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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>
583 lines
20 KiB
C#
583 lines
20 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.Mind;
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using Content.Shared.Roles.Jobs;
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using Content.Shared.Silicons.Borgs.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Roles;
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public abstract class SharedRoleSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly SharedMindSystem _minds = default!;
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<StartingMindRoleComponent, PlayerSpawnCompleteEvent>(OnSpawn);
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}
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private void OnSpawn(EntityUid uid, StartingMindRoleComponent component, PlayerSpawnCompleteEvent args)
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{
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if (!_minds.TryGetMind(uid, out var mindId, out var mindComp))
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return;
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MindAddRole(mindId, component.MindRole, mind: mindComp, silent: component.Silent);
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}
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/// <summary>
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/// Adds multiple mind roles to a mind
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/// </summary>
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/// <param name="mindId">The mind entity to add the role to</param>
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/// <param name="roles">The list of mind roles to add</param>
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/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
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/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
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public void MindAddRoles(EntityUid mindId,
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List<EntProtoId>? roles,
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MindComponent? mind = null,
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bool silent = false)
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{
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if (roles is null || roles.Count == 0)
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return;
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foreach (var proto in roles)
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{
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MindAddRole(mindId, proto, mind, silent);
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}
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}
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/// <summary>
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/// Adds a mind role to a mind
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/// </summary>
|
|
/// <param name="mindId">The mind entity to add the role to</param>
|
|
/// <param name="protoId">The mind role to add</param>
|
|
/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
|
|
/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
|
|
public void MindAddRole(EntityUid mindId,
|
|
EntProtoId protoId,
|
|
MindComponent? mind = null,
|
|
bool silent = false)
|
|
{
|
|
if (protoId == "MindRoleJob")
|
|
MindAddJobRole(mindId, mind, silent, "");
|
|
else
|
|
MindAddRoleDo(mindId, protoId, mind, silent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a Job mind role with the specified job prototype
|
|
/// </summary>
|
|
/// /// <param name="mindId">The mind entity to add the job role to</param>
|
|
/// <param name="mind">If the mind component is provided, it will be checked if it belongs to the mind entity</param>
|
|
/// <param name="silent">If true, no briefing will be generated upon receiving the mind role</param>
|
|
