Files
wwdpublic/Content.Server/Medical/SuitSensors/SuitSensorSystem.cs
Spatison 8a95ee85bf Upstream 28.02-03.03 (#268)
* More Tajaran Markings (#1834)

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# Description

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Description.
Adds separate eye colors to Tajaran and makes most of the markings from
"Fashion Update: Earrings & Makeup" available to Tajarans
---

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---

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<details><summary><h1>Media</h1></summary>
<p>

![image1](https://github.com/user-attachments/assets/4ceace8e-c1bd-4ee8-833a-19cf2cf9626d)

![image2](https://github.com/user-attachments/assets/7b2d6d25-4335-4f5e-96eb-8f0ae187e459)

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# Changelog

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🆑 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)

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# Description

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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

---

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![image](https://github.com/user-attachments/assets/e1e36ae6-8888-4d60-b946-50c90af16f9f)

![image](https://github.com/user-attachments/assets/887aa64f-53cd-4e91-bea5-23f83243bfbc)

https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588

![image](https://github.com/user-attachments/assets/15dcb85c-7675-4477-bda3-c790e26aebd6)

</p>
</details>

---

# Changelog

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🆑
- 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)

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# Description

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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.

---

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<p>

![image](https://github.com/user-attachments/assets/18e93d53-9537-49fd-9dfb-b4983d2630f0)

![image](https://github.com/user-attachments/assets/91ceaaca-7441-4afc-be2e-489b00c320d4)

![image](https://github.com/user-attachments/assets/e03cc8b6-6b07-449b-918f-2eb7783dcfac)

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

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🆑
- 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>

![image](https://github.com/user-attachments/assets/c57f48d7-ecf9-4099-998f-4ea3e3e95008)

![image](https://github.com/user-attachments/assets/b0fcd092-4072-4c2f-a61d-9118bc1ab140)

![image](https://github.com/user-attachments/assets/9fc2049f-1197-4eb8-93ea-7c2be2531085)

</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)

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# Description

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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

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Space cleanup
- [x] Psionic Registry Computers
- [x] AI Satellite & Related Stuff

---

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<details><summary><h1>Media</h1></summary>
<p>

![Arena](https://github.com/user-attachments/assets/883ce04f-70c4-4628-8b2c-2ad75439421a)

</p>
</details>

---

# Changelog

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🆑
- 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

![dqt2naw4ox651](https://github.com/user-attachments/assets/9a97cea7-d2c8-47df-85e1-de243409bbe6)
# 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

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# Description

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Ports Lavaland and required systems from Goobstation.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [X] Port over _Lavaland
- [x] Port over required codepatches
- [-] Test locally (Should be fine)
- [X] Pass tests

---

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<details><summary><h1>Media</h1></summary>
<p>

![No](https://github.com/user-attachments/assets/cfede61a-80c9-4ecd-9473-5170d080ac34)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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🆑
- 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>
2025-03-03 18:02:48 +02:00

