndText(EntityUid uid,
|
|
NukeopsRuleComponent component,
|
|
GameRuleComponent gameRule,
|
|
ref RoundEndTextAppendEvent args)
|
|
{
|
|
var winText = Loc.GetString($"nukeops-{component.WinType.ToString().ToLower()}");
|
|
args.AddLine(winText);
|
|
|
|
foreach (var cond in component.WinConditions)
|
|
{
|
|
var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
|
|
args.AddLine(text);
|
|
}
|
|
|
|
args.AddLine(Loc.GetString("nukeops-list-start"));
|
|
|
|
var antags =_antag.GetAntagIdentifiers(uid);
|
|
|
|
foreach (var (_, sessionData, name) in antags)
|
|
{
|
|
args.AddLine(Loc.GetString("nukeops-list-name-user", ("name", name), ("user", sessionData.UserName)));
|
|
}
|
|
}
|
|
|
|
private void OnNukeExploded(NukeExplodedEvent ev)
|
|
{
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
if (ev.OwningStation != null)
|
|
{
|
|
if (ev.OwningStation == GetOutpost(uid))
|
|
{
|
|
nukeops.WinConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
|
|
SetWinType((uid, nukeops), WinType.CrewMajor);
|
|
continue;
|
|
}
|
|
|
|
if (TryComp(nukeops.TargetStation, out StationDataComponent? data))
|
|
{
|
|
var correctStation = false;
|
|
foreach (var grid in data.Grids)
|
|
{
|
|
if (grid != ev.OwningStation)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
nukeops.WinConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
|
|
SetWinType((uid, nukeops), WinType.OpsMajor);
|
|
correctStation = true;
|
|
}
|
|
|
|
if (correctStation)
|
|
continue;
|
|
}
|
|
|
|
nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
|
|
}
|
|
else
|
|
{
|
|
nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
|
|
}
|
|
|
|
_roundEndSystem.EndRound();
|
|
}
|
|
}
|
|
|
|
private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
|
|
{
|
|
if (ev.New is not GameRunLevel.PostRound)
|
|
return;
|
|
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
OnRoundEnd((uid, nukeops));
|
|
}
|
|
}
|
|
|
|
private void OnRoundEnd(Entity<NukeopsRuleComponent> ent)
|
|
{
|
|
// If the win condition was set to operative/crew major win, ignore.
|
|
if (ent.Comp.WinType == WinType.OpsMajor || ent.Comp.WinType == WinType.CrewMajor)
|
|
return;
|
|
|
|
var nukeQuery = AllEntityQuery<NukeComponent, TransformComponent>();
|
|
var centcomms = _emergency.GetCentcommMaps();
|
|
|
|
while (nukeQuery.MoveNext(out var nuke, out var nukeTransform))
|
|
{
|
|
if (nuke.Status != NukeStatus.ARMED)
|
|
continue;
|
|
|
|
// UH OH
|
|
if (nukeTransform.MapUid != null && centcomms.Contains(nukeTransform.MapUid.Value))
|
|
{
|
|
ent.Comp.WinConditions.Add(WinCondition.NukeActiveAtCentCom);
|
|
SetWinType((ent, ent), WinType.OpsMajor);
|
|
return;
|
|
}
|
|
|
|
if (nukeTransform.GridUid == null || ent.Comp.TargetStation == null)
|
|
continue;
|
|
|
|
if (!TryComp(ent.Comp.TargetStation.Value, out StationDataComponent? data))
|
|
continue;
|
|
|
|
foreach (var grid in data.Grids)
|
|
{
|
|
if (grid != nukeTransform.GridUid)
|
|
continue;
|
|
|
|
ent.Comp.WinConditions.Add(WinCondition.NukeActiveInStation);
|
|
SetWinType(ent, WinType.OpsMajor);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (_antag.AllAntagsAlive(ent.Owner))
|
|
{
|
|
SetWinType(ent, WinType.OpsMinor);
|
|
ent.Comp.WinConditions.Add(WinCondition.AllNukiesAlive);
|
|
return;
|
|
}
|
|
|
|
ent.Comp.WinConditions.Add(_antag.AnyAliveAntags(ent.Owner)
|
|
? WinCondition.SomeNukiesAlive
|
|
: WinCondition.AllNukiesDead);
|
|
|
|
var diskAtCentCom = false;
|
|
var diskQuery = AllEntityQuery<NukeDiskComponent, TransformComponent>();
|
|
while (diskQuery.MoveNext(out _, out var transform))
|
|
{
|
|
diskAtCentCom = transform.MapUid != null && centcomms.Contains(transform.MapUid.Value);
|
|
|
|
// TODO: The target station should be stored, and the nuke disk should store its original station.