/// <param name="jobPrototype">The Job prototype for the new role</param>
|
|
public void MindAddJobRole(EntityUid mindId,
|
|
MindComponent? mind = null,
|
|
bool silent = false,
|
|
string? jobPrototype = null)
|
|
{
|
|
if (!Resolve(mindId, ref mind))
|
|
{
|
|
Log.Warning($"No Mind found for {ToPrettyString(mindId)} when attempting to add job role.");
|
|
return;
|
|
}
|
|
|
|
// Can't have someone get paid for two jobs now, can we
|
|
if (MindHasRole<JobRoleComponent>((mindId, mind), out var jobRole)
|
|
&& jobRole.Value.Comp1.JobPrototype != jobPrototype)
|
|
{
|
|
_adminLogger.Add(LogType.Mind,
|
|
LogImpact.Low,
|
|
$"Job Role of {ToPrettyString(mind.OwnedEntity)} changed from '{jobRole.Value.Comp1.JobPrototype}' to '{jobPrototype}'");
|
|
|
|
jobRole.Value.Comp1.JobPrototype = jobPrototype;
|
|
}
|
|
else
|
|
MindAddRoleDo(mindId, "MindRoleJob", mind, silent, jobPrototype);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates a Mind Role
|
|
/// </summary>
|
|
private void MindAddRoleDo(EntityUid mindId,
|
|
EntProtoId protoId,
|
|
MindComponent? mind = null,
|
|
bool silent = false,
|
|
string? jobPrototype = null)
|
|
{
|
|
if (!Resolve(mindId, ref mind))
|
|
{
|
|
Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Mind does not match provided mind component");
|
|
return;
|
|
}
|
|
|
|
if (!_prototypes.TryIndex(protoId, out var protoEnt))
|
|
{
|
|
Log.Error($"Failed to add role {protoId} to {ToPrettyString(mindId)} : Role prototype does not exist");
|
|
return;
|
|
}
|
|
|
|
//TODO don't let a prototype being added a second time
|
|
//If that was somehow to occur, a second mindrole for that comp would be created
|
|
//Meaning any mind role checks could return wrong results, since they just return the first match they find
|
|
|
|
var mindRoleId = Spawn(protoId, MapCoordinates.Nullspace);
|
|
EnsureComp<MindRoleComponent>(mindRoleId);
|
|
var mindRoleComp = Comp<MindRoleComponent>(mindRoleId);
|
|
|
|
mindRoleComp.Mind = (mindId,mind);
|
|
if (jobPrototype is not null)
|
|
{
|
|
mindRoleComp.JobPrototype = jobPrototype;
|
|
EnsureComp<JobRoleComponent>(mindRoleId);
|
|
DebugTools.AssertNull(mindRoleComp.AntagPrototype);
|
|
DebugTools.Assert(!mindRoleComp.Antag);
|
|
DebugTools.Assert(!mindRoleComp.ExclusiveAntag);
|
|
}
|
|
|
|
mind.MindRoles.Add(mindRoleId);
|
|
|
|
var update = MindRolesUpdate((mindId, mind));
|
|
|
|
// RoleType refresh, Role time tracking, Update Admin playerlist
|
|
|
|
var message = new RoleAddedEvent(mindId, mind, update, silent);
|
|
RaiseLocalEvent(mindId, message, true);
|
|
|
|
var name = Loc.GetString(protoEnt.Name);
|
|
if (mind.OwnedEntity is not null)
|
|
{
|
|
_adminLogger.Add(LogType.Mind,
|
|
LogImpact.Low,
|
|
$"{name} added to mind of {ToPrettyString(mind.OwnedEntity)}");
|
|
}
|
|
else
|
|
{
|
|
//TODO: This is not tied to the player on the Admin Log filters.
|
|
//Probably only happens when Job Role is added on initial spawn, before the mind entity is put in a mob
|
|
Log.Error($"{ToPrettyString(mindId)} does not have an OwnedEntity!");
|
|
_adminLogger.Add(LogType.Mind,
|
|
LogImpact.Low,
|
|
$"{name} added to {ToPrettyString(mindId)}");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Select the mind's currently "active" mind role entity, and update the mind's role type, if necessary
|
|
/// </summary>
|
|
/// <returns>
|
|
/// True if this changed the mind's role type
|
|
/// </returns>>
|
|
private bool MindRolesUpdate(Entity<MindComponent?> ent)
|
|
{
|
|
if(!Resolve(ent.Owner, ref ent.Comp))
|
|
return false;
|
|
|
|
//get the most important/latest mind role
|
|
var roleType = GetRoleTypeByTime(ent.Comp);
|
|
|
|
if (ent.Comp.RoleType == roleType)
|
|
return false;
|
|
|
|
SetRoleType(ent.Owner, roleType);
|
|
return true;
|
|
}
|
|
|
|
private ProtoId<RoleTypePrototype> GetRoleTypeByTime(MindComponent mind)
|
|
{
|
|
// If any Mind Roles specify a Role Type, return the most recent. Otherwise return Neutral
|
|
|
|
var roles = new List<ProtoId<RoleTypePrototype>>();
|
|
|
|
foreach (var role in mind.MindRoles)
|
|
{
|
|
if (!TryComp<MindRoleComponent>(role, out var comp))
|
|
