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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>
624 lines
23 KiB
C#
624 lines
23 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Administration;
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using Content.Server.Chat.Managers;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Events;
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using Content.Server.Parallax;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Spawners.Components;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Station.Components;
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using Content.Server.Station.Events;
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using Content.Server.Station.Systems;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Damage.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.GameTicking;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Roles;
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using Content.Shared.Salvage;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Tiles;
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using Robust.Server.GameObjects;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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namespace Content.Server.Shuttles.Systems;
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/// <summary>
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/// If enabled spawns players on a separate arrivals station before they can transfer to the main station.
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/// </summary>
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public sealed class ArrivalsSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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[Dependency] private readonly IConsoleHost _console = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly BiomeSystem _biomes = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly MapLoaderSystem _loader = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
|
|
[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly ShuttleSystem _shuttles = default!;
|
|
[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
|
|
[Dependency] private readonly StationSystem _station = default!;
|
|
[Dependency] private readonly ActorSystem _actor = default!;
|
|
|
|
private EntityQuery<PendingClockInComponent> _pendingQuery;
|
|
private EntityQuery<ArrivalsBlacklistComponent> _blacklistQuery;
|
|
private EntityQuery<MobStateComponent> _mobQuery;
|
|
|
|
/// <summary>
|
|
/// If enabled then spawns players on an alternate map so they can take a shuttle to the station.
|
|
/// </summary>
|
|
public bool Enabled { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Flags if all players spawning at the departure terminal have godmode until they leave the terminal.
|
|
/// </summary>
|
|
public bool ArrivalsGodmode { get; private set; }
|
|
|
|
/// <summary>
|
|
/// The first arrival is a little early, to save everyone 10s
|
|
/// </summary>
|
|
private const float RoundStartFTLDuration = 10f;
|
|
|
|
private readonly List<ProtoId<BiomeTemplatePrototype>> _arrivalsBiomeOptions = new()
|
|
{
|
|
"Grasslands",
|
|
"LowDesert",
|
|
"Snow",
|
|
};
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: new []{ typeof(SpawnPointSystem)}, after: new [] { typeof(ContainerSpawnPointSystem)});
|
|
|
|
SubscribeLocalEvent<StationArrivalsComponent, StationPostInitEvent>(OnStationPostInit);
|
|
|
|
SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
|
|
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLTagEvent>(OnShuttleTag);
|
|
|
|
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStarting);
|
|
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLStartedEvent>(OnArrivalsFTL);
|
|
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLCompletedEvent>(OnArrivalsDocked);
|
|
|
|
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(SendDirections);
|
|
|
|
_pendingQuery = GetEntityQuery<PendingClockInComponent>();
|
|
_blacklistQuery = GetEntityQuery<ArrivalsBlacklistComponent>();
|
|
_mobQuery = GetEntityQuery<MobStateComponent>();
|
|
|
|
// Don't invoke immediately as it will get set in the natural course of things.
|
|
Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles);
|
|
ArrivalsGodmode = _cfgManager.GetCVar(CCVars.GodmodeArrivals);
|
|
|
|
_cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
|
|
_cfgManager.OnValueChanged(CCVars.GodmodeArrivals, b => ArrivalsGodmode = b);
|
|
|
|
// Command so admins can set these for funsies
|
|
_console.RegisterCommand("arrivals", ArrivalsCommand, ArrivalsCompletion);