|
|
// This is fine for now, because we can assume a single station in base SS14.
|
|
break;
|
|
}
|
|
|
|
// If the disk is currently at Central Command, the crew wins - just slightly.
|
|
// This also implies that some nuclear operatives have died.
|
|
SetWinType(ent,
|
|
diskAtCentCom
|
|
? WinType.CrewMinor
|
|
: WinType.OpsMinor);
|
|
ent.Comp.WinConditions.Add(diskAtCentCom
|
|
? WinCondition.NukeDiskOnCentCom
|
|
: WinCondition.NukeDiskNotOnCentCom);
|
|
}
|
|
|
|
private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
|
|
{
|
|
CheckRoundShouldEnd();
|
|
}
|
|
|
|
private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args)
|
|
{
|
|
CheckRoundShouldEnd();
|
|
}
|
|
|
|
private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
|
|
{
|
|
if (ev.NewMobState == MobState.Dead)
|
|
CheckRoundShouldEnd();
|
|
}
|
|
|
|
private void OnOperativeZombified(EntityUid uid, NukeOperativeComponent component, ref EntityZombifiedEvent args)
|
|
{
|
|
RemCompDeferred(uid, component);
|
|
}
|
|
|
|
private void OnMapInit(Entity<NukeOpsShuttleComponent> ent, ref MapInitEvent args)
|
|
{
|
|
var map = Transform(ent).MapID;
|
|
|
|
var rules = EntityQueryEnumerator<NukeopsRuleComponent, RuleGridsComponent>();
|
|
while (rules.MoveNext(out var uid, out _, out var grids))
|
|
{
|
|
if (map != grids.Map)
|
|
continue;
|
|
ent.Comp.AssociatedRule = uid;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev)
|
|
{
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
if (ev.Uid != GetShuttle((uid, nukeops)))
|
|
continue;
|
|
|
|
if (nukeops.WarDeclaredTime != null)
|
|
{
|
|
var timeAfterDeclaration = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
|
|
var timeRemain = nukeops.WarNukieArriveDelay.Subtract(timeAfterDeclaration);
|
|
if (timeRemain > TimeSpan.Zero)
|
|
{
|
|
ev.Cancelled = true;
|
|
ev.Reason = Loc.GetString("war-ops-infiltrator-unavailable",
|
|
("time", timeRemain.ToString("mm\\:ss")));
|
|
continue;
|
|
}
|
|
}
|
|
|
|
nukeops.LeftOutpost = true;
|
|
}
|
|
}
|
|
|
|
private void OnShuttleCallAttempt(ref CommunicationConsoleCallShuttleAttemptEvent ev)
|
|
{
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out _, out _, out var nukeops, out _))
|
|
{
|
|
// Can't call while war nukies are preparing to arrive
|
|
if (nukeops is { WarDeclaredTime: not null })
|
|
{
|
|
// Nukies must wait some time after declaration of war to get on the station
|
|
var warTime = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
|
|
if (warTime < nukeops.WarNukieArriveDelay)
|
|
{
|
|
ev.Cancelled = true;
|
|
ev.Reason = Loc.GetString("war-ops-shuttle-call-unavailable");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnWarDeclared(ref WarDeclaredEvent ev)
|
|
{
|
|
// TODO: this is VERY awful for multi-nukies
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
