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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>
1042 lines
38 KiB
C#
1042 lines
38 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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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.Station.Events;
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using Content.Shared._Lavaland.Shuttles;
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using Content.Shared.Body.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Clothing;
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using Content.Shared.Database;
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using Content.Shared.Ghost;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Maps;
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using Content.Shared.Parallax;
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using Content.Shared.SegmentedEntity;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Timing;
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using Content.Shared.Whitelist;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Components;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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using FTLMapComponent = Content.Shared.Shuttles.Components.FTLMapComponent;
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namespace Content.Server.Shuttles.Systems;
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public sealed partial class ShuttleSystem
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{
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/*
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* This is a way to move a shuttle from one location to another, via an intermediate map for fanciness.
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*/
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private readonly SoundSpecifier _startupSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_begin.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f),
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};
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private readonly SoundSpecifier _arrivalSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_end.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f),
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};
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public float DefaultStartupTime;
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public float DefaultTravelTime;
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public float DefaultArrivalTime;
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private float FTLCooldown;
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public float FTLMassLimit;
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private TimeSpan _hyperspaceKnockdownTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// Left-side of the station we're allowed to use
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/// </summary>
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private float _index;
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/// <summary>
|
|
/// Space between grids within hyperspace.
|
|
/// </summary>
|
|
private const float Buffer = 5f;
|
|
|
|
/// <summary>
|
|
/// How many times we try to proximity warp close to something before falling back to map-wideAABB.
|
|
/// </summary>
|
|
private const int FTLProximityIterations = 5;
|
|
|
|
private readonly HashSet<EntityUid> _lookupEnts = new();
|
|
private readonly HashSet<EntityUid> _immuneEnts = new();
|
|
private readonly HashSet<Entity<NoFTLComponent>> _noFtls = new();
|
|
|
|
private EntityQuery<BodyComponent> _bodyQuery;
|
|
private EntityQuery<BuckleComponent> _buckleQuery;
|
|
private EntityQuery<FTLSmashImmuneComponent> _immuneQuery;
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
private EntityQuery<StatusEffectsComponent> _statusQuery;
|
|
private EntityQuery<TransformComponent> _xformQuery;
|
|
|
|
private void InitializeFTL()
|
|
{
|
|
SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit);
|
|
SubscribeLocalEvent<FTLComponent, ComponentShutdown>(OnFtlShutdown);
|
|
|
|
_bodyQuery = GetEntityQuery<BodyComponent>();
|
|
_buckleQuery = GetEntityQuery<BuckleComponent>();
|
|
_immuneQuery = GetEntityQuery<FTLSmashImmuneComponent>();
|
|
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
_statusQuery = GetEntityQuery<StatusEffectsComponent>();
|
|
_xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
_cfg.OnValueChanged(CCVars.FTLStartupTime, time => DefaultStartupTime = time, true);
|
|
_cfg.OnValueChanged(CCVars.FTLTravelTime, time => DefaultTravelTime = time, true);
|
|
_cfg.OnValueChanged(CCVars.FTLArrivalTime, time => DefaultArrivalTime = time, true);
|
|
_cfg.OnValueChanged(CCVars.FTLCooldown, time => FTLCooldown = time, true);
|
|
_cfg.OnValueChanged(CCVars.FTLMassLimit, time => FTLMassLimit = time, true);
|
|
_cfg.OnValueChanged(CCVars.HyperspaceKnockdownTime, time => _hyperspaceKnockdownTime = TimeSpan.FromSeconds(time), true);
|
|
}
|
|
|
|
private void OnFtlShutdown(Entity<FTLComponent> ent, ref ComponentShutdown args)
|
|
{
|
|
QueueDel(ent.Comp.VisualizerEntity);
|
|
ent.Comp.VisualizerEntity = null;
|
|
}
|
|
|
|
private void OnStationPostInit(ref StationPostInitEvent ev)
|
|
{
|
|
// Add all grid maps as ftl destinations that anyone can FTL to.