|
|
}
|
|
|
|
private void OnShuttleTag(EntityUid uid, ArrivalsShuttleComponent component, ref FTLTagEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
// Just saves mappers forgetting. (v2 boogaloo)
|
|
args.Handled = true;
|
|
args.Tag = "DockArrivals";
|
|
}
|
|
|
|
private CompletionResult ArrivalsCompletion(IConsoleShell shell, string[] args)
|
|
{
|
|
if (args.Length != 1)
|
|
return CompletionResult.Empty;
|
|
|
|
return new CompletionResult(new CompletionOption[]
|
|
{
|
|
// Enables and disable are separate comms in case you don't want to accidentally toggle it, compared to
|
|
// returns which doesn't have an immediate effect
|
|
new("enable", Loc.GetString("cmd-arrivals-enable-hint")),
|
|
new("disable", Loc.GetString("cmd-arrivals-disable-hint")),
|
|
new("returns", Loc.GetString("cmd-arrivals-returns-hint")),
|
|
new ("force", Loc.GetString("cmd-arrivals-force-hint"))
|
|
}, "Option");
|
|
}
|
|
|
|
[AdminCommand(AdminFlags.Fun)]
|
|
private void ArrivalsCommand(IConsoleShell shell, string argstr, string[] args)
|
|
{
|
|
if (args.Length != 1)
|
|
{
|
|
shell.WriteError(Loc.GetString("cmd-arrivals-invalid"));
|
|
return;
|
|
}
|
|
|
|
switch (args[0])
|
|
{
|
|
case "enable":
|
|
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, true);
|
|
break;
|
|
case "disable":
|
|
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, false);
|
|
break;
|
|
case "returns":
|
|
var existing = _cfgManager.GetCVar(CCVars.ArrivalsReturns);
|
|
_cfgManager.SetCVar(CCVars.ArrivalsReturns, !existing);
|
|
shell.WriteLine(Loc.GetString("cmd-arrivals-returns", ("value", !existing)));
|
|
break;
|
|
case "force":
|
|
var query = AllEntityQuery<PendingClockInComponent, TransformComponent>();
|
|
var spawnPoints = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
|
|
|
|
TryGetArrivals(out var arrivalsUid);
|
|
|
|
while (query.MoveNext(out var uid, out _, out var pendingXform))
|
|
{
|
|
_random.Shuffle(spawnPoints);
|
|
|
|
foreach (var (point, xform) in spawnPoints)
|
|
{
|
|
if (point.SpawnType != SpawnPointType.LateJoin || xform.GridUid == arrivalsUid)
|
|
continue;
|
|
|
|
_transform.SetCoordinates(uid, pendingXform, xform.Coordinates);
|
|
break;
|
|
}
|
|
|
|
RemCompDeferred<AutoOrientComponent>(uid);
|
|
RemCompDeferred<PendingClockInComponent>(uid);
|
|
shell.WriteLine(Loc.GetString("cmd-arrivals-forced", ("uid", ToPrettyString(uid))));
|
|
}
|
|
break;
|
|
default:
|
|
shell.WriteError(Loc.GetString($"cmd-arrivals-invalid"));
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// First sends shuttle timer data, then kicks people off the shuttle if it isn't leaving the arrivals terminal
|
|
/// </summary>
|
|
private void OnArrivalsFTL(EntityUid shuttleUid, ArrivalsShuttleComponent component, ref FTLStartedEvent args)
|
|
{
|
|
if (!TryGetArrivals(out EntityUid arrivals))
|
|
return;
|
|
|
|
if (TryComp<DeviceNetworkComponent>(shuttleUid, out var netComp))
|
|
{
|
|
TryComp<FTLComponent>(shuttleUid, out var ftlComp);
|
|
var ftlTime = TimeSpan.FromSeconds(ftlComp?.TravelTime ?? _shuttles.DefaultTravelTime);
|
|
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = shuttleUid,
|
|
[ShuttleTimerMasks.ShuttleTime] = ftlTime
|
|
};
|
|
|
|
// unfortunate levels of spaghetti due to roundstart arrivals ftl behavior
|
|
EntityUid? sourceMap;
|
|
var arrivalsDelay = _cfgManager.GetCVar(CCVars.ArrivalsCooldown);
|
|
|
|
if (component.FirstRun)
|
|
{
|
|
var station = _station.GetLargestGrid(Comp<StationDataComponent>(component.Station));
|
|
sourceMap = station == null ? null : Transform(station.Value)?.MapUid;
|
|
arrivalsDelay += RoundStartFTLDuration;
|
|
component.FirstRun = false;
|
|
payload.Add(ShuttleTimerMasks.DestMap, Transform(args.TargetCoordinates.EntityId).MapUid);
|
|
payload.Add(ShuttleTimerMasks.DestTime, ftlTime);
|
|
}
|
|
else
|
|
sourceMap = args.FromMapUid;
|
|
|
|
payload.Add(ShuttleTimerMasks.SourceMap, sourceMap);
|
|
payload.Add(ShuttleTimerMasks.SourceTime, ftlTime + TimeSpan.FromSeconds(arrivalsDelay));
|
|
|
|
_deviceNetworkSystem.QueuePacket(shuttleUid, null, payload, netComp.TransmitFrequency);
|
|
}
|
|
|
|
// Don't do anything here when leaving arrivals.
|
|
var arrivalsMapUid = Transform(arrivals).MapUid;
|
|
if (args.FromMapUid == arrivalsMapUid)
|
|
return;
|
|
|
|
// Any mob then yeet them off the shuttle.
|
|
if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null)
|
|
DumpChildren(shuttleUid, ref args);
|
|
|
|
var pendingQuery = AllEntityQuery<PendingClockInComponent, TransformComponent>();
|
|
|
|
// We're heading from the station back to arrivals (if leaving arrivals, would have returned above).
