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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>
479 lines
20 KiB
C#
479 lines
20 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Cargo.Systems;
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using Content.Shared.Contests;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.Projectiles;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Weapons.Reflect;
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using Content.Shared.Damage.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Robust.Shared.Containers;
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using Content.Shared._Lavaland.Weapons.Ranged.Events;
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using ProjectileShotEvent = Content.Shared._Lavaland.Weapons.Ranged.Events.ProjectileShotEvent; // Lavaland Change
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem : SharedGunSystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly PricingSystem _pricing = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly ContestsSystem _contests = default!;
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private const float DamagePitchVariation = 0.05f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BallisticAmmoProviderComponent, PriceCalculationEvent>(OnBallisticPrice);
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}
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private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args)
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{
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if (string.IsNullOrEmpty(component.Proto) || component.UnspawnedCount == 0)
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return;
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if (!ProtoManager.TryIndex<EntityPrototype>(component.Proto, out var proto))
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{
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Log.Error($"Unable to find fill prototype for price on {component.Proto} on {ToPrettyString(uid)}");
|
|
return;
|
|
}
|
|
|
|
// Probably good enough for most.
|
|
var price = _pricing.GetEstimatedPrice(proto);
|
|
args.Price += price * component.UnspawnedCount;
|
|
}
|
|
|
|
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
|
|
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
|
|
{
|
|
userImpulse = true;
|
|
|
|
if (user != null)
|
|
{
|
|
var selfEvent = new SelfBeforeGunShotEvent(user.Value, (gunUid, gun), ammo);
|
|
RaiseLocalEvent(user.Value, selfEvent);
|
|
if (selfEvent.Cancelled)
|
|
{
|
|
userImpulse = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
|
|
var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
|
|
var mapDirection = toMap - fromMap.Position;
|
|
var mapAngle = mapDirection.ToAngle();
|
|
var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle(), user);
|
|
|
|
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
|
|
var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
|
|
? fromCoordinates.WithEntityId(gridUid, EntityManager)
|
|
: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
|
|
|
|
// Update shot based on the recoil
|
|
toMap = fromMap.Position + angle.ToVec() * mapDirection.Length();
|
|
mapDirection = toMap - fromMap.Position;
|
|
mapAngle = mapDirection.ToAngle(); // WWDP
|
|
var gunVelocity = Physics.GetMapLinearVelocity(fromEnt);
|
|
|
|
// I must be high because this was getting tripped even when true.
|
|
// DebugTools.Assert(direction != Vector2.Zero);
|
|
var shotProjectiles = new List<EntityUid>(ammo.Count);
|
|
|
|
foreach (var (ent, shootable) in ammo)
|
|
{
|
|
// pneumatic cannon doesn't shoot bullets it just throws them, ignore ammo handling
|
|
if (throwItems && ent != null)
|
|
{
|
|
ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
|
|
continue;
|
|
}
|
|
|
|
switch (shootable)
|
|
{
|
|
// Cartridge shoots something else
|
|
case CartridgeAmmoComponent cartridge:
|
|
if (!cartridge.Spent)
|
|
{
|
|
var uid = Spawn(cartridge.Prototype, fromEnt);
|
|
CreateAndFireProjectiles(uid, cartridge);
|
|
|
|
RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
|
|
{
|
|
FiredProjectiles = shotProjectiles,
|
|
});
|
|
|
|
SetCartridgeSpent(ent.Value, cartridge, true);
|
|
|
|
if (cartridge.DeleteOnSpawn)
|
|
Del(ent.Value);
|
|
}
|
|
else
|
|
{
|
|
userImpulse = false;
|
|
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
|
|
}
|
|
|
|
// Something like ballistic might want to leave it in the container still
|
|
if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value) &&
|
|
(!TryComp(gunUid, out BallisticAmmoProviderComponent? ballistic) || ballistic.AutoCycle)) // WD EDIT
|
|
EjectCartridge(ent.Value, angle);
|
|
|
|
Dirty(ent!.Value, cartridge);
|
|
break;
|
|
// Ammo shoots itself
|
|
case AmmoComponent newAmmo:
|
|
if (ent == null)
|
|
break;
|
|
CreateAndFireProjectiles(ent.Value, newAmmo);
|
|
|
|
break;
|
|
case HitscanPrototype hitscan:
|
|
|
|
EntityUid? lastHit = null;
|
|
|
|
var from = fromMap;
|
|
// can't use map coords above because funny FireEffects
|
|
var fromEffect = fromCoordinates;
|
|
var dir = mapDirection.Normalized();
|
|
|
|
//in the situation when user == null, means that the cannon fires on its own (via signals). And we need the gun to not fire by itself in this case
|
|
var lastUser = user ?? gunUid;
|
|
|
|
if (hitscan.Reflective != ReflectType.None)
|
|
{
|
|
for (var reflectAttempt = 0; reflectAttempt < 3; reflectAttempt++)
|
|
{
|
|
var ray = new CollisionRay(from.Position, dir, hitscan.CollisionMask);
|
|
var rayCastResults =
|
|
Physics.IntersectRay(from.MapId, ray, hitscan.MaxLength, lastUser, false).ToList();
|
|
if (!rayCastResults.Any())
|
|
break;
|
|
|
|
var raycastEvent = new HitScanAfterRayCastEvent(rayCastResults);
|
|
RaiseLocalEvent(lastUser, ref raycastEvent);
|
|
|
|
if (raycastEvent.RayCastResults == null)
|
|
break;
|
|
|
|
var result = raycastEvent.RayCastResults[0];
|
|
|
|
// Check if laser is shot from in a container
|
|
if (!_container.IsEntityOrParentInContainer(lastUser))
|
|
{
|
|
// Checks if the laser should pass over unless targeted by its user
|
|
foreach (var collide in rayCastResults)
|
|
{
|
|
if (collide.HitEntity != gun.Target &&
|
|
CompOrNull<RequireProjectileTargetComponent>(collide.HitEntity)?.Active == true)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
result = collide;
|
|
break;
|
|
}
|
|
}
|
|
|
|
var hit = result.HitEntity;
|
|
lastHit = hit;
|
|
|
|
FireEffects(fromEffect, result.Distance, dir.Normalized().ToAngle(), hitscan, hit);
|
|
|
|
var ev = new HitScanReflectAttemptEvent(user, gunUid, hitscan.Reflective, dir, false, hitscan.Damage); // WD EDIT
|
|
RaiseLocalEvent(hit, ref ev);
|
|
|
|
if (!ev.Reflected)
|
|
break;
|
|
|
|
fromEffect = Transform(hit).Coordinates;
|
|
from = fromEffect.ToMap(EntityManager, _transform);
|
|
dir = ev.Direction;
|
|
lastUser = hit;
|
|
}
|
|
}
|
|
|
|
if (lastHit != null)
|
|
{
|
|
var hitEntity = lastHit.Value;
|
|
if (hitscan.StaminaDamage > 0f)
|
|
_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
|
|
|
|
var dmg = hitscan.Damage;
|
|
|
|
var hitName = ToPrettyString(hitEntity);
|
|
if (dmg != null)
|
|
dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
|
|
|
|
// check null again, as TryChangeDamage returns modified damage values
|
|
if (dmg != null)
|
|
{
|
|
if (!Deleted(hitEntity))
|
|
{
|
|
if (dmg.AnyPositive())
|
|
{
|
|
_color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
|
|
}
|
|
|
|
// TODO get fallback position for playing hit sound.