|
|
foreach (var gridUid in ev.Station.Comp.Grids)
|
|
{
|
|
var gridXform = _xformQuery.GetComponent(gridUid);
|
|
|
|
if (gridXform.MapUid == null)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
TryAddFTLDestination(gridXform.MapID, true, false, false, out _);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures the FTL map exists and returns it.
|
|
/// </summary>
|
|
private EntityUid EnsureFTLMap()
|
|
{
|
|
var query = AllEntityQuery<FTLMapComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out _))
|
|
{
|
|
return uid;
|
|
}
|
|
|
|
var mapUid = _mapSystem.CreateMap(out var mapId);
|
|
var ftlMap = AddComp<FTLMapComponent>(mapUid);
|
|
|
|
_metadata.SetEntityName(mapUid, "FTL");
|
|
Log.Debug($"Setup hyperspace map at {mapUid}");
|
|
DebugTools.Assert(!_mapSystem.IsPaused(mapId));
|
|
var parallax = EnsureComp<ParallaxComponent>(mapUid);
|
|
parallax.Parallax = ftlMap.Parallax;
|
|
|
|
return mapUid;
|
|
}
|
|
|
|
public StartEndTime GetStateTime(FTLComponent component)
|
|
{
|
|
var state = component.State;
|
|
|
|
switch (state)
|
|
{
|
|
case FTLState.Starting:
|
|
case FTLState.Travelling:
|
|
case FTLState.Arriving:
|
|
case FTLState.Cooldown:
|
|
return component.StateTime;
|
|
case FTLState.Available:
|
|
return default;
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the whitelist for this FTL destination.
|
|
/// </summary>
|
|
/// <param name="entity"></param>
|
|
/// <param name="whitelist"></param>
|
|
public void SetFTLWhitelist(Entity<FTLDestinationComponent?> entity, EntityWhitelist? whitelist)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp))
|
|
return;
|
|
|
|
if (entity.Comp.Whitelist == whitelist)
|
|
return;
|
|
|
|
entity.Comp.Whitelist = whitelist;
|
|
_console.RefreshShuttleConsoles();
|
|
Dirty(entity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the target map as available for FTL.
|
|
/// </summary>
|
|
public bool TryAddFTLDestination(MapId mapId, bool enabled, [NotNullWhen(true)] out FTLDestinationComponent? component)
|
|
{
|
|
return TryAddFTLDestination(mapId, enabled, true, false, out component);
|
|
}
|
|
|
|
public bool TryAddFTLDestination(MapId mapId, bool enabled, bool requireDisk, bool beaconsOnly, [NotNullWhen(true)] out FTLDestinationComponent? component)
|
|
{
|
|
var mapUid = _mapSystem.GetMapOrInvalid(mapId);
|
|
component = null;
|
|
|
|
if (!Exists(mapUid))
|
|
return false;
|
|
|
|
component = EnsureComp<FTLDestinationComponent>(mapUid);
|
|
|
|
if (component.Enabled == enabled && component.RequireCoordinateDisk == requireDisk && component.BeaconsOnly == beaconsOnly)
|
|
return true;
|
|
|
|
component.Enabled = enabled;
|
|
component.RequireCoordinateDisk = requireDisk;
|
|
component.BeaconsOnly = beaconsOnly;
|
|
|
|
_console.RefreshShuttleConsoles();
|
|
Dirty(mapUid, component);
|
|
return true;
|
|
}
|
|
|
|
[PublicAPI]
|
|
public void RemoveFTLDestination(EntityUid uid)
|
|
{
|
|
if (!RemComp<FTLDestinationComponent>(uid))
|
|
return;
|
|
|
|
_console.RefreshShuttleConsoles();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the grid can FTL. Used to block protected shuttles like the emergency shuttle.
