Files
wwdpublic/Content.Shared/Movement/Pulling/Systems/PullingSystem.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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</details>

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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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![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

1154 lines
44 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Shared._White.Grab; // Goobstation
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Buckle.Components;
using Content.Shared.CombatMode; // Goobstation
using Content.Shared.Cuffs; // Goobstation
using Content.Shared.Cuffs.Components; // Goobstation
using Content.Shared.Damage; // Goobstation
using Content.Shared.Damage.Systems; // Goobstation
using Content.Shared.Database;
using Content.Shared.Effects; // Goobstation
using Content.Shared.Gravity;
using Content.Shared.Hands;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Inventory.VirtualItem; // Goobstation
using Content.Shared.Item;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components; // Goobstation
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.IdentityManagement;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Projectiles;
using Content.Shared.Pulling.Events;
using Content.Shared.Speech; // Goobstation
using Content.Shared.Standing;
using Content.Shared.Throwing; // Goobstation
using Content.Shared.Verbs;
using Robust.Shared.Audio; // Goobstation
using Robust.Shared.Audio.Systems; // Goobstation
using Robust.Shared.Containers;
using Robust.Shared.Input.Binding;
using Robust.Shared.Network; // Goobstation
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random; // Goobstation
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Pulling.Systems;
/// <summary>
/// Allows one entity to pull another behind them via a physics distance joint.
/// </summary>
public sealed class PullingSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly MovementSpeedModifierSystem _modifierSystem = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly HeldSpeedModifierSystem _clothingMoveSpeed = default!;
[Dependency] private readonly SharedTransformSystem _xformSys = default!;
[Dependency] private readonly ThrownItemSystem _thrownItem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedVirtualItemSystem _virtualSystem = default!;
[Dependency] private readonly GrabThrownSystem _grabThrown = default!;
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
public override void Initialize()
{
base.Initialize();
UpdatesAfter.Add(typeof(SharedPhysicsSystem));
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<PullableComponent, MoveInputEvent>(OnPullableMoveInput);
SubscribeLocalEvent<PullableComponent, CollisionChangeEvent>(OnPullableCollisionChange);
SubscribeLocalEvent<PullableComponent, JointRemovedEvent>(OnJointRemoved);
SubscribeLocalEvent<PullableComponent, GetVerbsEvent<Verb>>(AddPullVerbs);
SubscribeLocalEvent<PullableComponent, EntGotInsertedIntoContainerMessage>(OnPullableContainerInsert);
SubscribeLocalEvent<PullableComponent, StartCollideEvent>(OnPullableCollide);
SubscribeLocalEvent<PullableComponent, UpdateCanMoveEvent>(OnGrabbedMoveAttempt); // Goobstation
SubscribeLocalEvent<PullableComponent, SpeakAttemptEvent>(OnGrabbedSpeakAttempt); // Goobstation
SubscribeLocalEvent<PullerComponent, MoveInputEvent>(OnPullerMoveInput);
SubscribeLocalEvent<PullerComponent, EntGotInsertedIntoContainerMessage>(OnPullerContainerInsert);
SubscribeLocalEvent<PullerComponent, EntityUnpausedEvent>(OnPullerUnpaused);
SubscribeLocalEvent<PullerComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<PullerComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
SubscribeLocalEvent<PullerComponent, DropHandItemsEvent>(OnDropHandItems);
SubscribeLocalEvent<PullerComponent, VirtualItemThrownEvent>(OnVirtualItemThrown); // Goobstation - Grab Intent
SubscribeLocalEvent<PullerComponent, VirtualItemDropAttemptEvent>(OnVirtualItemDropAttempt); // Goobstation - Grab Intent
SubscribeLocalEvent<PullerComponent, AddCuffDoAfterEvent>(OnAddCuffDoAfterEvent); // Goobstation - Grab Intent
SubscribeLocalEvent<PullableComponent, StrappedEvent>(OnBuckled);
SubscribeLocalEvent<PullableComponent, BuckledEvent>(OnGotBuckled);
CommandBinds.Builder
.Bind(ContentKeyFunctions.MovePulledObject, new PointerInputCmdHandler(OnRequestMovePulledObject))