454 lines
18 KiB
C#

using System.Numerics;
using Content.Server.Access.Systems;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.Emp;
using Content.Shared.GameTicking;
using Content.Server.Medical.CrewMonitoring;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.Clothing;
using Content.Shared.Damage;
using Content.Shared.DeviceNetwork;
using Content.Shared.Examine;
using Content.Shared.Medical.SuitSensor;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Medical.SuitSensors;
public sealed class SuitSensorSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
[Dependency] private readonly IdCardSystem _idCardSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly SingletonDeviceNetServerSystem _singletonServerSystem = default!;
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SuitSensorComponent, ClothingGotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<SuitSensorComponent, ClothingGotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<SuitSensorComponent, GetVerbsEvent<Verb>>(OnVerb);
SubscribeLocalEvent<SuitSensorComponent, EntGotInsertedIntoContainerMessage>(OnInsert);
SubscribeLocalEvent<SuitSensorComponent, EntGotRemovedFromContainerMessage>(OnRemove);
SubscribeLocalEvent<SuitSensorComponent, EmpPulseEvent>(OnEmpPulse);
SubscribeLocalEvent<SuitSensorComponent, EmpDisabledRemoved>(OnEmpFinished);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _gameTiming.CurTime;
var sensors = EntityManager.EntityQueryEnumerator<SuitSensorComponent, DeviceNetworkComponent>();
while (sensors.MoveNext(out var uid, out var sensor, out var device))
{
if (device.TransmitFrequency is null)
continue;
// check if sensor is ready to update
if (curTime < sensor.NextUpdate)
continue;
if (!CheckSensorAssignedStation(uid, sensor))
continue;
// TODO: This would cause imprecision at different tick rates.
sensor.NextUpdate = curTime + sensor.UpdateRate;
var canEv = new SuitSensorsSendAttemptEvent();
RaiseLocalEvent(uid, ref canEv);
if (canEv.Cancelled)
continue;
// get sensor status
var status = GetSensorState(uid, sensor);
if (status == null)
continue;
//Retrieve active server address if the sensor isn't connected to a server
if (sensor.ConnectedServer == null)
{
if (!_singletonServerSystem.TryGetActiveServerAddress<CrewMonitoringServerComponent>(sensor.StationId!.Value, out var address))
continue;
sensor.ConnectedServer = address;
}
// Send it to the connected server
var payload = SuitSensorToPacket(status);
// Clear the connected server if its address isn't on the network
if (!_deviceNetworkSystem.IsAddressPresent(device.DeviceNetId, sensor.ConnectedServer))
{
sensor.ConnectedServer = null;
continue;
}
_deviceNetworkSystem.QueuePacket(uid, sensor.ConnectedServer, payload, device: device);
}
}
/// <summary>
/// Checks whether the sensor is assigned to a station or not
/// and tries to assign an unassigned sensor to a station if it's currently on a grid
/// </summary>
/// <returns>True if the sensor is assigned to a station or assigning it was successful. False otherwise.</returns>
private bool CheckSensorAssignedStation(EntityUid uid, SuitSensorComponent sensor)
{
if (!sensor.StationId.HasValue && Transform(uid).GridUid == null)
return false;
sensor.StationId = _stationSystem.GetOwningStation(uid);
return sensor.StationId.HasValue;
}
private void OnPlayerSpawn(PlayerSpawnCompleteEvent ev)
{
// If the player spawns in arrivals then the grid underneath them may not be appropriate.
// in which case we'll just use the station spawn code told us they are attached to and set all of their
// sensors.
var sensorQuery = GetEntityQuery<SuitSensorComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
RecursiveSensor(ev.Mob, ev.Station, sensorQuery, xformQuery);
}
private void RecursiveSensor(EntityUid uid, EntityUid stationUid, EntityQuery<SuitSensorComponent> sensorQuery, EntityQuery<TransformComponent> xformQuery)
{
var xform = xformQuery.GetComponent(uid);
var enumerator = xform.ChildEnumerator;
while (enumerator.MoveNext(out var child))
{
if (sensorQuery.TryGetComponent(child, out var sensor))
{
sensor.StationId = stationUid;
}
RecursiveSensor(child, stationUid, sensorQuery, xformQuery);
}
}
private void OnMapInit(EntityUid uid, SuitSensorComponent component, MapInitEvent args)
{
// Fallback
component.StationId ??= _stationSystem.GetOwningStation(uid);
// generate random mode
if (component.RandomMode)
{