|
|
/// </summary>
|
|
public bool CanFTL(EntityUid shuttleUid, [NotNullWhen(false)] out string? reason)
|
|
{
|
|
// Currently in FTL already
|
|
if (HasComp<FTLComponent>(shuttleUid))
|
|
{
|
|
reason = Loc.GetString("shuttle-console-in-ftl");
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<PhysicsComponent>(shuttleUid, out var shuttlePhysics))
|
|
{
|
|
|
|
// Too large to FTL
|
|
if (FTLMassLimit > 0 && shuttlePhysics.Mass > FTLMassLimit)
|
|
{
|
|
reason = Loc.GetString("shuttle-console-mass");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (HasComp<PreventPilotComponent>(shuttleUid))
|
|
{
|
|
reason = Loc.GetString("shuttle-console-prevent");
|
|
return false;
|
|
}
|
|
|
|
var ev = new ConsoleFTLAttemptEvent(shuttleUid, false, string.Empty);
|
|
RaiseLocalEvent(shuttleUid, ref ev, true);
|
|
|
|
if (ev.Cancelled)
|
|
{
|
|
reason = ev.Reason;
|
|
return false;
|
|
}
|
|
|
|
reason = null;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves a shuttle from its current position to the target one without any checks. Goes through the hyperspace map while the timer is running.
|
|
/// </summary>
|
|
public void FTLToCoordinates(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityCoordinates coordinates,
|
|
Angle angle,
|
|
float? startupTime = null,
|
|
float? hyperspaceTime = null,
|
|
string? priorityTag = null)
|
|
{
|
|
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
|
|
return;
|
|
|
|
startupTime ??= DefaultStartupTime;
|
|
hyperspaceTime ??= DefaultTravelTime;
|
|
|
|
hyperspace.StartupTime = startupTime.Value;
|
|
hyperspace.TravelTime = hyperspaceTime.Value;
|
|
hyperspace.StateTime = StartEndTime.FromStartDuration(
|
|
_gameTiming.CurTime,
|
|
TimeSpan.FromSeconds(hyperspace.StartupTime));
|
|
hyperspace.TargetCoordinates = coordinates;
|
|
hyperspace.TargetAngle = angle;
|
|
hyperspace.PriorityTag = priorityTag;
|
|
|
|
_console.RefreshShuttleConsoles(shuttleUid);
|
|
|
|
var mapId = _transform.GetMapId(coordinates);
|
|
var mapUid = _mapSystem.GetMap(mapId);
|
|
var ev = new FTLRequestEvent(mapUid);
|
|
RaiseLocalEvent(shuttleUid, ref ev, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves a shuttle from its current position to docked on the target one.
|
|
/// If no docks are free when FTLing it will arrive in proximity
|
|
/// </summary>
|
|
public void FTLToDock(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityUid target,
|
|
float? startupTime = null,
|
|
float? hyperspaceTime = null,
|
|
string? priorityTag = null)
|
|
{
|
|
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
|
|
return;
|
|
|
|
startupTime ??= DefaultStartupTime;
|
|
hyperspaceTime ??= DefaultTravelTime;
|
|
|
|
var config = _dockSystem.GetDockingConfig(shuttleUid, target, priorityTag);
|
|
hyperspace.StartupTime = startupTime.Value;
|
|
hyperspace.TravelTime = hyperspaceTime.Value;
|
|
hyperspace.StateTime = StartEndTime.FromStartDuration(
|
|
_gameTiming.CurTime,
|
|
TimeSpan.FromSeconds(hyperspace.StartupTime));
|
|
hyperspace.PriorityTag = priorityTag;
|
|
|
|
_console.RefreshShuttleConsoles(shuttleUid);
|
|
|
|
// Valid dock for now time so just use that as the target.