|
|
PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
|
|
}
|
|
|
|
if (user != null)
|
|
{
|
|
Logs.Add(LogType.HitScanHit,
|
|
$"{ToPrettyString(user.Value):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
|
|
}
|
|
else
|
|
{
|
|
Logs.Add(LogType.HitScanHit,
|
|
$"{hitName:target} hit by hitscan dealing {dmg.GetTotal():damage} damage");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FireEffects(fromEffect, hitscan.MaxLength, dir.ToAngle(), hitscan);
|
|
}
|
|
|
|
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
}
|
|
|
|
RaiseLocalEvent(gunUid, new AmmoShotEvent()
|
|
{
|
|
FiredProjectiles = shotProjectiles,
|
|
});
|
|
|
|
void CreateAndFireProjectiles(EntityUid ammoEnt, AmmoComponent ammoComp)
|
|
{
|
|
RaiseLocalEvent(ammoEnt, new Content.Shared.Weapons.Ranged.Events.ProjectileShotEvent()); // WWDP
|
|
|
|
if (TryComp<ProjectileSpreadComponent>(ammoEnt, out var ammoSpreadComp))
|
|
{
|
|
var spreadEvent = new GunGetAmmoSpreadEvent(ammoSpreadComp.Spread);
|
|
RaiseLocalEvent(gunUid, ref spreadEvent);
|
|
|
|
var angles = LinearSpread(mapAngle - spreadEvent.Spread / 2,
|
|
mapAngle + spreadEvent.Spread / 2, ammoSpreadComp.Count);
|
|
|
|
ShootOrThrow(ammoEnt, angles[0].ToVec(), gunVelocity, gun, gunUid, user);
|
|
shotProjectiles.Add(ammoEnt);
|
|
|
|
for (var i = 1; i < ammoSpreadComp.Count; i++)
|
|
{
|
|
var newuid = Spawn(ammoSpreadComp.Proto, fromEnt);
|
|
// Lavaland Change: Raise event when a projectile/pellet is fired from a gun.
|
|
RaiseLocalEvent(gunUid, new ProjectileShotEvent()
|
|
{
|
|
FiredProjectile = newuid
|
|
});
|
|
ShootOrThrow(newuid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
|
|
shotProjectiles.Add(newuid);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ShootOrThrow(ammoEnt, mapDirection, gunVelocity, gun, gunUid, user);
|
|
shotProjectiles.Add(ammoEnt);
|
|
}
|
|
|
|
MuzzleFlash(gunUid, ammoComp, mapDirection.ToAngle(), user);
|
|
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
|
|
}
|
|
}
|
|
|
|
private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid gunUid, EntityUid? user)
|
|
{
|
|
if (gun.Target is { } target && !TerminatingOrDeleted(target))
|
|
{
|
|
var targeted = EnsureComp<TargetedProjectileComponent>(uid);
|
|
targeted.Target = target;
|
|
Dirty(uid, targeted);
|
|
}
|
|
|
|
// Do a throw
|
|
if (!HasComp<ProjectileComponent>(uid))
|
|
{
|
|
RemoveShootable(uid);
|
|
// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
|
|
// WD EDIT START
|
|
if (gun.ThrowAngle.HasValue)
|
|
EnsureComp<ThrowingAngleComponent>(uid).Angle = gun.ThrowAngle.Value;
|
|
// WD EDIT END
|
|
ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeedModified, user);
|
|
RemComp<ThrowingAngleComponent>(uid); // WD EDIT
|
|
return;
|
|
}
|
|
|
|
ShootProjectile(uid, mapDirection, gunVelocity, gunUid, user, gun.ProjectileSpeedModified);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a linear spread of angles between start and end.
|
|
/// </summary>
|
|
/// <param name="start">Start angle in degrees</param>
|
|
/// <param name="end">End angle in degrees</param>
|
|
/// <param name="intervals">How many shots there are</param>
|
|
private Angle[] LinearSpread(Angle start, Angle end, int intervals)
|
|
{
|
|
var angles = new Angle[intervals];
|
|
DebugTools.Assert(intervals > 1);
|
|
|
|
for (var i = 0; i <= intervals - 1; i++)
|
|
{
|
|
angles[i] = new Angle(start + (end - start) * i / (intervals - 1));
|
|
}
|
|
|
|
return angles;
|
|
}
|
|
|
|
private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction, EntityUid? user)
|
|
{
|
|
// WWDP EDIT START
|
|
UpdateAngles(curTime, component);
|
|
UpdateBonusAngles(curTime, component);
|
|
// WWDP EDIT END
|
|
// Convert it so angle can go either side.