continue;
|
|
|
|
if (comp.RoleType is not null)
|
|
roles.Add(comp.RoleType.Value);
|
|
}
|
|
|
|
ProtoId<RoleTypePrototype> result = (roles.Count > 0) ? roles.LastOrDefault() : "Neutral";
|
|
return (result);
|
|
}
|
|
|
|
private void SetRoleType(EntityUid mind, ProtoId<RoleTypePrototype> roleTypeId)
|
|
{
|
|
if (!TryComp<MindComponent>(mind, out var comp))
|
|
{
|
|
Log.Error($"Failed to update Role Type of mind entity {ToPrettyString(mind)} to {roleTypeId}. MindComponent not found.");
|
|
return;
|
|
}
|
|
|
|
if (!_prototypes.HasIndex(roleTypeId))
|
|
{
|
|
Log.Error($"Failed to change Role Type of {_minds.MindOwnerLoggingString(comp)} to {roleTypeId}. Invalid role");
|
|
return;
|
|
}
|
|
|
|
comp.RoleType = roleTypeId;
|
|
Dirty(mind, comp);
|
|
|
|
// Update player character window
|
|
if (_minds.TryGetSession(mind, out var session))
|
|
RaiseNetworkEvent(new MindRoleTypeChangedEvent(), session.Channel);
|
|
else
|
|
{
|
|
var error = $"The Character Window of {_minds.MindOwnerLoggingString(comp)} potentially did not update immediately : session error";
|
|
_adminLogger.Add(LogType.Mind, LogImpact.High, $"{error}");
|
|
}
|
|
|
|
if (comp.OwnedEntity is null)
|
|
{
|
|
Log.Error($"{ToPrettyString(mind)} does not have an OwnedEntity!");
|
|
_adminLogger.Add(LogType.Mind,
|
|
LogImpact.High,
|
|
$"Role Type of {ToPrettyString(mind)} changed to {roleTypeId}");
|
|
return;
|
|
}
|
|
|
|
_adminLogger.Add(LogType.Mind,
|
|
LogImpact.High,
|
|
$"Role Type of {ToPrettyString(comp.OwnedEntity)} changed to {roleTypeId}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes all instances of a specific role from this mind.
|
|
/// </summary>
|
|
/// <param name="mind">The mind to remove the role from.</param>
|
|
/// <typeparam name="T">The type of the role to remove.</typeparam>
|
|
/// <returns>Returns false if the role did not exist. True if successful</returns>>
|
|
public bool MindRemoveRole<T>(Entity<MindComponent?> mind) where T : IComponent
|
|
{
|
|
if (typeof(T) == typeof(MindRoleComponent))
|
|
throw new InvalidOperationException();
|
|
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return false;
|
|
|
|
var found = false;
|
|
var delete = new List<EntityUid>();
|
|
foreach (var role in mind.Comp.MindRoles)
|
|
{
|
|
if (!HasComp<T>(role))
|
|
continue;
|
|
|
|
if (!HasComp<MindRoleComponent>(role))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
delete.Add(role);
|
|
found = true;
|
|
}
|
|
|
|
if (!found)
|
|
return false;
|
|
|
|
foreach (var role in delete)
|
|
{
|
|
_entityManager.DeleteEntity(role);
|
|
}
|
|
|
|
var update = MindRolesUpdate(mind);
|
|
|
|
var message = new RoleRemovedEvent(mind.Owner, mind.Comp, update);
|
|
RaiseLocalEvent(mind, message, true);
|
|
|
|
_adminLogger.Add(LogType.Mind,
|
|
LogImpact.Low,
|
|
$"All roles of type '{typeof(T).Name}' removed from mind of {ToPrettyString(mind.Comp.OwnedEntity)}");
|
|
|
|
return true;
|
|
}
|
|
|
|
// Removing the mind role's reference on component shutdown
|
|
// to make sure the reference gets removed even if the mind role entity was deleted by outside code
|
|
private void OnComponentShutdown(Entity<MindRoleComponent> ent, ref ComponentShutdown args)
|
|
{
|
|
//TODO: Just ensure that the tests don't spawn unassociated mind role entities
|
|
if (ent.Comp.Mind.Comp is null)
|
|
return;
|
|
|
|
ent.Comp.Mind.Comp.MindRoles.Remove(ent.Owner);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds and removes all mind roles of a specific type
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <typeparam name="T">The type of the role to remove.</typeparam>
|
|
/// <returns>True if the role existed and was removed</returns>
|
|
public bool MindTryRemoveRole<T>(EntityUid mindId) where T : IComponent
|
|
{
|
|
if (typeof(T) == typeof(MindRoleComponent))
|
|
return false;
|
|
|
|
if (MindRemoveRole<T>(mindId))
|
|
return true;
|
|
|
|
Log.Warning($"Failed to remove role {typeof(T)} from {ToPrettyString(mindId)} : mind does not have role ");
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the first mind role of a specific T type on a mind entity.