|
|
if (config != null)
|
|
{
|
|
hyperspace.TargetCoordinates = config.Coordinates;
|
|
hyperspace.TargetAngle = config.Angle;
|
|
}
|
|
else if (TryGetFTLProximity(shuttleUid, new EntityCoordinates(target, Vector2.Zero), out var coords, out var targAngle))
|
|
{
|
|
hyperspace.TargetCoordinates = coords;
|
|
hyperspace.TargetAngle = targAngle;
|
|
}
|
|
else
|
|
{
|
|
// FTL back to its own position.
|
|
hyperspace.TargetCoordinates = Transform(shuttleUid).Coordinates;
|
|
Log.Error($"Unable to FTL grid {ToPrettyString(shuttleUid)} to target properly?");
|
|
}
|
|
}
|
|
|
|
private bool TrySetupFTL(EntityUid uid, ShuttleComponent shuttle, [NotNullWhen(true)] out FTLComponent? component)
|
|
{
|
|
component = null;
|
|
|
|
if (HasComp<FTLComponent>(uid))
|
|
{
|
|
Log.Warning($"Tried queuing {ToPrettyString(uid)} which already has {nameof(FTLComponent)}?");
|
|
return false;
|
|
}
|
|
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
_dockSystem.UndockDocks(uid);
|
|
|
|
component = AddComp<FTLComponent>(uid);
|
|
component.State = FTLState.Starting;
|
|
var audio = _audio.PlayPvs(_startupSound, uid);
|
|
_audio.SetGridAudio(audio);
|
|
component.StartupStream = audio?.Entity;
|
|
|
|
// TODO: Play previs here for docking arrival.
|
|
|
|
// Make sure the map is setup before we leave to avoid pop-in (e.g. parallax).
|
|
EnsureFTLMap();
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transitions shuttle to FTL map.
|
|
/// </summary>
|
|
private void UpdateFTLStarting(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
var uid = entity.Owner;
|
|
var comp = entity.Comp1;
|
|
var xform = _xformQuery.GetComponent(entity);
|
|
|
|
if (entity.Comp2.DoTheDinosaur)
|
|
DoTheDinosaur(xform);
|
|
|
|
comp.State = FTLState.Travelling;
|
|
var fromMapUid = xform.MapUid;
|
|
var fromMatrix = _transform.GetWorldMatrix(xform);
|
|
var fromRotation = _transform.GetWorldRotation(xform);
|
|
|
|
var grid = Comp<MapGridComponent>(uid);
|
|
var width = grid.LocalAABB.Width;
|
|
var ftlMap = EnsureFTLMap();
|
|
var body = _physicsQuery.GetComponent(entity);
|
|
var shuttleCenter = grid.LocalAABB.Center;
|
|
|
|
// Leave audio at the old spot
|
|
// Just so we don't clip
|
|
if (fromMapUid != null && TryComp(comp.StartupStream, out AudioComponent? startupAudio))
|
|
{
|
|
var clippedAudio = _audio.PlayStatic(_startupSound, Filter.Broadcast(),
|
|
new EntityCoordinates(fromMapUid.Value, _mapSystem.GetGridPosition(entity.Owner)), true, startupAudio.Params);
|
|
|
|
_audio.SetPlaybackPosition(clippedAudio, entity.Comp1.StartupTime);
|
|
if (clippedAudio != null)
|
|
clippedAudio.Value.Component.Flags |= AudioFlags.NoOcclusion;
|
|
}
|
|
|
|
// Offset the start by buffer range just to avoid overlap.
|
|
var ftlStart = new EntityCoordinates(ftlMap, new Vector2(_index + width / 2f, 0f) - shuttleCenter);
|
|
|
|
// Store the matrix for the grid prior to movement. This means any entities we need to leave behind we can make sure their positions are updated.
|
|
// Setting the entity to map directly may run grid traversal (at least at time of writing this).
|
|
var oldMapUid = xform.MapUid;
|
|
var oldGridMatrix = _transform.GetWorldMatrix(xform);
|
|
_transform.SetCoordinates(entity.Owner, ftlStart);
|
|
LeaveNoFTLBehind((entity.Owner, xform), oldGridMatrix, oldMapUid);
|
|
|
|
// Reset rotation so they always face the same direction.