.Bind(ContentKeyFunctions.ReleasePulledObject, InputCmdHandler.FromDelegate(OnReleasePulledObject, handle: false))
.Register<PullingSystem>();
}
// Goobstation - Grab Intent
private void OnAddCuffDoAfterEvent(Entity<PullerComponent> ent, ref AddCuffDoAfterEvent args)
{
if (args.Handled)
return;
if (!args.Cancelled
&& TryComp<PullableComponent>(ent.Comp.Pulling, out var comp)
&& ent.Comp.Pulling != null)
{
if(_netManager.IsServer)
StopPulling((EntityUid) ent.Comp.Pulling, comp);
}
}
// Goobstation
private void OnBuckled(Entity<PullableComponent> ent, ref StrappedEvent args)
{
// Prevent people from pulling the entity they are buckled to
if (ent.Comp.Puller == args.Buckle.Owner && !args.Buckle.Comp.PullStrap)
StopPulling(ent, ent);
}
private void OnGotBuckled(Entity<PullableComponent> ent, ref BuckledEvent args)
{
StopPulling(ent, ent);
}
public override void Shutdown()
{
base.Shutdown();
CommandBinds.Unregister<PullingSystem>();
}
public override void Update(float frameTime)
{
if (_net.IsClient) // Client cannot predict this
return;
var query = EntityQueryEnumerator<PullerComponent, PhysicsComponent, TransformComponent>();
while (query.MoveNext(out var puller, out var pullerComp, out var pullerPhysics, out var pullerXForm))
{
// If not pulling, reset the pushing cooldowns and exit
if (pullerComp.Pulling is not { } pulled || !TryComp<PullableComponent>(pulled, out var pulledComp))
{
pullerComp.PushingTowards = null;
pullerComp.NextPushTargetChange = TimeSpan.Zero;
continue;
}
pulledComp.BeingActivelyPushed = false; // Temporarily set to false; if the checks below pass, it will be set to true again
// If pulling but the pullee is invalid or is on a different map, stop pulling
var pulledXForm = Transform(pulled);
if (!TryComp<PhysicsComponent>(pulled, out var pulledPhysics)
|| pulledPhysics.BodyType == BodyType.Static
|| pulledXForm.MapUid != pullerXForm.MapUid)
{
StopPulling(pulled, pulledComp);
continue;
}
if (pullerComp.PushingTowards is null)
continue;
// If pushing but the target position is invalid, or the push action has expired or finished, stop pushing
if (pullerComp.NextPushStop < _timing.CurTime
|| !(pullerComp.PushingTowards.Value.ToMap(EntityManager, _xformSys) is var pushCoordinates)
|| pushCoordinates.MapId != pulledXForm.MapID)
{
pullerComp.PushingTowards = null;
pullerComp.NextPushTargetChange = TimeSpan.Zero;
continue;
}
// Actual force calculation. All the Vector2's below are in map coordinates.
var desiredDeltaPos = pushCoordinates.Position - Transform(pulled).Coordinates.ToMapPos(EntityManager, _xformSys);
if (desiredDeltaPos.LengthSquared() < 0.1f)
{
pullerComp.PushingTowards = null;
continue;
}
var velocityAndDirectionAngle = new Angle(pulledPhysics.LinearVelocity) - new Angle(desiredDeltaPos);
var currentRelativeSpeed = pulledPhysics.LinearVelocity.Length() * (float) Math.Cos(velocityAndDirectionAngle.Theta);
var desiredAcceleration = MathF.Max(0f, pullerComp.MaxPushSpeed - currentRelativeSpeed);
var desiredImpulse = pulledPhysics.Mass * desiredDeltaPos;
var maxSourceImpulse = MathF.Min(pullerComp.PushAcceleration, desiredAcceleration) * pullerPhysics.Mass;
var actualImpulse = desiredImpulse.LengthSquared() > maxSourceImpulse * maxSourceImpulse ? desiredDeltaPos.Normalized() * maxSourceImpulse : desiredImpulse;
// Ideally we'd want to apply forces instead of impulses, however...
// We cannot use ApplyForce here because it will be cleared on the next physics substep which will render it ultimately useless
// The alternative is to run this function on every physics substep, but that is way too expensive for such a minor system
_physics.ApplyLinearImpulse(pulled, actualImpulse);
if (_gravity.IsWeightless(puller, pullerPhysics, pullerXForm))
_physics.ApplyLinearImpulse(puller, -actualImpulse);
pulledComp.BeingActivelyPushed = true;
}
query.Dispose();
}
private void OnPullerMoveInput(EntityUid uid, PullerComponent component, ref MoveInputEvent args)
{
// Stop pushing
component.PushingTowards = null;
component.NextPushStop = TimeSpan.Zero;
}
private void OnDropHandItems(EntityUid uid, PullerComponent pullerComp, DropHandItemsEvent args)
{
if (pullerComp.Pulling == null || pullerComp.NeedsHands)
return;
if (!TryComp(pullerComp.Pulling, out PullableComponent? pullableComp))
return;
TryStopPull(pullerComp.Pulling.Value, pullableComp, uid);
}
private void OnPullerContainerInsert(Entity<PullerComponent> ent, ref EntGotInsertedIntoContainerMessage args)
{
if (ent.Comp.Pulling == null)