|
|
/// Outputs entity components for the mind role's MindRoleComponent and for T
|
|
/// </summary>
|
|
/// <param name="mind">The mind entity</param>
|
|
/// <typeparam name="T">The type of the role to find.</typeparam>
|
|
/// <param name="role">The Mind Role entity component</param>
|
|
/// <returns>True if the role is found</returns>
|
|
public bool MindHasRole<T>(Entity<MindComponent?> mind,
|
|
[NotNullWhen(true)] out Entity<MindRoleComponent, T>? role) where T : IComponent
|
|
{
|
|
role = null;
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return false;
|
|
|
|
foreach (var roleEnt in mind.Comp.MindRoles)
|
|
{
|
|
if (!TryComp(roleEnt, out T? tcomp))
|
|
continue;
|
|
|
|
if (!TryComp(roleEnt, out MindRoleComponent? roleComp))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(roleEnt)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
role = (roleEnt, roleComp, tcomp);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the first mind role of a specific type on a mind entity.
|
|
/// Outputs an entity component for the mind role's MindRoleComponent
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <param name="type">The Type to look for</param>
|
|
/// <param name="role">The output role</param>
|
|
/// <returns>True if the role is found</returns>
|
|
public bool MindHasRole(EntityUid mindId,
|
|
Type type,
|
|
[NotNullWhen(true)] out Entity<MindRoleComponent>? role)
|
|
{
|
|
role = null;
|
|
// All MindRoles have this component, it would just return the first one.
|
|
// Order might not be what is expected.
|
|
// Better to report null
|
|
if (type == Type.GetType("MindRoleComponent"))
|
|
{
|
|
Log.Error($"Something attempted to query mind role 'MindRoleComponent' on mind {mindId}. This component is present on every single mind role.");
|
|
return false;
|
|
}
|
|
|
|
if (!TryComp<MindComponent>(mindId, out var mind))
|
|
return false;
|
|
|
|
var found = false;
|
|
|
|
foreach (var roleEnt in mind.MindRoles)
|
|
{
|
|
if (!HasComp(roleEnt, type))
|
|
continue;
|
|
|
|
if (!TryComp(roleEnt, out MindRoleComponent? roleComp))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(roleEnt)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
role = (roleEnt, roleComp);
|
|
found = true;
|
|
break;
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the first mind role of a specific type on a mind entity.
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <typeparam name="T">The type of the role to find.</typeparam>
|
|
/// <returns>True if the role is found</returns>
|
|
public bool MindHasRole<T>(EntityUid mindId) where T : IComponent
|
|
{
|
|
return MindHasRole<T>(mindId, out _);
|
|
}
|
|
|
|
//TODO: Delete this later
|
|
/// <summary>
|
|
/// Returns the first mind role of a specific type
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>Entity Component of the mind role</returns>
|
|
[Obsolete("Use MindHasRole's output value")]
|
|
public Entity<MindRoleComponent>? MindGetRole<T>(EntityUid mindId) where T : IComponent
|
|
{
|
|
Entity<MindRoleComponent>? result = null;
|
|
|
|
var mind = Comp<MindComponent>(mindId);
|
|
|
|
foreach (var uid in mind.MindRoles)
|
|
{
|
|
if (HasComp<T>(uid) && TryComp<MindRoleComponent>(uid, out var comp))
|
|
result = (uid,comp);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads all Roles of a mind Entity and returns their data as RoleInfo
|
|
/// </summary>
|
|
/// <param name="mind">The mind entity</param>
|
|
/// <returns>RoleInfo list</returns>
|
|
public List<RoleInfo> MindGetAllRoleInfo(Entity<MindComponent?> mind)
|
|
{
|
|
var roleInfo = new List<RoleInfo>();
|
|
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return roleInfo;
|
|
|
|
