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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>
454 lines
18 KiB
C#
454 lines
18 KiB
C#
using System.Numerics;
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using Content.Server.Access.Systems;
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using Content.Server.DeviceNetwork;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Emp;
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using Content.Shared.GameTicking;
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using Content.Server.Medical.CrewMonitoring;
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using Content.Server.Popups;
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using Content.Server.Station.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Damage;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Examine;
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using Content.Shared.Medical.SuitSensor;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical.SuitSensors;
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public sealed class SuitSensorSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly IdCardSystem _idCardSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly SingletonDeviceNetServerSystem _singletonServerSystem = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
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SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SuitSensorComponent, ClothingGotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SuitSensorComponent, ClothingGotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SuitSensorComponent, GetVerbsEvent<Verb>>(OnVerb);
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SubscribeLocalEvent<SuitSensorComponent, EntGotInsertedIntoContainerMessage>(OnInsert);
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SubscribeLocalEvent<SuitSensorComponent, EntGotRemovedFromContainerMessage>(OnRemove);
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SubscribeLocalEvent<SuitSensorComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<SuitSensorComponent, EmpDisabledRemoved>(OnEmpFinished);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
|
|
|
|
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;
|
|
}
|
|
}
|