return;
if (!TryComp(ent.Comp.Pulling.Value, out PullableComponent? pulling))
return;
// Goobstation - Grab Intent
foreach (var item in ent.Comp.GrabVirtualItems)
QueueDel(item);
TryStopPull(ent.Comp.Pulling.Value, pulling, ent.Owner, true);
// Goobstation
}
private void OnPullableContainerInsert(Entity<PullableComponent> ent, ref EntGotInsertedIntoContainerMessage args)
{
TryStopPull(ent.Owner, ent.Comp, ignoreGrab: true); // Goobstation
}
private void OnPullableCollide(Entity<PullableComponent> ent, ref StartCollideEvent args)
{
if (!ent.Comp.BeingActivelyPushed || ent.Comp.Puller == null || args.OtherEntity == ent.Comp.Puller)
return;
// This component isn't actually needed anywhere besides the thrownitemsyste`m itself, so we just fake it
var fakeThrown = new ThrownItemComponent()
{
Owner = ent.Owner,
Animate = false,
Landed = false,
PlayLandSound = false,
Thrower = ent.Comp.Puller
};
_thrownItem.ThrowCollideInteraction(fakeThrown, ent, args.OtherEntity);
}
private void OnPullerUnpaused(EntityUid uid, PullerComponent component, ref EntityUnpausedEvent args)
{
component.NextPushTargetChange += args.PausedTime;
}
// Goobstation - Grab Intent
private void OnVirtualItemDropAttempt(EntityUid uid, PullerComponent component, VirtualItemDropAttemptEvent args)
{
if (component.Pulling == null)
return;
if (component.Pulling != args.BlockingEntity)
return;
if (_timing.CurTime < component.NextStageChange)
{
args.Cancel(); // VirtualItem is NOT being deleted
return;
}
if (!args.Throw)
{
if (component.GrabStage > GrabStage.No
&& TryComp(args.BlockingEntity, out PullableComponent? comp))
{
TryLowerGrabStage(component.Pulling.Value, uid);
args.Cancel(); // VirtualItem is NOT being deleted
}
}
else
{
if (component.GrabStage <= GrabStage.Soft)
{
TryLowerGrabStage(component.Pulling.Value, uid);
args.Cancel(); // VirtualItem is NOT being deleted
}
}
}
// Goobstation
private void OnVirtualItemDeleted(EntityUid uid, PullerComponent component, VirtualItemDeletedEvent args)
{
// If client deletes the virtual hand then stop the pull.
if (component.Pulling == null)
return;
if (component.Pulling != args.BlockingEntity)
return;
if (TryComp(args.BlockingEntity, out PullableComponent? comp)) // Goobstation
{
TryLowerGrabStage(component.Pulling.Value, uid);// Goobstation
}
}
// Goobstation - Grab Intent
private void OnVirtualItemThrown(EntityUid uid, PullerComponent component, VirtualItemThrownEvent args)
{
if (!TryComp(uid, out PhysicsComponent? throwerPhysics)
|| !TryComp(args.BlockingEntity, out PhysicsComponent? throweePhysics)
|| component.Pulling == null
|| component.Pulling != args.BlockingEntity)
return;
if (TryComp(args.BlockingEntity, out PullableComponent? comp))
{
if (_combatMode.IsInCombatMode(uid) &&
!HasComp<GrabThrownComponent>(args.BlockingEntity) &&
component.GrabStage > GrabStage.Soft)
{
var distanceToCursor = args.Direction.Length();
var direction = args.Direction.Normalized() * MathF.Min(distanceToCursor, component.ThrowingDistance);
var damage = new DamageSpecifier();
damage.DamageDict.Add("Blunt", 5);
TryStopPull(args.BlockingEntity, comp, uid, true);
_grabThrown.Throw(args.BlockingEntity, uid, direction,
component.GrabThrownSpeed,
component.StaminaDamageOnThrown,
damage * component.GrabThrowDamageModifier,
damage * component.GrabThrowDamageModifier); // Throwing the grabbed person
_throwing.TryThrow(uid, -direction * throwerPhysics.InvMass); // Throws back the grabber
_audio.PlayPvs(new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg"), uid);
component.NextStageChange.Add(TimeSpan.FromSeconds(2f)); // To avoid grab and throw spamming
}
}
}
// Goobstation
private void AddPullVerbs(EntityUid uid, PullableComponent component, GetVerbsEvent<Verb> args)
{
if (!args.CanAccess || !args.CanInteract)
return;
// Are they trying to pull themselves up by their bootstraps?
if (args.User == args.Target)
return;
//TODO VERB ICONS add pulling icon
if (component.Puller == args.User)
{
Verb verb = new()
{
Text = Loc.GetString("pulling-verb-get-data-text-stop-pulling"),
Act = () => TryStopPull(uid, component, user: args.User),
DoContactInteraction = false // pulling handle its own contact interaction.
};
args.Verbs.Add(verb);
}
else if (CanPull(args.User, args.Target))
{
Verb verb = new()
{
Text = Loc.GetString("pulling-verb-get-data-text"),
Act = () => TryStartPull(args.User, args.Target),
DoContactInteraction = false // pulling handle its own contact interaction.