|
|
var random = Random.NextFloat(-0.5f, 0.5f) / _contests.MassContest(user);
|
|
var spread = component.CurrentAngle.Theta * random;
|
|
var angle = new Angle(direction.Theta + (component.CurrentAngle.Theta + component.BonusAngle.Theta) * random); // WWDP EDIT
|
|
DebugTools.Assert(spread <= component.MaxAngleModified.Theta);
|
|
return angle;
|
|
}
|
|
|
|
protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
|
|
|
|
protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null)
|
|
{
|
|
var filter = Filter.Pvs(gunUid, entityManager: EntityManager);
|
|
|
|
if (TryComp<ActorComponent>(user, out var actor))
|
|
filter.RemovePlayer(actor.PlayerSession);
|
|
|
|
RaiseNetworkEvent(message, filter);
|
|
}
|
|
|
|
public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
|
|
{
|
|
DebugTools.Assert(!Deleted(otherEntity), "Impact sound entity was deleted");
|
|
|
|
// Like projectiles and melee,
|
|
// 1. Entity specific sound
|
|
// 2. Ammo's sound
|
|
// 3. Nothing
|
|
var playedSound = false;
|
|
|
|
if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.GetTotal() > 0 && TryComp<RangedDamageSoundComponent>(otherEntity, out var rangedSound))
|
|
{
|
|
var type = SharedMeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
|
|
|
|
if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
|
|
{
|
|
Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
|
|
{
|
|
Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
}
|
|
|
|
if (!playedSound && weaponSound != null)
|
|
{
|
|
Audio.PlayPvs(weaponSound, otherEntity);
|
|
}
|
|
}
|
|
|
|
// TODO: Pseudo RNG so the client can predict these.
|
|
#region Hitscan effects
|
|
|
|
private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle mapDirection, HitscanPrototype hitscan, EntityUid? hitEntity = null)
|
|
{
|
|
// Lord
|
|
// Forgive me for the shitcode I am about to do
|
|
// Effects tempt me not
|
|
var sprites = new List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
|
|
var gridUid = fromCoordinates.GetGridUid(EntityManager);
|
|
var angle = mapDirection;
|
|
|
|
// We'll get the effects relative to the grid / map of the firer
|
|
// Look you could probably optimise this a bit with redundant transforms at this point.
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
if (xformQuery.TryGetComponent(gridUid, out var gridXform))
|
|
{
|
|
var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform, xformQuery);
|
|
|
|
fromCoordinates = new EntityCoordinates(gridUid.Value,
|
|
Vector2.Transform(fromCoordinates.ToMapPos(EntityManager, TransformSystem), gridInvMatrix));
|
|
|
|
// Use the fallback angle I guess?
|
|
angle -= gridRot;
|
|
}
|
|
|
|
if (distance >= 1f)
|
|
{
|
|
if (hitscan.MuzzleFlash != null)
|
|
{
|
|
var coords = fromCoordinates.Offset(angle.ToVec().Normalized() / 2);
|
|
var netCoords = GetNetCoordinates(coords);
|
|
|
|
sprites.Add((netCoords, angle, hitscan.MuzzleFlash, 1f));
|
|
}
|
|
|
|
if (hitscan.TravelFlash != null)
|
|
{
|
|
var coords = fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2);
|
|
var netCoords = GetNetCoordinates(coords);
|
|
|
|
sprites.Add((netCoords, angle, hitscan.TravelFlash, distance - 1.5f));
|
|
}
|
|
}
|
|
|
|
if (hitscan.ImpactFlash != null)
|
|
{
|
|
var coords = fromCoordinates.Offset(angle.ToVec() * distance);
|
|
var netCoords = GetNetCoordinates(coords);
|
|
|
|
sprites.Add((netCoords, angle.FlipPositive(), hitscan.ImpactFlash, 1f));
|
|
}
|
|
|
|
if (sprites.Count > 0)
|
|
{
|
|
RaiseNetworkEvent(new HitscanEvent
|
|
{
|
|
Sprites = sprites,
|
|
}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|