if (nukeops.WarDeclaredTime != null)
|
|
continue;
|
|
|
|
if (TryComp<RuleGridsComponent>(uid, out var grids) && Transform(ev.DeclaratorEntity).MapID != grids.Map)
|
|
continue;
|
|
|
|
var newStatus = GetWarCondition(nukeops, ev.Status);
|
|
ev.Status = newStatus;
|
|
if (newStatus == WarConditionStatus.WarReady)
|
|
{
|
|
nukeops.WarDeclaredTime = Timing.CurTime;
|
|
var timeRemain = nukeops.WarNukieArriveDelay + Timing.CurTime;
|
|
ev.DeclaratorEntity.Comp.ShuttleDisabledTime = timeRemain;
|
|
|
|
DistributeExtraTc((uid, nukeops));
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion Event Handlers
|
|
|
|
/// <summary>
|
|
/// Returns conditions for war declaration
|
|
/// </summary>
|
|
public WarConditionStatus GetWarCondition(NukeopsRuleComponent nukieRule, WarConditionStatus? oldStatus)
|
|
{
|
|
if (!nukieRule.CanEnableWarOps)
|
|
return WarConditionStatus.NoWarUnknown;
|
|
|
|
if (EntityQuery<NukeopsRoleComponent>().Count() < nukieRule.WarDeclarationMinOps)
|
|
return WarConditionStatus.NoWarSmallCrew;
|
|
|
|
if (nukieRule.LeftOutpost)
|
|
return WarConditionStatus.NoWarShuttleDeparted;
|
|
|
|
if (oldStatus == WarConditionStatus.YesWar)
|
|
return WarConditionStatus.WarReady;
|
|
|
|
return WarConditionStatus.YesWar;
|
|
}
|
|
|
|
private void DistributeExtraTc(Entity<NukeopsRuleComponent> nukieRule)
|
|
{
|
|
var enumerator = EntityQueryEnumerator<StoreComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var component))
|
|
{
|
|
if (!_tag.HasTag(uid, NukeOpsUplinkTagPrototype))
|
|
continue;
|
|
|
|
if (GetOutpost(nukieRule.Owner) is not { } outpost)
|
|
continue;
|
|
|
|
if (Transform(uid).MapID != Transform(outpost).MapID) // Will receive bonus TC only on their start outpost
|
|
continue;
|
|
|
|
_store.TryAddCurrency(new () { { TelecrystalCurrencyPrototype, nukieRule.Comp.WarTcAmountPerNukie } }, uid, component);
|
|
|
|
var msg = Loc.GetString("store-currency-war-boost-given", ("target", uid));
|
|
_popupSystem.PopupEntity(msg, uid);
|
|
}
|
|
}
|
|
|
|
private void SetWinType(Entity<NukeopsRuleComponent> ent, WinType type, bool endRound = true)
|
|
{
|
|
ent.Comp.WinType = type;
|
|
|
|
if (endRound && (type == WinType.CrewMajor || type == WinType.OpsMajor))
|
|
_roundEndSystem.EndRound();
|
|
}
|
|
|
|
private void CheckRoundShouldEnd()
|
|
{
|
|
var query = QueryActiveRules();
|
|
while (query.MoveNext(out var uid, out _, out var nukeops, out _))
|
|
{
|
|
CheckRoundShouldEnd((uid, nukeops));
|
|
}
|
|
}
|
|
|
|
private void CheckRoundShouldEnd(Entity<NukeopsRuleComponent> ent)
|
|
{
|
|
var nukeops = ent.Comp;
|
|
|
|
if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing || nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor)
|
|
return;
|
|
|
|
|
|
// If there are any nuclear bombs that are active, immediately return. We're not over yet.
