mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-19 06:28:40 +03:00
* 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>
442 lines
15 KiB
C#
442 lines
15 KiB
C#
using Content.Server.Power.Components;
|
|
using Content.Server.Power.EntitySystems;
|
|
using Content.Server.Shuttles.Components;
|
|
using Content.Server.Shuttles.Events;
|
|
using Content.Server.Station.Systems;
|
|
using Content.Shared._NF.Shuttles.Events; // Frontier
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Shuttles.BUIStates;
|
|
using Content.Shared.Shuttles.Components;
|
|
using Content.Shared.Shuttles.Events;
|
|
using Content.Shared.Shuttles.Systems;
|
|
using Content.Shared.Tag;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Power;
|
|
using Content.Shared.Shuttles.UI.MapObjects;
|
|
using Content.Shared.Timing;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Collections;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Utility;
|
|
using Content.Shared.UserInterface;
|
|
|
|
namespace Content.Server.Shuttles.Systems;
|
|
|
|
public sealed partial class ShuttleConsoleSystem : SharedShuttleConsoleSystem
|
|
{
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
|
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
|
|
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly ShuttleSystem _shuttle = default!;
|
|
[Dependency] private readonly StationSystem _station = default!;
|
|
[Dependency] private readonly TagSystem _tags = default!;
|
|
[Dependency] private readonly UserInterfaceSystem _ui = default!;
|
|
[Dependency] private readonly SharedContentEyeSystem _eyeSystem = default!;
|
|
|
|
[Dependency] private readonly _Lavaland.Shuttles.Systems.DockingConsoleSystem _dockingConsole = default!; // Lavaland Change: FTL
|
|
|
|
private EntityQuery<MetaDataComponent> _metaQuery;
|
|
private EntityQuery<TransformComponent> _xformQuery;
|
|
|
|
private readonly HashSet<Entity<ShuttleConsoleComponent>> _consoles = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_metaQuery = GetEntityQuery<MetaDataComponent>();
|
|
_xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, ComponentShutdown>(OnConsoleShutdown);
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, PowerChangedEvent>(OnConsolePowerChange);
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, AnchorStateChangedEvent>(OnConsoleAnchorChange);
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, ActivatableUIOpenAttemptEvent>(OnConsoleUIOpenAttempt);
|
|
Subs.BuiEvents<ShuttleConsoleComponent>(ShuttleConsoleUiKey.Key, subs =>
|
|
{
|
|
subs.Event<ShuttleConsoleFTLBeaconMessage>(OnBeaconFTLMessage);
|
|
subs.Event<ShuttleConsoleFTLPositionMessage>(OnPositionFTLMessage);
|
|
subs.Event<BoundUIClosedEvent>(OnConsoleUIClose);
|
|
});
|
|
|
|
SubscribeLocalEvent<DroneConsoleComponent, ConsoleShuttleEvent>(OnCargoGetConsole);
|
|
SubscribeLocalEvent<DroneConsoleComponent, AfterActivatableUIOpenEvent>(OnDronePilotConsoleOpen);
|
|
Subs.BuiEvents<DroneConsoleComponent>(ShuttleConsoleUiKey.Key, subs =>
|
|
{
|
|
subs.Event<BoundUIClosedEvent>(OnDronePilotConsoleClose);
|
|
});
|
|
|
|
SubscribeLocalEvent<DockEvent>(OnDock);
|
|
SubscribeLocalEvent<UndockEvent>(OnUndock);
|
|
|
|
SubscribeLocalEvent<PilotComponent, ComponentGetState>(OnGetState);
|
|
|
|
SubscribeLocalEvent<FTLDestinationComponent, ComponentStartup>(OnFtlDestStartup);
|
|
SubscribeLocalEvent<FTLDestinationComponent, ComponentShutdown>(OnFtlDestShutdown);
|
|
|
|
InitializeFTL();
|
|
}
|
|
|
|
private void OnFtlDestStartup(EntityUid uid, FTLDestinationComponent component, ComponentStartup args)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
private void OnFtlDestShutdown(EntityUid uid, FTLDestinationComponent component, ComponentShutdown args)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
private void OnDock(DockEvent ev)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
private void OnUndock(UndockEvent ev)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Refreshes all the shuttle console data for a particular grid.