};
args.Verbs.Add(verb);
}
}
private void OnRefreshMovespeed(EntityUid uid, PullerComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (TryComp<HeldSpeedModifierComponent>(component.Pulling, out var itemHeldSpeed) && component.Pulling.HasValue)
{
var (walkMod, sprintMod) =
_clothingMoveSpeed.GetHeldMovementSpeedModifiers(component.Pulling.Value, itemHeldSpeed);
args.ModifySpeed(walkMod, sprintMod);
}
if (TryComp<HeldSpeedModifierComponent>(component.Pulling, out var heldMoveSpeed) && component.Pulling.HasValue)
{
var (walkMod, sprintMod) = (args.WalkSpeedModifier, args.SprintSpeedModifier);
switch (component.GrabStage)
{
case GrabStage.No:
args.ModifySpeed(walkMod, sprintMod);
break;
case GrabStage.Soft:
var softSpeedMod = component.SoftGrabSpeedModifier;
args.ModifySpeed(walkMod * softSpeedMod, sprintMod * softSpeedMod);
break;
case GrabStage.Hard:
var hardSpeedMod = component.HardGrabSpeedModifier;
args.ModifySpeed(walkMod * hardSpeedMod, sprintMod * hardSpeedMod);
break;
case GrabStage.Suffocate:
var chokeSpeedMod = component.ChokeGrabSpeedModifier;
args.ModifySpeed(walkMod * chokeSpeedMod, sprintMod * chokeSpeedMod);
break;
default:
args.ModifySpeed(walkMod, sprintMod);
break;
}
return;
}
switch (component.GrabStage)
{
case GrabStage.No:
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
break;
case GrabStage.Soft:
var softSpeedMod = component.SoftGrabSpeedModifier;
args.ModifySpeed(component.WalkSpeedModifier * softSpeedMod, component.SprintSpeedModifier * softSpeedMod);
break;
case GrabStage.Hard:
var hardSpeedMod = component.HardGrabSpeedModifier;
args.ModifySpeed(component.WalkSpeedModifier * hardSpeedMod, component.SprintSpeedModifier * hardSpeedMod);
break;
case GrabStage.Suffocate:
var chokeSpeedMod = component.ChokeGrabSpeedModifier;
args.ModifySpeed(component.WalkSpeedModifier * chokeSpeedMod, component.SprintSpeedModifier * chokeSpeedMod);
break;
default:
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
break;
}
}
private void OnPullableMoveInput(EntityUid uid, PullableComponent component, ref MoveInputEvent args)
{
// If someone moves then break their pulling.
if (!component.BeingPulled)
return;
var entity = args.Entity;
if (!_blocker.CanMove(entity))
return;
TryStopPull(uid, component, user: uid);
}
private void OnPullableCollisionChange(EntityUid uid, PullableComponent component, ref CollisionChangeEvent args)
{
// IDK what this is supposed to be.
if (!_timing.ApplyingState && component.PullJointId != null && !args.CanCollide)
{
_joints.RemoveJoint(uid, component.PullJointId);
}
}
private void OnJointRemoved(EntityUid uid, PullableComponent component, JointRemovedEvent args)
{
// Just handles the joint getting nuked without going through pulling system (valid behavior).
// Not relevant / pullable state handle it.
if (component.Puller != args.OtherEntity ||
args.Joint.ID != component.PullJointId ||
_timing.ApplyingState)
{
return;
}
if (args.Joint.ID != component.PullJointId || component.Puller == null)
return;
StopPulling(uid, component);
}
/// <summary>
/// Forces pulling to stop and handles cleanup.
/// </summary>
private void StopPulling(EntityUid pullableUid, PullableComponent pullableComp)
{
if (!_timing.ApplyingState)
{
// Joint shutdown
if (pullableComp.PullJointId != null)
{
_joints.RemoveJoint(pullableUid, pullableComp.PullJointId);
pullableComp.PullJointId = null;
}
if (TryComp<PhysicsComponent>(pullableUid, out var pullablePhysics))
{
_physics.SetFixedRotation(pullableUid, pullableComp.PrevFixedRotation, body: pullablePhysics);
}
}
var oldPuller = pullableComp.Puller;
pullableComp.PullJointId = null;
pullableComp.Puller = null;
pullableComp.BeingActivelyPushed = false;
// Goobstation - Grab Intent
pullableComp.GrabStage = GrabStage.No;
pullableComp.GrabEscapeChance = 1f;
_blocker.UpdateCanMove(pullableUid);
// Goobstation
Dirty(pullableUid, pullableComp);
// No more joints with puller -> force stop pull.