|
|
// Process everyone who holds a PendingClockInComponent
|
|
// Note, due to way DumpChildren works, anyone who doesn't have a PendingClockInComponent gets left in space
|
|
// and will not warp. This is intended behavior.
|
|
while (pendingQuery.MoveNext(out var pUid, out _, out var xform))
|
|
{
|
|
if (xform.GridUid == shuttleUid)
|
|
{
|
|
// Warp all players who are still on this shuttle to a spawn point. This doesn't let them return to
|
|
// arrivals. It also ensures noobs, slow players or AFK players safely leave the shuttle.
|
|
TryTeleportToMapSpawn(pUid, component.Station, xform);
|
|
}
|
|
|
|
// Players who have remained at arrivals keep their warp coupon (PendingClockInComponent) for now.
|
|
if (xform.MapUid == arrivalsMapUid)
|
|
continue;
|
|
|
|
// The player has successfully left arrivals and is also not on the shuttle. Remove their warp coupon.
|
|
RemCompDeferred<PendingClockInComponent>(pUid);
|
|
RemCompDeferred<AutoOrientComponent>(pUid);
|
|
|
|
if (ArrivalsGodmode)
|
|
RemCompDeferred<GodmodeComponent>(pUid);
|
|
}
|
|
}
|
|
|
|
private void OnArrivalsDocked(EntityUid uid, ArrivalsShuttleComponent component, ref FTLCompletedEvent args)
|
|
{
|
|
var dockTime = component.NextTransfer - _timing.CurTime + TimeSpan.FromSeconds(_shuttles.DefaultStartupTime);
|
|
|
|
if (TryComp<DeviceNetworkComponent>(uid, out var netComp))
|
|
{
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = uid,
|
|
[ShuttleTimerMasks.ShuttleTime] = dockTime,
|
|
[ShuttleTimerMasks.SourceMap] = args.MapUid,
|
|
[ShuttleTimerMasks.SourceTime] = dockTime,
|
|
[ShuttleTimerMasks.Docked] = true
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(uid, null, payload, netComp.TransmitFrequency);
|
|
}
|
|
}
|
|
|
|
private void DumpChildren(EntityUid uid, ref FTLStartedEvent args)
|
|
{
|
|
var toDump = new List<Entity<TransformComponent>>();
|
|
FindDumpChildren(uid, toDump);
|
|
foreach (var (ent, xform) in toDump)
|
|
{
|
|
var rotation = xform.LocalRotation;
|
|
_transform.SetCoordinates(ent, new EntityCoordinates(args.FromMapUid!.Value, Vector2.Transform(xform.LocalPosition, args.FTLFrom)));
|
|
_transform.SetWorldRotation(ent, args.FromRotation + rotation);
|
|
if (_actor.TryGetSession(ent, out var session))
|
|
{
|
|
_chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-dumped-from-shuttle"));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void FindDumpChildren(EntityUid uid, List<Entity<TransformComponent>> toDump)
|
|
{
|
|
if (_pendingQuery.HasComponent(uid))
|
|
return;
|
|
|
|
var xform = Transform(uid);
|
|
|
|
if (_mobQuery.HasComponent(uid) || _blacklistQuery.HasComponent(uid))
|
|
{
|
|
toDump.Add((uid, xform));
|
|
return;
|
|
}
|
|
|
|
var children = xform.ChildEnumerator;
|
|
while (children.MoveNext(out var child))
|
|
{
|
|
FindDumpChildren(child, toDump);
|
|
}
|
|
}
|
|
|
|
public void HandlePlayerSpawning(PlayerSpawningEvent ev)
|
|
{
|
|
if (ev.SpawnResult != null)
|
|
return;
|
|
|
|
// We use arrivals as the default spawn so don't check for job prio.
|
|
|
|
// Only works on latejoin even if enabled.