|
|
/// </summary>
|
|
public void RefreshShuttleConsoles(EntityUid gridUid)
|
|
{
|
|
var exclusions = new List<ShuttleExclusionObject>();
|
|
GetExclusions(ref exclusions);
|
|
_consoles.Clear();
|
|
_lookup.GetChildEntities(gridUid, _consoles);
|
|
DockingInterfaceState? dockState = null;
|
|
|
|
foreach (var entity in _consoles)
|
|
{
|
|
UpdateState(entity, ref dockState);
|
|
}
|
|
|
|
_dockingConsole.UpdateConsolesUsing(gridUid); // Lavaland Change: FTL
|
|
}
|
|
|
|
/// <summary>
|
|
/// Refreshes all of the data for shuttle consoles.
|
|
/// </summary>
|
|
public void RefreshShuttleConsoles()
|
|
{
|
|
var exclusions = new List<ShuttleExclusionObject>();
|
|
GetExclusions(ref exclusions);
|
|
var query = AllEntityQuery<ShuttleConsoleComponent>();
|
|
DockingInterfaceState? dockState = null;
|
|
|
|
while (query.MoveNext(out var uid, out _))
|
|
{
|
|
UpdateState(uid, ref dockState);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop piloting if the window is closed.
|
|
/// </summary>
|
|
private void OnConsoleUIClose(EntityUid uid, ShuttleConsoleComponent component, BoundUIClosedEvent args)
|
|
{
|
|
if ((ShuttleConsoleUiKey) args.UiKey != ShuttleConsoleUiKey.Key)
|
|
{
|
|
return;
|
|
}
|
|
|
|
RemovePilot(args.Actor);
|
|
}
|
|
|
|
private void OnConsoleUIOpenAttempt(EntityUid uid, ShuttleConsoleComponent component,
|
|
ActivatableUIOpenAttemptEvent args)
|
|
{
|
|
if (!TryPilot(args.User, uid))
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnConsoleAnchorChange(EntityUid uid, ShuttleConsoleComponent component,
|
|
ref AnchorStateChangedEvent args)
|
|
{
|
|
DockingInterfaceState? dockState = null;
|
|
UpdateState(uid, ref dockState);
|
|
}
|
|
|
|
private void OnConsolePowerChange(EntityUid uid, ShuttleConsoleComponent component, ref PowerChangedEvent args)
|
|
{
|
|
DockingInterfaceState? dockState = null;
|
|
UpdateState(uid, ref dockState);
|
|
}
|
|
|
|
private bool TryPilot(EntityUid user, EntityUid uid)
|
|
{
|
|
if (!_tags.HasTag(user, "CanPilot") ||
|
|
!TryComp<ShuttleConsoleComponent>(uid, out var component) ||
|
|
!this.IsPowered(uid, EntityManager) ||
|
|
!Transform(uid).Anchored ||
|
|
!_blocker.CanInteract(user, uid))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var pilotComponent = EnsureComp<PilotComponent>(user);
|
|
var console = pilotComponent.Console;
|
|
|
|
if (console != null)
|
|
{
|
|
RemovePilot(user, pilotComponent);
|
|
|
|
// This feels backwards; is this intended to be a toggle?
|
|
if (console == uid)
|
|
return false;
|
|
}
|
|
|
|
AddPilot(uid, user, component);
|
|
return true;
|
|
}
|
|
|
|
private void OnGetState(EntityUid uid, PilotComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new PilotComponentState(GetNetEntity(component.Console));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the position and angle of all dockingcomponents.
|
|
/// </summary>
|
|
public Dictionary<NetEntity, List<DockingPortState>> GetAllDocks()
|
|
{
|
|
// TODO: NEED TO MAKE SURE THIS UPDATES ON ANCHORING CHANGES!
|
|
var result = new Dictionary<NetEntity, List<DockingPortState>>();
|
|
var query = AllEntityQuery<DockingComponent, TransformComponent, MetaDataComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp, out var xform, out var metadata))
|
|
{
|
|
if (xform.ParentUid != xform.GridUid)
|
|
continue;
|
|
|
|
var gridDocks = result.GetOrNew(GetNetEntity(xform.GridUid.Value));
|
|
|
|
var state = new DockingPortState()
|
|
{
|
|
Name = metadata.EntityName,
|
|
Coordinates = GetNetCoordinates(xform.Coordinates),
|
|
Angle = xform.LocalRotation,
|
|
Entity = GetNetEntity(uid),
|
|
GridDockedWith =
|
|
_xformQuery.TryGetComponent(comp.DockedWith, out var otherDockXform) ?