if (TryComp<PullerComponent>(oldPuller, out var pullerComp))
{
var pullerUid = oldPuller.Value;
if (_netManager.IsServer)
_alertsSystem.ClearAlert(pullerUid, pullerComp.PullingAlert);
pullerComp.Pulling = null;
// Goobstation - Grab Intent
pullerComp.GrabStage = GrabStage.No;
var virtItems = pullerComp.GrabVirtualItems;
foreach (var item in virtItems)
QueueDel(item);
pullerComp.GrabVirtualItems.Clear();
// Goobstation
Dirty(oldPuller.Value, pullerComp);
// Messaging
var message = new PullStoppedMessage(pullerUid, pullableUid);
_modifierSystem.RefreshMovementSpeedModifiers(pullerUid);
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(pullerUid):user} stopped pulling {ToPrettyString(pullableUid):target}");
RaiseLocalEvent(pullerUid, message);
RaiseLocalEvent(pullableUid, message);
}
if (_netManager.IsServer)
_alertsSystem.ClearAlert(pullableUid, pullableComp.PulledAlert);
}
public bool IsPulled(EntityUid uid, PullableComponent? component = null)
{
return Resolve(uid, ref component, false) && component.BeingPulled;
}
private bool OnRequestMovePulledObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{
if (session?.AttachedEntity is not { } player
|| !player.IsValid()
|| !TryComp<PullerComponent>(player, out var pullerComp))
return false;
var pulled = pullerComp.Pulling;
if (!HasComp<PullableComponent>(pulled)
|| _containerSystem.IsEntityInContainer(player)
|| _timing.CurTime < pullerComp.NextPushTargetChange)
return false;
pullerComp.NextPushTargetChange = _timing.CurTime + pullerComp.PushChangeCooldown;
pullerComp.NextPushStop = _timing.CurTime + pullerComp.PushDuration;
// Cap the distance
var range = pullerComp.MaxPushRange;
var fromUserCoords = coords.WithEntityId(player, EntityManager);
var userCoords = new EntityCoordinates(player, Vector2.Zero);
if (!userCoords.InRange(EntityManager, _xformSys, fromUserCoords, range))
{
var userDirection = fromUserCoords.Position - userCoords.Position;
fromUserCoords = userCoords.Offset(userDirection.Normalized() * range);
}
pullerComp.PushingTowards = fromUserCoords;
Dirty(player, pullerComp);
return false;
}
public bool TryGetPulledEntity(EntityUid puller, [NotNullWhen(true)] out EntityUid? pulling, PullerComponent? component = null)
{
pulling = null;
if (!Resolve(puller, ref component, false) || !component.Pulling.HasValue)
return false;
pulling = component.Pulling;
return true;
}
public bool IsPulling(EntityUid puller, PullerComponent? component = null)
{
return Resolve(puller, ref component, false) && component.Pulling != null;
}
private void OnReleasePulledObject(ICommonSession? session)
{
if (session?.AttachedEntity is not {Valid: true} player)
{
return;
}
if (!TryComp(player, out PullerComponent? pullerComp) ||
!TryComp(pullerComp.Pulling, out PullableComponent? pullableComp))
{
return;
}
TryStopPull(pullerComp.Pulling.Value, pullableComp, user: player, true); // Goobstation
}
public bool CanPull(EntityUid puller, EntityUid pullableUid, PullerComponent? pullerComp = null)
{
if (!Resolve(puller, ref pullerComp, false))
{
return false;
}
if (pullerComp.NeedsHands
&& !_handsSystem.TryGetEmptyHand(puller, out _)
&& pullerComp.Pulling == null)
{
return false;
}
if (!_blocker.CanInteract(puller, pullableUid))
{
return false;
}
if (!TryComp<PhysicsComponent>(pullableUid, out var physics)) // Goobstation
{
return false;
}
if (physics.BodyType == BodyType.Static)
{
return false;
}
if (puller == pullableUid)
{
return false;
}
if (!_containerSystem.IsInSameOrNoContainer(puller, pullableUid))
{
return false;
}
var getPulled = new BeingPulledAttemptEvent(puller, pullableUid);
RaiseLocalEvent(pullableUid, getPulled, true);
var startPull = new StartPullAttemptEvent(puller, pullableUid);
RaiseLocalEvent(puller, startPull, true);
return !startPull.Cancelled && !getPulled.Cancelled;
}
// Goobstation - Grab Intent
public bool TogglePull(Entity<PullableComponent?> pullable, EntityUid pullerUid)
{
if (!Resolve(pullable, ref pullable.Comp, false))
return false;
if (pullable.Comp.Puller != pullerUid)
return TryStartPull(pullerUid, pullable, pullableComp: pullable.Comp);
if (TryGrab((pullable, pullable.Comp), pullerUid))
return true;
if (!_combatMode.IsInCombatMode(pullable))
return TryStopPull(pullable, pullable.Comp, ignoreGrab: true);
return false;
}
// Goobstation
public bool TogglePull(EntityUid pullerUid, PullerComponent puller)
{
if (!TryComp<PullableComponent>(puller.Pulling, out var pullable))
return false;
return TogglePull((puller.Pulling.Value, pullable), pullerUid);
}
public bool TryStartPull(EntityUid pullerUid, EntityUid pullableUid,
PullerComponent? pullerComp = null, PullableComponent? pullableComp = null)
{
if (!Resolve(pullerUid, ref pullerComp, false) ||
!Resolve(pullableUid, ref pullableComp, false))
{
return false;
}
if (pullerComp.Pulling == pullableUid)
return true;
if (!CanPull(pullerUid, pullableUid))
return false;
if (!HasComp<PhysicsComponent>(pullerUid) || !TryComp(pullableUid, out PhysicsComponent? pullablePhysics))
return false;
// Ensure that the puller is not currently pulling anything.