|
|
foreach (var nuke in EntityQuery<NukeComponent>())
|
|
{
|
|
if (nuke.Status == NukeStatus.ARMED)
|
|
return;
|
|
}
|
|
|
|
var shuttle = GetShuttle((ent, ent));
|
|
|
|
MapId? shuttleMapId = Exists(shuttle)
|
|
? Transform(shuttle.Value).MapID
|
|
: null;
|
|
|
|
MapId? targetStationMap = null;
|
|
if (nukeops.TargetStation != null && TryComp(nukeops.TargetStation, out StationDataComponent? data))
|
|
{
|
|
var grid = data.Grids.FirstOrNull();
|
|
targetStationMap = grid != null
|
|
? Transform(grid.Value).MapID
|
|
: null;
|
|
}
|
|
|
|
// Check if there are nuke operatives still alive on the same map as the shuttle,
|
|
// or on the same map as the station.
|
|
// If there are, the round can continue.
|
|
var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
|
|
var operativesAlive = operatives
|
|
.Where(op =>
|
|
op.Item3.MapID == shuttleMapId
|
|
|| op.Item3.MapID == targetStationMap)
|
|
.Any(op => op.Item2.CurrentState == MobState.Alive && op.Item1.Running);
|
|
|
|
if (operativesAlive)
|
|
return; // There are living operatives than can access the shuttle, or are still on the station's map.
|
|
|
|
// Check that there are spawns available and that they can access the shuttle.
|
|
var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
|
|
if (spawnsAvailable && CompOrNull<RuleGridsComponent>(ent)?.Map == shuttleMapId)
|
|
return; // Ghost spawns can still access the shuttle. Continue the round.
|
|
|
|
// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
|
|
// and there are no nuclear operatives on the target station's map.
|
|
nukeops.WinConditions.Add(spawnsAvailable
|
|
? WinCondition.NukiesAbandoned
|
|
: WinCondition.AllNukiesDead);
|
|
|
|
SetWinType(ent, WinType.CrewMajor, false);
|
|
_roundEndSystem.DoRoundEndBehavior(nukeops.RoundEndBehavior,
|
|
nukeops.EvacShuttleTime,
|
|
nukeops.RoundEndTextSender,
|
|
nukeops.RoundEndTextShuttleCall,
|
|
nukeops.RoundEndTextAnnouncement);
|
|
|
|
// prevent it called multiple times
|
|
nukeops.RoundEndBehavior = RoundEndBehavior.Nothing;
|
|
}
|
|
|
|
private void OnAfterAntagEntSelected(Entity<NukeopsRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
|
|
{
|
|
var target = (ent.Comp.TargetStation is not null) ? Name(ent.Comp.TargetStation.Value) : "the target";
|
|
|
|
_antag.SendBriefing(args.Session,
|
|
Loc.GetString("nukeops-welcome",
|
|
("station", target),
|
|
("name", Name(ent))),
|
|
Color.Red,
|
|
ent.Comp.GreetSoundNotification);
|
|
}
|
|
|
|
private void OnGetBriefing(Entity<NukeopsRoleComponent> role, ref GetBriefingEvent args)
|
|
{
|
|
// TODO Different character screen briefing for the 3 nukie types
|
|
args.Append(Loc.GetString("nukeops-briefing"));
|
|
}
|
|
|
|
/// <remarks>
|
|
/// Is this method the shitty glue holding together the last of my sanity? yes.
|
|
/// Do i have a better solution? not presently.
|
|
/// </remarks>
|
|
private EntityUid? GetOutpost(Entity<RuleGridsComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return null;
|
|
|
|
return ent.Comp.MapGrids.Where(e => HasComp<StationMemberComponent>(e) && !HasComp<NukeOpsShuttleComponent>(e)).FirstOrNull();
|
|
}
|
|
|
|
/// <remarks>
|
|
/// Is this method the shitty glue holding together the last of my sanity? yes.
|
|
/// Do i have a better solution? not presently.
|
|
/// </remarks>
|
|
private EntityUid? GetShuttle(Entity<NukeopsRuleComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return null;
|
|
|
|
var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.AssociatedRule == ent.Owner)
|
|
return uid;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|