|
|
GetNetEntity(otherDockXform.GridUid) :
|
|
null,
|
|
};
|
|
|
|
gridDocks.Add(state);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private void UpdateState(EntityUid consoleUid, ref DockingInterfaceState? dockState)
|
|
{
|
|
EntityUid? entity = consoleUid;
|
|
|
|
var getShuttleEv = new ConsoleShuttleEvent
|
|
{
|
|
Console = entity,
|
|
};
|
|
|
|
RaiseLocalEvent(entity.Value, ref getShuttleEv);
|
|
entity = getShuttleEv.Console;
|
|
|
|
TryComp<TransformComponent>(entity, out var consoleXform);
|
|
var shuttleGridUid = consoleXform?.GridUid;
|
|
|
|
NavInterfaceState navState;
|
|
ShuttleMapInterfaceState mapState;
|
|
dockState ??= GetDockState();
|
|
|
|
if (shuttleGridUid != null && entity != null)
|
|
{
|
|
navState = GetNavState(entity.Value, dockState.Docks);
|
|
mapState = GetMapState(shuttleGridUid.Value);
|
|
}
|
|
else
|
|
{
|
|
navState = new NavInterfaceState(0f, null, null, new Dictionary<NetEntity, List<DockingPortState>>(), InertiaDampeningMode.Dampened); // Frontier: inertia dampening);
|
|
mapState = new ShuttleMapInterfaceState(
|
|
FTLState.Invalid,
|
|
default,
|
|
new List<ShuttleBeaconObject>(),
|
|
new List<ShuttleExclusionObject>());
|
|
}
|
|
|
|
if (_ui.HasUi(consoleUid, ShuttleConsoleUiKey.Key))
|
|
{
|
|
_ui.SetUiState(consoleUid, ShuttleConsoleUiKey.Key, new ShuttleBoundUserInterfaceState(navState, mapState, dockState));
|
|
}
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var toRemove = new ValueList<(EntityUid, PilotComponent)>();
|
|
var query = EntityQueryEnumerator<PilotComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.Console == null)
|
|
continue;
|
|
|
|
if (!_blocker.CanInteract(uid, comp.Console))
|
|
{
|
|
toRemove.Add((uid, comp));
|
|
}
|
|
}
|
|
|
|
foreach (var (uid, comp) in toRemove)
|
|
{
|
|
RemovePilot(uid, comp);
|
|
}
|
|
}
|
|
|
|
protected override void HandlePilotShutdown(EntityUid uid, PilotComponent component, ComponentShutdown args)
|
|
{
|
|
base.HandlePilotShutdown(uid, component, args);
|
|
RemovePilot(uid, component);
|
|
}
|
|
|
|
private void OnConsoleShutdown(EntityUid uid, ShuttleConsoleComponent component, ComponentShutdown args)
|
|
{
|
|
ClearPilots(component);
|
|
}
|
|
|
|
public void AddPilot(EntityUid uid, EntityUid entity, ShuttleConsoleComponent component)
|
|
{
|
|
if (!EntityManager.TryGetComponent(entity, out PilotComponent? pilotComponent)
|
|
|| component.SubscribedPilots.Contains(entity))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_eyeSystem.SetZoom(entity, component.Zoom, ignoreLimits: true);
|
|
|
|
component.SubscribedPilots.Add(entity);
|
|
|
|
_alertsSystem.ShowAlert(entity, pilotComponent.PilotingAlert);
|
|
|
|
pilotComponent.Console = uid;
|
|
ActionBlockerSystem.UpdateCanMove(entity);
|
|
pilotComponent.Position = EntityManager.GetComponent<TransformComponent>(entity).Coordinates;
|
|
Dirty(entity, pilotComponent);
|
|
}
|
|
|
|
public void RemovePilot(EntityUid pilotUid, PilotComponent pilotComponent)
|
|
{
|
|
var console = pilotComponent.Console;
|
|
|
|
if (!TryComp<ShuttleConsoleComponent>(console, out var helm))
|
|
return;
|
|
|
|
pilotComponent.Console = null;
|
|
pilotComponent.Position = null;
|
|
_eyeSystem.ResetZoom(pilotUid);
|
|
|
|