if (TryComp<PullableComponent>(pullerComp.Pulling, out var oldPullable)
&& !TryStopPull(pullerComp.Pulling.Value, oldPullable, pullerUid, true)) // Goobstation
return false;
// Stop anyone else pulling the entity we want to pull
if (pullableComp.Puller != null)
{
// We're already pulling this item
if (pullableComp.Puller == pullerUid)
return false;
// Goobstation - Grab Intent
if (!TryStopPull(pullableUid, pullableComp, pullableComp.Puller))
{
// Not succeed to retake grabbed entity
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("popup-grab-retake-fail",
("puller", Identity.Entity(pullableComp.Puller.Value, EntityManager)),
("pulled", Identity.Entity(pullableUid, EntityManager))),
pullerUid, pullerUid, PopupType.MediumCaution);
_popup.PopupEntity(Loc.GetString("popup-grab-retake-fail-puller",
("puller", Identity.Entity(pullerUid, EntityManager)),
("pulled", Identity.Entity(pullableUid, EntityManager))),
pullableComp.Puller.Value, pullableComp.Puller.Value, PopupType.MediumCaution);
}
return false;
}
else if (pullableComp.GrabStage != GrabStage.No)
{
// Successful retake
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("popup-grab-retake-success",
("puller", Identity.Entity(pullableComp.Puller.Value, EntityManager)),
("pulled", Identity.Entity(pullableUid, EntityManager))),
pullerUid, pullerUid, PopupType.MediumCaution);
_popup.PopupEntity(Loc.GetString("popup-grab-retake-success-puller",
("puller", Identity.Entity(pullerUid, EntityManager)),
("pulled", Identity.Entity(pullableUid, EntityManager))),
pullableComp.Puller.Value, pullableComp.Puller.Value, PopupType.MediumCaution);
}
}
// Goobstation
}
var pullAttempt = new PullAttemptEvent(pullerUid, pullableUid);
RaiseLocalEvent(pullerUid, pullAttempt);
if (pullAttempt.Cancelled)
return false;
RaiseLocalEvent(pullableUid, pullAttempt);
if (pullAttempt.Cancelled)
return false;
// Pulling confirmed
_interaction.DoContactInteraction(pullableUid, pullerUid);
// Use net entity so it's consistent across client and server.
pullableComp.PullJointId = $"pull-joint-{GetNetEntity(pullableUid)}";
pullerComp.Pulling = pullableUid;
pullableComp.Puller = pullerUid;
// joint state handling will manage its own state
if (!_timing.ApplyingState)
{
// Joint startup
var union = _physics.GetHardAABB(pullerUid).Union(_physics.GetHardAABB(pullableUid, body: pullablePhysics));
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
var joint = _joints.CreateDistanceJoint(pullableUid, pullerUid, id: pullableComp.PullJointId);
joint.CollideConnected = false;
// This maximum has to be there because if the object is constrained too closely, the clamping goes backwards and asserts.
joint.MaxLength = Math.Max(1.0f, length);
joint.Length = length * 0.75f;
joint.MinLength = 0f;
joint.Stiffness = 1f;
_physics.SetFixedRotation(pullableUid, pullableComp.FixedRotationOnPull, body: pullablePhysics);
}
pullableComp.PrevFixedRotation = pullablePhysics.FixedRotation;
// Messaging
var message = new PullStartedMessage(pullerUid, pullableUid);
_modifierSystem.RefreshMovementSpeedModifiers(pullerUid);
_alertsSystem.ShowAlert(pullerUid, pullerComp.PullingAlert, 0); // Goobstation
_alertsSystem.ShowAlert(pullableUid, pullableComp.PulledAlert, 0); // Goobstation
RaiseLocalEvent(pullerUid, message);
RaiseLocalEvent(pullableUid, message);
Dirty(pullerUid, pullerComp);
Dirty(pullableUid, pullableComp);
_adminLogger.Add(LogType.Action, LogImpact.Low,
$"{ToPrettyString(pullerUid):user} started pulling {ToPrettyString(pullableUid):target}");
if (_combatMode.IsInCombatMode(pullerUid)) // Goobstation
TryGrab(pullableUid, pullerUid); // Goobstation
return true;
}
public bool TryStopPull(EntityUid pullableUid, PullableComponent? pullable = null, EntityUid? user = null, bool ignoreGrab = false)
{
if (!Resolve(pullableUid, ref pullable, false))
return false;
var pullerUidNull = pullable.Puller;
if (pullerUidNull == null)
return true;
var msg = new AttemptStopPullingEvent(user);
RaiseLocalEvent(pullableUid, msg, true);
if (msg.Cancelled)
return false;
// Goobstation - Grab Intent
if (!ignoreGrab)