|
|
if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
|
|
if (ev.Job is not null
|
|
&& _protoManager.Index<JobPrototype>(ev.Job).AlwaysUseSpawner)
|
|
return;
|
|
|
|
if (!HasComp<StationArrivalsComponent>(ev.Station))
|
|
return;
|
|
|
|
TryGetArrivals(out var arrivals);
|
|
|
|
if (!TryComp(arrivals, out TransformComponent? arrivalsXform))
|
|
return;
|
|
|
|
var mapId = arrivalsXform.MapID;
|
|
|
|
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
|
|
var possiblePositions = new List<EntityCoordinates>();
|
|
while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
|
|
{
|
|
if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
|
|
continue;
|
|
|
|
possiblePositions.Add(xform.Coordinates);
|
|
}
|
|
|
|
if (possiblePositions.Count <= 0)
|
|
return;
|
|
|
|
var spawnLoc = _random.Pick(possiblePositions);
|
|
ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
|
|
spawnLoc,
|
|
ev.Job,
|
|
ev.HumanoidCharacterProfile,
|
|
ev.Station);
|
|
|
|
EnsureComp<PendingClockInComponent>(ev.SpawnResult.Value);
|
|
EnsureComp<AutoOrientComponent>(ev.SpawnResult.Value);
|
|
|
|
// If you're forced to spawn, you're invincible until you leave wherever you were forced to spawn.
|
|
if (ArrivalsGodmode)
|
|
EnsureComp<GodmodeComponent>(ev.SpawnResult.Value);
|
|
}
|
|
|
|
private void SendDirections(PlayerSpawnCompleteEvent ev)
|
|
{
|
|
if (!Enabled || !ev.LateJoin || !_pendingQuery.HasComp(ev.Mob))
|
|
return;
|
|
|
|
var arrival = NextShuttleArrival();
|
|
|
|
var message = arrival is not null
|
|
? Loc.GetString("latejoin-arrivals-direction-time", ("time", $"{arrival:mm\\:ss}"))
|
|
: Loc.GetString("latejoin-arrivals-direction");
|
|
|
|
_chat.DispatchServerMessage(ev.Player, message);
|
|
}
|
|
|
|
private bool TryTeleportToMapSpawn(EntityUid player, EntityUid stationId, TransformComponent? transform = null)
|
|
{
|
|
if (!Resolve(player, ref transform))
|
|
return false;
|
|
|
|
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
|
|
var possiblePositions = new ValueList<EntityCoordinates>(32);
|
|
|
|
// Find a spawnpoint on the same map as the player is already docked with now.
|
|
while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
|
|
{
|
|
if (spawnPoint.SpawnType == SpawnPointType.LateJoin &&
|
|
_station.GetOwningStation(uid, xform) == stationId)
|
|
{
|
|
// Add to list of possible spawn locations
|
|
possiblePositions.Add(xform.Coordinates);
|
|
}
|
|
}
|
|
|
|
if (possiblePositions.Count > 0)
|
|
{
|
|
// Move the player to a random late-join spawnpoint.
|
|
_transform.SetCoordinates(player, transform, _random.Pick(possiblePositions));
|
|
if (_actor.TryGetSession(player, out var session))
|
|
{
|
|
_chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-teleport-to-spawn"));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void OnShuttleStartup(EntityUid uid, ArrivalsShuttleComponent component, ComponentStartup args)
|
|
{
|
|
EnsureComp<PreventPilotComponent>(uid);
|
|
}
|
|
|
|
private bool TryGetArrivals(out EntityUid uid)
|
|
{
|
|
var arrivalsQuery = EntityQueryEnumerator<ArrivalsSourceComponent>();
|
|
|
|
while (arrivalsQuery.MoveNext(out uid, out _))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public TimeSpan? NextShuttleArrival()
|
|
{
|
|
var query = EntityQueryEnumerator<ArrivalsShuttleComponent>();
|
|
var time = TimeSpan.MaxValue;
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.NextArrivalsTime < time)
|
|
time = comp.NextArrivalsTime;
|
|
}
|
|
|
|
var duration = _timing.CurTime;
|
|
return (time < duration) ? null : time - duration;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<ArrivalsShuttleComponent, ShuttleComponent, TransformComponent>();
|
|
var curTime = _timing.CurTime;
|
|
TryGetArrivals(out var arrivals);
|
|
|
|
if (TryComp(arrivals, out TransformComponent? arrivalsXform))
|
|
{
|
|
while (query.MoveNext(out var uid, out var comp, out var shuttle, out var xform))
|
|
{
|
|
if (comp.NextTransfer > curTime || !TryComp<StationDataComponent>(comp.Station, out var data))
|
|
continue;
|
|
|
|
var tripTime = _shuttles.DefaultTravelTime + _shuttles.DefaultStartupTime;
|
|
|
|
// Go back to arrivals source
|
|
if (xform.MapUid != arrivalsXform.MapUid)
|
|
{
|
|
if (arrivals.IsValid())
|
|
_shuttles.FTLToDock(uid, shuttle, arrivals);
|
|
|
|
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(tripTime);
|
|
}
|
|
// Go to station
|
|
else
|
|
{
|
|
var targetGrid = _station.GetLargestGrid(data);
|
|
|
|
if (targetGrid != null)
|
|
_shuttles.FTLToDock(uid, shuttle, targetGrid.Value);
|
|
|
|
// The ArrivalsCooldown includes the trip there, so we only need to add the time taken for
|
|
// the trip back.