if (!helm.SubscribedPilots.Remove(pilotUid))
|
|
return;
|
|
|
|
_alertsSystem.ClearAlert(pilotUid, pilotComponent.PilotingAlert);
|
|
|
|
_popup.PopupEntity(Loc.GetString("shuttle-pilot-end"), pilotUid, pilotUid);
|
|
|
|
if (pilotComponent.LifeStage < ComponentLifeStage.Stopping)
|
|
EntityManager.RemoveComponent<PilotComponent>(pilotUid);
|
|
}
|
|
|
|
public void RemovePilot(EntityUid entity)
|
|
{
|
|
if (!EntityManager.TryGetComponent(entity, out PilotComponent? pilotComponent))
|
|
return;
|
|
|
|
RemovePilot(entity, pilotComponent);
|
|
}
|
|
|
|
public void ClearPilots(ShuttleConsoleComponent component)
|
|
{
|
|
var query = GetEntityQuery<PilotComponent>();
|
|
while (component.SubscribedPilots.TryGetValue(0, out var pilot))
|
|
{
|
|
if (query.TryGetComponent(pilot, out var pilotComponent))
|
|
RemovePilot(pilot, pilotComponent);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Specific for a particular shuttle.
|
|
/// </summary>
|
|
public NavInterfaceState GetNavState(Entity<RadarConsoleComponent?, TransformComponent?> entity, Dictionary<NetEntity, List<DockingPortState>> docks)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2))
|
|
return new NavInterfaceState(SharedRadarConsoleSystem.DefaultMaxRange, null, null, docks, Shared._NF.Shuttles.Events.InertiaDampeningMode.Dampened); // Frontier: add inertia dampening
|
|
|
|
return GetNavState(
|
|
entity,
|
|
docks,
|
|
entity.Comp2.Coordinates,
|
|
entity.Comp2.LocalRotation);
|
|
}
|
|
|
|
public NavInterfaceState GetNavState(
|
|
Entity<RadarConsoleComponent?, TransformComponent?> entity,
|
|
Dictionary<NetEntity, List<DockingPortState>> docks,
|
|
EntityCoordinates coordinates,
|
|
Angle angle)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2))
|
|
return new NavInterfaceState(SharedRadarConsoleSystem.DefaultMaxRange, GetNetCoordinates(coordinates), angle, docks, InertiaDampeningMode.Dampened); // Frontier: add inertial dampening
|
|
|
|
return new NavInterfaceState(
|
|
entity.Comp1.MaxRange,
|
|
GetNetCoordinates(coordinates),
|
|
angle,
|
|
docks,
|
|
_shuttle.NfGetInertiaDampeningMode(entity)); // Frontier: inertia dampening
|
|
}
|
|
|
|
/// <summary>
|
|
/// Global for all shuttles.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public DockingInterfaceState GetDockState()
|
|
{
|
|
var docks = GetAllDocks();
|
|
return new DockingInterfaceState(docks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Specific to a particular shuttle.
|
|
/// </summary>
|
|
public ShuttleMapInterfaceState GetMapState(Entity<FTLComponent?> shuttle)
|
|
{
|
|
FTLState ftlState = FTLState.Available;
|
|
StartEndTime stateDuration = default;
|
|
|
|
if (Resolve(shuttle, ref shuttle.Comp, false) && shuttle.Comp.LifeStage < ComponentLifeStage.Stopped)
|
|
{
|
|
ftlState = shuttle.Comp.State;
|
|
stateDuration = _shuttle.GetStateTime(shuttle.Comp);
|
|
}
|
|
|
|
List<ShuttleBeaconObject>? beacons = null;
|
|
List<ShuttleExclusionObject>? exclusions = null;
|
|
GetBeacons(ref beacons);
|
|
GetExclusions(ref exclusions);
|
|
|
|
return new ShuttleMapInterfaceState(
|
|
ftlState,
|
|
stateDuration,
|
|
beacons ?? new List<ShuttleBeaconObject>(),
|
|
exclusions ?? new List<ShuttleExclusionObject>());
|
|
}
|
|
}
|