{
if (_netManager.IsServer && user != null && user.Value == pullableUid)
{
var releaseAttempt = AttemptGrabRelease(pullableUid);
if (!releaseAttempt)
{
_popup.PopupEntity(Loc.GetString("popup-grab-release-fail-self"),
pullableUid,
pullableUid,
PopupType.SmallCaution);
return false;
}
_popup.PopupEntity(Loc.GetString("popup-grab-release-success-self"),
pullableUid,
pullableUid,
PopupType.SmallCaution);
_popup.PopupEntity(
Loc.GetString("popup-grab-release-success-puller",
("target", Identity.Entity(pullableUid, EntityManager))),
pullerUidNull.Value,
pullerUidNull.Value,
PopupType.MediumCaution);
}
}
// Goobstation
StopPulling(pullableUid, pullable);
return true;
}
/// <summary>
/// Trying to grab the target
/// </summary>
/// <param name="pullable">Target that would be grabbed</param>
/// <param name="puller">Performer of the grab</param>
/// <param name="ignoreCombatMode">If true, will ignore disabled combat mode</param>
/// <exception cref="ArgumentOutOfRangeException"></exception>
/// <returns></returns>
public bool TryGrab(Entity<PullableComponent?> pullable, Entity<PullerComponent?> puller, bool ignoreCombatMode = false)
{
if (!Resolve(pullable.Owner, ref pullable.Comp))
return false;
if (!Resolve(puller.Owner, ref puller.Comp))
return false;
if (pullable.Comp.Puller != puller.Owner ||
puller.Comp.Pulling != pullable.Owner)
return false;
if (puller.Comp.NextStageChange > _timing.CurTime)
return true;
// You can't choke crates
if (!HasComp<MobStateComponent>(pullable))
return false;
// Delay to avoid spamming
puller.Comp.NextStageChange = _timing.CurTime + puller.Comp.StageChangeCooldown;
Dirty(puller);
// Don't grab without grab intent
if (!ignoreCombatMode)
if (!_combatMode.IsInCombatMode(puller.Owner))
return false;
// It's blocking stage update, maybe better UX?
if (puller.Comp.GrabStage == GrabStage.Suffocate)
{
_stamina.TakeStaminaDamage(pullable, puller.Comp.SuffocateGrabStaminaDamage);
Dirty(pullable);
Dirty(puller);
return true;
}
// Update stage
// TODO: Change grab stage direction
var nextStageAddition = puller.Comp.GrabStageDirection switch
{
GrabStageDirection.Increase => 1,
GrabStageDirection.Decrease => -1,
_ => throw new ArgumentOutOfRangeException(),
};
var newStage = puller.Comp.GrabStage + nextStageAddition;
if (!TrySetGrabStages((puller.Owner, puller.Comp), (pullable.Owner, pullable.Comp), newStage))
return false;
_color.RaiseEffect(Color.Yellow, new List<EntityUid> { pullable }, Filter.Pvs(pullable, entityManager: EntityManager));
return true;
}
private bool TrySetGrabStages(Entity<PullerComponent> puller, Entity<PullableComponent> pullable, GrabStage stage)
{
puller.Comp.GrabStage = stage;
pullable.Comp.GrabStage = stage;
if (!TryUpdateGrabVirtualItems(puller, pullable))
return false;
var filter = Filter.Empty()
.AddPlayersByPvs(Transform(puller).Coordinates)
.RemovePlayerByAttachedEntity(puller.Owner)
.RemovePlayerByAttachedEntity(pullable.Owner);
var popupType = stage switch
{
GrabStage.No => PopupType.Small,
GrabStage.Soft => PopupType.Small,
GrabStage.Hard => PopupType.MediumCaution,
GrabStage.Suffocate => PopupType.LargeCaution,
_ => throw new ArgumentOutOfRangeException()
};
pullable.Comp.GrabEscapeChance = puller.Comp.EscapeChances[stage];
_alertsSystem.ShowAlert(puller, puller.Comp.PullingAlert, puller.Comp.PullingAlertSeverity[stage]);
_alertsSystem.ShowAlert(pullable, pullable.Comp.PulledAlert, pullable.Comp.PulledAlertAlertSeverity[stage]);
_blocker.UpdateCanMove(pullable);
_modifierSystem.RefreshMovementSpeedModifiers(puller);
// I'm lazy to write client code
if (!_netManager.IsServer)
return true;
_popup.PopupEntity(Loc.GetString($"popup-grab-{puller.Comp.GrabStage.ToString().ToLower()}-target", ("puller", Identity.Entity(puller, EntityManager))), pullable, pullable, popupType);
_popup.PopupEntity(Loc.GetString($"popup-grab-{puller.Comp.GrabStage.ToString().ToLower()}-self", ("target", Identity.Entity(pullable, EntityManager))), pullable, puller, PopupType.Medium);