|
|
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(
|
|
_cfgManager.GetCVar(CCVars.ArrivalsCooldown) + tripTime);
|
|
}
|
|
|
|
comp.NextTransfer += TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnRoundStarting(RoundStartingEvent ev)
|
|
{
|
|
// Setup arrivals station
|
|
if (!Enabled)
|
|
return;
|
|
|
|
SetupArrivalsStation();
|
|
}
|
|
|
|
private void SetupArrivalsStation()
|
|
{
|
|
var mapUid = _mapSystem.CreateMap(out var mapId, false);
|
|
_metaData.SetEntityName(mapUid, Loc.GetString("map-name-terminal"));
|
|
|
|
if (!_loader.TryLoad(mapId, _cfgManager.GetCVar(CCVars.ArrivalsMap), out var uids))
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (var id in uids)
|
|
{
|
|
EnsureComp<ArrivalsSourceComponent>(id);
|
|
EnsureComp<ProtectedGridComponent>(id);
|
|
EnsureComp<PreventPilotComponent>(id);
|
|
}
|
|
|
|
// Setup planet arrivals if relevant
|
|
if (_cfgManager.GetCVar(CCVars.ArrivalsPlanet))
|
|
{
|
|
var template = _random.Pick(_arrivalsBiomeOptions);
|
|
_biomes.EnsurePlanet(mapUid, _protoManager.Index(template));
|
|
var restricted = new RestrictedRangeComponent
|
|
{
|
|
Range = 32f
|
|
};
|
|
AddComp(mapUid, restricted);
|
|
}
|
|
|
|
_mapSystem.InitializeMap(mapId);
|
|
|
|
// Handle roundstart stations.
|
|
var query = AllEntityQuery<StationArrivalsComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
SetupShuttle(uid, comp);
|
|
}
|
|
}
|
|
|
|
private void SetArrivals(bool obj)
|
|
{
|
|
Enabled = obj;
|
|
|
|
if (Enabled)
|
|
{
|
|
SetupArrivalsStation();
|
|
var query = AllEntityQuery<StationArrivalsComponent>();
|
|
|
|
while (query.MoveNext(out var sUid, out var comp))
|
|
{
|
|
SetupShuttle(sUid, comp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var sourceQuery = AllEntityQuery<ArrivalsSourceComponent>();
|
|
|
|
while (sourceQuery.MoveNext(out var uid, out _))
|
|
{
|
|
QueueDel(uid);
|
|
}
|
|
|
|
var shuttleQuery = AllEntityQuery<ArrivalsShuttleComponent>();
|
|
|
|
while (shuttleQuery.MoveNext(out var uid, out _))
|
|
{
|
|
QueueDel(uid);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnStationPostInit(EntityUid uid, StationArrivalsComponent component, ref StationPostInitEvent args)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
// If it's a latespawn station then this will fail but that's okey
|
|
SetupShuttle(uid, component);
|
|
}
|
|
|
|
private void SetupShuttle(EntityUid uid, StationArrivalsComponent component)
|
|
{
|
|
if (!Deleted(component.Shuttle))
|
|
return;
|
|
|
|
// Spawn arrivals on a dummy map then dock it to the source.
|
|
var dummpMapEntity = _mapSystem.CreateMap(out var dummyMapId);
|
|
|
|
if (TryGetArrivals(out var arrivals) &&
|
|
_loader.TryLoad(dummyMapId, component.ShuttlePath.ToString(), out var shuttleUids))
|
|
{
|
|
component.Shuttle = shuttleUids[0];
|
|
var shuttleComp = Comp<ShuttleComponent>(component.Shuttle);
|
|
var arrivalsComp = EnsureComp<ArrivalsShuttleComponent>(component.Shuttle);
|
|
arrivalsComp.Station = uid;
|
|
EnsureComp<ProtectedGridComponent>(uid);
|
|
_shuttles.FTLToDock(component.Shuttle, shuttleComp, arrivals, hyperspaceTime: RoundStartFTLDuration);
|
|
arrivalsComp.NextTransfer = _timing.CurTime + TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
|
|
}
|
|
|
|
// Don't start the arrivals shuttle immediately docked so power has a time to stabilise?
|
|
var timer = AddComp<TimedDespawnComponent>(dummpMapEntity);
|
|
timer.Lifetime = 15f;
|
|
}
|
|
}
|