//make the sensor mode favor higher levels, except coords.
var modesDist = new[]
{
SuitSensorMode.SensorOff,
SuitSensorMode.SensorBinary, SuitSensorMode.SensorBinary,
SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals,
SuitSensorMode.SensorCords, SuitSensorMode.SensorCords
};
component.Mode = _random.Pick(modesDist);
}
}
private void OnEquipped(EntityUid uid, SuitSensorComponent component, ref ClothingGotEquippedEvent args)
{
component.User = args.Wearer;
}
private void OnUnequipped(EntityUid uid, SuitSensorComponent component, ref ClothingGotUnequippedEvent args)
{
component.User = null;
}
private void OnExamine(EntityUid uid, SuitSensorComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
string msg;
switch (component.Mode)
{
case SuitSensorMode.SensorOff:
msg = "suit-sensor-examine-off";
break;
case SuitSensorMode.SensorBinary:
msg = "suit-sensor-examine-binary";
break;
case SuitSensorMode.SensorVitals:
msg = "suit-sensor-examine-vitals";
break;
case SuitSensorMode.SensorCords:
msg = "suit-sensor-examine-cords";
break;
default:
return;
}
args.PushMarkup(Loc.GetString(msg));
}
private void OnVerb(EntityUid uid, SuitSensorComponent component, GetVerbsEvent<Verb> args)
{
// check if user can change sensor
if (component.ControlsLocked)
return;
// standard interaction checks
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
return;
args.Verbs.UnionWith(new[]
{
CreateVerb(uid, component, args.User, SuitSensorMode.SensorOff),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorBinary),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorVitals),
CreateVerb(uid, component, args.User, SuitSensorMode.SensorCords)
});
}
private void OnInsert(EntityUid uid, SuitSensorComponent component, EntGotInsertedIntoContainerMessage args)
{
if (args.Container.ID != component.ActivationContainer)
return;
component.User = args.Container.Owner;
}
private void OnRemove(EntityUid uid, SuitSensorComponent component, EntGotRemovedFromContainerMessage args)
{
if (args.Container.ID != component.ActivationContainer)
return;
component.User = null;
}
private void OnEmpPulse(EntityUid uid, SuitSensorComponent component, ref EmpPulseEvent args)
{
args.Affected = true;
args.Disabled = true;
component.PreviousMode = component.Mode;
SetSensor(uid, SuitSensorMode.SensorOff, null, component);
component.PreviousControlsLocked = component.ControlsLocked;
component.ControlsLocked = true;
}
private void OnEmpFinished(EntityUid uid, SuitSensorComponent component, ref EmpDisabledRemoved args)
{
SetSensor(uid, component.PreviousMode, null, component);
component.ControlsLocked = component.PreviousControlsLocked;
}
private Verb CreateVerb(EntityUid uid, SuitSensorComponent component, EntityUid userUid, SuitSensorMode mode)
{
return new Verb()
{
Text = GetModeName(mode),
Disabled = component.Mode == mode,
Priority = -(int) mode, // sort them in descending order
Category = VerbCategory.SetSensor,
Act = () => SetSensor(uid, mode, userUid, component)
};
}
private string GetModeName(SuitSensorMode mode)
{
string name;
switch (mode)
{
case SuitSensorMode.SensorOff:
name = "suit-sensor-mode-off";
break;
case SuitSensorMode.SensorBinary:
name = "suit-sensor-mode-binary";
break;
case SuitSensorMode.SensorVitals:
name = "suit-sensor-mode-vitals";
break;
case SuitSensorMode.SensorCords:
name = "suit-sensor-mode-cords";
break;
default:
return "";
}
return Loc.GetString(name);
}
public void SetSensor(EntityUid uid, SuitSensorMode mode, EntityUid? userUid = null,
SuitSensorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Mode = mode;
if (userUid != null)
{
var msg = Loc.GetString("suit-sensor-mode-state", ("mode", GetModeName(mode)));
_popupSystem.PopupEntity(msg, uid, userUid.Value);
}
}
public SuitSensorStatus? GetSensorState(EntityUid uid, SuitSensorComponent? sensor = null, TransformComponent? transform = null)
{
if (!Resolve(uid, ref sensor, ref transform))
return null;
// check if sensor is enabled and worn by user
if (sensor.Mode == SuitSensorMode.SensorOff || sensor.User == null || transform.GridUid == null)
return null;
// try to get mobs id from ID slot
var userName = Loc.GetString("suit-sensor-component-unknown-name");
var userJob = Loc.GetString("suit-sensor-component-unknown-job");
var userJobIcon = "JobIconNoId";
var userJobDepartments = new List<string>();
if (_idCardSystem.TryFindIdCard(sensor.User.Value, out var card))
{
if (card.Comp.FullName != null)