_popup.PopupEntity(Loc.GetString($"popup-grab-{puller.Comp.GrabStage.ToString().ToLower()}-others", ("target", Identity.Entity(pullable, EntityManager)), ("puller", Identity.Entity(puller, EntityManager))), pullable, filter, true, popupType);
_audio.PlayPvs(new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg"), pullable);
Dirty(pullable);
Dirty(puller);
return true;
}
private bool TryUpdateGrabVirtualItems(Entity<PullerComponent> puller, Entity<PullableComponent> pullable)
{
// Updating virtual items
var virtualItemsCount = puller.Comp.GrabVirtualItems.Count;
var newVirtualItemsCount = puller.Comp.NeedsHands ? 0 : 1;
if (puller.Comp.GrabVirtualItemStageCount.TryGetValue(puller.Comp.GrabStage, out var count))
newVirtualItemsCount += count;
if (virtualItemsCount != newVirtualItemsCount)
{
var delta = newVirtualItemsCount - virtualItemsCount;
// Adding new virtual items
if (delta > 0)
{
for (var i = 0; i < delta; i++)
{
var emptyHand = _handsSystem.TryGetEmptyHand(puller, out _);
if (!emptyHand)
{
if (_netManager.IsServer)
_popup.PopupEntity(Loc.GetString("popup-grab-need-hand"), puller, puller, PopupType.Medium);
return false;
}
if (!_virtualSystem.TrySpawnVirtualItemInHand(pullable, puller.Owner, out var item, true))
{
// I'm lazy write client code
if (_netManager.IsServer)
_popup.PopupEntity(Loc.GetString("popup-grab-need-hand"), puller, puller, PopupType.Medium);
return false;
}
puller.Comp.GrabVirtualItems.Add(item.Value);
}
}
if (delta < 0)
{
for (var i = 0; i < Math.Abs(delta); i++)
{
if (i >= puller.Comp.GrabVirtualItems.Count)
break;
var item = puller.Comp.GrabVirtualItems[i];
puller.Comp.GrabVirtualItems.Remove(item);
QueueDel(item);
}
}
}
return true;
}
/// <summary>
/// Attempts to release entity from grab
/// </summary>
/// <param name="playerPullable">Grabbed entity</param>
/// <returns></returns>
public bool AttemptGrabRelease(Entity<PullableComponent?> pullable)
{
if (!Resolve(pullable.Owner, ref pullable.Comp))
return false;
if (_timing.CurTime < pullable.Comp.NextEscapeAttempt) // No autoclickers! Mwa-ha-ha
return false;
if (_random.Prob(pullable.Comp.GrabEscapeChance))
return true;
pullable.Comp.NextEscapeAttempt = _timing.CurTime.Add(TimeSpan.FromSeconds(1));
Dirty(pullable.Owner, pullable.Comp);
return false;
}
private void OnGrabbedMoveAttempt(EntityUid uid, PullableComponent component, UpdateCanMoveEvent args)
{
if (component.GrabStage == GrabStage.No)
return;
args.Cancel();
}
private void OnGrabbedSpeakAttempt(EntityUid uid, PullableComponent component, SpeakAttemptEvent args)
{
if (component.GrabStage != GrabStage.Suffocate)
return;
_popup.PopupEntity(Loc.GetString("popup-grabbed-cant-speak"), uid, uid, PopupType.MediumCaution); // You cant speak while someone is choking you
args.Cancel();
}
/// <summary>
/// Tries to lower grab stage for target or release it
/// </summary>
/// <param name="pullable">Grabbed entity</param>
/// <param name="puller">Performer</param>
/// <param name="ignoreCombatMode">If true, will NOT release target if combat mode is off</param>
/// <returns></returns>
public bool TryLowerGrabStage(Entity<PullableComponent?> pullable, Entity<PullerComponent?> puller, bool ignoreCombatMode = false)
{
if (!Resolve(pullable.Owner, ref pullable.Comp))
return false;
if (!Resolve(puller.Owner, ref puller.Comp))
return false;
if (pullable.Comp.Puller != puller.Owner ||
puller.Comp.Pulling != pullable.Owner)
return false;
if (_timing.CurTime < puller.Comp.NextStageChange)
return true;
pullable.Comp.NextEscapeAttempt = _timing.CurTime.Add(TimeSpan.FromSeconds(1f));
Dirty(pullable);
if (!ignoreCombatMode && _combatMode.IsInCombatMode(puller.Owner))
{
TryStopPull(pullable, pullable.Comp, ignoreGrab: true);
return true;
}
if (puller.Comp.GrabStage == GrabStage.No)
{
TryStopPull(pullable, pullable.Comp, ignoreGrab: true);
return true;
}
var newStage = puller.Comp.GrabStage - 1;
TrySetGrabStages((puller.Owner, puller.Comp), (pullable.Owner, pullable.Comp), newStage);
return true;
}
}
public enum GrabStage
{
No = 0,
Soft = 1,
Hard = 2,
Suffocate = 3,
}
public enum GrabStageDirection
{
Increase,
Decrease,
}
// Goobstation - Grab Intent
// Goobstation