|
|
xform.LocalRotation = Angle.Zero;
|
|
_index += width + Buffer;
|
|
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, comp.TravelTime - DefaultArrivalTime);
|
|
|
|
Enable(uid, component: body);
|
|
_physics.SetLinearVelocity(uid, new Vector2(0f, 20f), body: body);
|
|
_physics.SetAngularVelocity(uid, 0f, body: body);
|
|
_physics.SetLinearDamping(uid, body, 0f);
|
|
_physics.SetAngularDamping(uid, body, 0f);
|
|
|
|
_dockSystem.SetDockBolts(uid, true);
|
|
_console.RefreshShuttleConsoles(uid);
|
|
|
|
var ev = new FTLStartedEvent(uid, comp.TargetCoordinates, fromMapUid, fromMatrix, fromRotation);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
|
|
// Audio
|
|
var wowdio = _audio.PlayPvs(comp.TravelSound, uid);
|
|
comp.TravelStream = wowdio?.Entity;
|
|
_audio.SetGridAudio(wowdio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shuttle arriving.
|
|
/// </summary>
|
|
private void UpdateFTLTravelling(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
var shuttle = entity.Comp2;
|
|
var comp = entity.Comp1;
|
|
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, DefaultArrivalTime);
|
|
comp.State = FTLState.Arriving;
|
|
|
|
if (entity.Comp1.VisualizerProto != null)
|
|
{
|
|
comp.VisualizerEntity = SpawnAtPosition(entity.Comp1.VisualizerProto, entity.Comp1.TargetCoordinates);
|
|
var visuals = Comp<FtlVisualizerComponent>(comp.VisualizerEntity.Value);
|
|
visuals.Grid = entity.Owner;
|
|
Dirty(comp.VisualizerEntity.Value, visuals);
|
|
_transform.SetLocalRotation(comp.VisualizerEntity.Value, entity.Comp1.TargetAngle);
|
|
_pvs.AddGlobalOverride(comp.VisualizerEntity.Value);
|
|
}
|
|
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
_console.RefreshShuttleConsoles(entity.Owner);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shuttle arrived.
|
|
/// </summary>
|
|
private void UpdateFTLArriving(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
var uid = entity.Owner;
|
|
var xform = _xformQuery.GetComponent(uid);
|
|
var body = _physicsQuery.GetComponent(uid);
|
|
var comp = entity.Comp1;
|
|
DoTheDinosaur(xform);
|
|
_dockSystem.SetDockBolts(entity, false);
|
|
|
|
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
|
|
_physics.SetAngularVelocity(uid, 0f, body: body);
|
|
_physics.SetLinearDamping(uid, body, entity.Comp2.LinearDamping);
|
|
_physics.SetAngularDamping(uid, body, entity.Comp2.AngularDamping);
|
|
|
|
var target = entity.Comp1.TargetCoordinates;
|
|
|
|
MapId mapId;
|
|
|
|
QueueDel(entity.Comp1.VisualizerEntity);
|
|
entity.Comp1.VisualizerEntity = null;
|
|
|
|
if (!Exists(entity.Comp1.TargetCoordinates.EntityId))
|
|
{
|
|
// Uhh good luck
|
|
// Pick earliest map?
|
|
var maps = EntityQuery<MapComponent>().Select(o => o.MapId).ToList();
|
|
var map = maps.Min(o => o.GetHashCode());
|
|
|
|
mapId = new MapId(map);
|
|
TryFTLProximity(uid, _mapSystem.GetMap(mapId));
|
|
}
|
|
// Docking FTL
|
|
else if (HasComp<MapGridComponent>(target.EntityId) &&
|
|
!HasComp<MapComponent>(target.EntityId))
|
|
{
|
|
var config = _dockSystem.GetDockingConfigAt(uid, target.EntityId, target, entity.Comp1.TargetAngle);
|
|
var mapCoordinates = _transform.ToMapCoordinates(target);
|
|
|
|
// Couldn't dock somehow so just fallback to regular position FTL.