foreach (var role in mind.Comp.MindRoles)
|
|
{
|
|
var valid = false;
|
|
var name = "game-ticker-unknown-role";
|
|
var prototype = "";
|
|
string? playTimeTracker = null;
|
|
|
|
if (!TryComp(role, out MindRoleComponent? comp))
|
|
{
|
|
Log.Error($"Encountered mind role entity {ToPrettyString(role)} without a {nameof(MindRoleComponent)}");
|
|
continue;
|
|
}
|
|
|
|
if (comp.AntagPrototype is not null)
|
|
prototype = comp.AntagPrototype;
|
|
|
|
if (comp.JobPrototype is not null && comp.AntagPrototype is null)
|
|
{
|
|
prototype = comp.JobPrototype;
|
|
if (_prototypes.TryIndex(comp.JobPrototype, out var job))
|
|
{
|
|
playTimeTracker = job.PlayTimeTracker;
|
|
name = job.Name;
|
|
valid = true;
|
|
}
|
|
else
|
|
{
|
|
Log.Error($" Mind Role Prototype '{role.Id}' contains invalid Job prototype: '{comp.JobPrototype}'");
|
|
}
|
|
}
|
|
else if (comp.AntagPrototype is not null && comp.JobPrototype is null)
|
|
{
|
|
prototype = comp.AntagPrototype;
|
|
if (_prototypes.TryIndex(comp.AntagPrototype, out var antag))
|
|
{
|
|
name = antag.Name;
|
|
valid = true;
|
|
}
|
|
else
|
|
{
|
|
Log.Error($" Mind Role Prototype '{role.Id}' contains invalid Antagonist prototype: '{comp.AntagPrototype}'");
|
|
}
|
|
}
|
|
else if (comp.JobPrototype is not null && comp.AntagPrototype is not null)
|
|
{
|
|
Log.Error($" Mind Role Prototype '{role.Id}' contains both Job and Antagonist prototypes");
|
|
}
|
|
|
|
if (valid)
|
|
roleInfo.Add(new RoleInfo(name, comp.Antag, playTimeTracker, prototype));
|
|
}
|
|
return roleInfo;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this mind possess an antagonist role
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>True if the mind possesses any antag roles</returns>
|
|
public bool MindIsAntagonist(EntityUid? mindId)
|
|
{
|
|
if (mindId is null)
|
|
return false;
|
|
|
|
return CheckAntagonistStatus(mindId.Value).Antag;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does this mind possess an exclusive antagonist role
|
|
/// </summary>
|
|
/// <param name="mindId">The mind entity</param>
|
|
/// <returns>True if the mind possesses any exclusive antag roles</returns>
|
|
public bool MindIsExclusiveAntagonist(EntityUid? mindId)
|
|
{
|
|
if (mindId is null)
|
|
return false;
|
|
|
|
return CheckAntagonistStatus(mindId.Value).ExclusiveAntag;
|
|
}
|
|
|
|
private (bool Antag, bool ExclusiveAntag) CheckAntagonistStatus(Entity<MindComponent?> mind)
|
|
{
|
|
if (!Resolve(mind.Owner, ref mind.Comp))
|
|
return (false, false);
|
|
|
|
var antagonist = false;
|
|
var exclusiveAntag = false;
|
|
foreach (var role in mind.Comp.MindRoles)
|
|
{
|
|
if (!TryComp<MindRoleComponent>(role, out var roleComp))
|
|
{
|
|
Log.Error($"Mind Role Entity {ToPrettyString(role)} does not have a MindRoleComponent, despite being listed as a role belonging to {ToPrettyString(mind)}|");
|
|
continue;
|
|
}
|
|
|
|
antagonist |= roleComp.Antag;
|
|
exclusiveAntag |= roleComp.ExclusiveAntag;
|
|
}
|
|
|
|
return (antagonist, exclusiveAntag);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Play a sound for the mind, if it has a session attached.
|
|
/// Use this for role greeting sounds.
|
|
/// </summary>
|
|
public void MindPlaySound(EntityUid mindId, SoundSpecifier? sound, MindComponent? mind = null)
|
|
{
|
|
if (Resolve(mindId, ref mind) && mind.Session != null)
|
|
_audio.PlayGlobal(sound, mind.Session);
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on the client to update Role Type on the character window, in case it happened to be open.
|
|
/// </summary>
|
|
[Serializable, NetSerializable]
|
|
public sealed class MindRoleTypeChangedEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|