userName = card.Comp.FullName;
if (card.Comp.LocalizedJobTitle != null)
userJob = card.Comp.LocalizedJobTitle;
userJobIcon = card.Comp.JobIcon;
foreach (var department in card.Comp.JobDepartments)
userJobDepartments.Add(Loc.GetString(department));
}
// get health mob state
var isAlive = false;
if (EntityManager.TryGetComponent(sensor.User.Value, out MobStateComponent? mobState))
isAlive = !_mobStateSystem.IsDead(sensor.User.Value, mobState);
// get mob total damage
var totalDamage = 0;
if (TryComp<DamageableComponent>(sensor.User.Value, out var damageable))
totalDamage = damageable.TotalDamage.Int();
// Get mob total damage crit threshold
int? totalDamageThreshold = null;
if (_mobThresholdSystem.TryGetThresholdForState(sensor.User.Value, Shared.Mobs.MobState.Critical, out var critThreshold))
totalDamageThreshold = critThreshold.Value.Int();
// finally, form suit sensor status
var status = new SuitSensorStatus(GetNetEntity(uid), userName, userJob, userJobIcon, userJobDepartments);
switch (sensor.Mode)
{
case SuitSensorMode.SensorBinary:
status.IsAlive = isAlive;
break;
case SuitSensorMode.SensorVitals:
status.IsAlive = isAlive;
status.TotalDamage = totalDamage;
status.TotalDamageThreshold = totalDamageThreshold;
break;
case SuitSensorMode.SensorCords:
status.IsAlive = isAlive;
status.TotalDamage = totalDamage;
status.TotalDamageThreshold = totalDamageThreshold;
EntityCoordinates coordinates;
var xformQuery = GetEntityQuery<TransformComponent>();
if (transform.GridUid != null)
{
coordinates = new EntityCoordinates(transform.GridUid.Value,
Vector2.Transform(_transform.GetWorldPosition(transform, xformQuery),
_transform.GetInvWorldMatrix(xformQuery.GetComponent(transform.GridUid.Value), xformQuery)));
}
else if (transform.MapUid != null)
{
coordinates = new EntityCoordinates(transform.MapUid.Value,
_transform.GetWorldPosition(transform, xformQuery));
}
else
{
coordinates = EntityCoordinates.Invalid;
}
status.Coordinates = GetNetCoordinates(coordinates);
break;
}
return status;
}
/// <summary>
/// Serialize create a device network package from the suit sensors status.
/// </summary>
public NetworkPayload SuitSensorToPacket(SuitSensorStatus status)
{
var payload = new NetworkPayload()
{
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
[SuitSensorConstants.NET_NAME] = status.Name,
[SuitSensorConstants.NET_JOB] = status.Job,
[SuitSensorConstants.NET_JOB_ICON] = status.JobIcon,
[SuitSensorConstants.NET_JOB_DEPARTMENTS] = status.JobDepartments,
[SuitSensorConstants.NET_IS_ALIVE] = status.IsAlive,
[SuitSensorConstants.NET_SUIT_SENSOR_UID] = status.SuitSensorUid,
};
if (status.TotalDamage != null)
payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE, status.TotalDamage);
if (status.TotalDamageThreshold != null)
payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, status.TotalDamageThreshold);
if (status.Coordinates != null)
payload.Add(SuitSensorConstants.NET_COORDINATES, status.Coordinates);
return payload;
}
/// <summary>
/// Try to create the suit sensors status from the device network message
/// </summary>
public SuitSensorStatus? PacketToSuitSensor(NetworkPayload payload)
{
// check command
if (!payload.TryGetValue(DeviceNetworkConstants.Command, out string? command))
return null;
if (command != DeviceNetworkConstants.CmdUpdatedState)
return null;
// check name, job and alive
if (!payload.TryGetValue(SuitSensorConstants.NET_NAME, out string? name)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB, out string? job)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_ICON, out string? jobIcon)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_DEPARTMENTS, out List<string>? jobDepartments)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_IS_ALIVE, out bool? isAlive)) return null;
if (!payload.TryGetValue(SuitSensorConstants.NET_SUIT_SENSOR_UID, out NetEntity suitSensorUid)) return null;
// try get total damage and cords (optionals)
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE, out int? totalDamage);
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, out int? totalDamageThreshold);
payload.TryGetValue(SuitSensorConstants.NET_COORDINATES, out NetCoordinates? coords);
var status = new SuitSensorStatus(suitSensorUid, name, job, jobIcon, jobDepartments)
{
IsAlive = isAlive.Value,
TotalDamage = totalDamage,
TotalDamageThreshold = totalDamageThreshold,
Coordinates = coords,
};
return status;
}
}