|
|
if (config == null)
|
|
{
|
|
TryFTLProximity(uid, target.EntityId);
|
|
}
|
|
else
|
|
{
|
|
FTLDock((uid, xform), config);
|
|
}
|
|
|
|
mapId = mapCoordinates.MapId;
|
|
}
|
|
// Position ftl
|
|
else
|
|
{
|
|
// TODO: This should now use tryftlproximity
|
|
mapId = _transform.GetMapId(target);
|
|
_transform.SetCoordinates(uid, xform, target, rotation: entity.Comp1.TargetAngle);
|
|
}
|
|
|
|
if (_physicsQuery.TryGetComponent(uid, out body))
|
|
{
|
|
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
|
|
_physics.SetAngularVelocity(uid, 0f, body: body);
|
|
|
|
// Disable shuttle if it's on a planet; unfortunately can't do this in parent change messages due
|
|
// to event ordering and awake body shenanigans (at least for now).
|
|
if (HasComp<MapGridComponent>(xform.MapUid))
|
|
{
|
|
Disable(uid, component: body);
|
|
}
|
|
else
|
|
{
|
|
Enable(uid, component: body, shuttle: entity.Comp2);
|
|
}
|
|
}
|
|
|
|
_thruster.DisableLinearThrusters(entity.Comp2);
|
|
|
|
comp.TravelStream = _audio.Stop(comp.TravelStream);
|
|
var audio = _audio.PlayPvs(_arrivalSound, uid);
|
|
_audio.SetGridAudio(audio);
|
|
|
|
if (TryComp<FTLDestinationComponent>(uid, out var dest))
|
|
{
|
|
dest.Enabled = true;
|
|
}
|
|
|
|
comp.State = FTLState.Cooldown;
|
|
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, FTLCooldown);
|
|
_console.RefreshShuttleConsoles(uid);
|
|
_mapManager.SetMapPaused(mapId, false);
|
|
Smimsh(uid, xform: xform, smimshDistance: entity.Comp2.SmimshDistance);
|
|
|
|
var ftlEvent = new FTLCompletedEvent(uid, _mapSystem.GetMap(mapId));
|
|
RaiseLocalEvent(uid, ref ftlEvent, true);
|
|
}
|
|
|
|
private void UpdateFTLCooldown(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
RemCompDeferred<FTLComponent>(entity);
|
|
_console.RefreshShuttleConsoles(entity);
|
|
}
|
|
|
|
private void UpdateHyperspace()
|
|
{
|
|
var curTime = _gameTiming.CurTime;
|
|
var query = EntityQueryEnumerator<FTLComponent, ShuttleComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp, out var shuttle))
|
|
{
|
|
if (curTime < comp.StateTime.End)
|
|
continue;
|
|
|
|
var entity = (uid, comp, shuttle);
|
|
|
|
switch (comp.State)
|
|
{
|
|
// Startup time has elapsed and in hyperspace.
|
|
case FTLState.Starting:
|
|
UpdateFTLStarting(entity);
|
|
break;
|
|
// Arriving, play effects
|
|
case FTLState.Travelling:
|
|
UpdateFTLTravelling(entity);
|
|
break;
|
|
// Arrived
|
|
case FTLState.Arriving:
|
|
UpdateFTLArriving(entity);
|
|
break;
|
|
case FTLState.Cooldown:
|
|
UpdateFTLCooldown(entity);
|
|
break;
|
|
default:
|
|
Log.Error($"Found invalid FTL state {comp.State} for {uid}");
|
|
RemCompDeferred<FTLComponent>(uid);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private float GetSoundRange(EntityUid uid)
|
|
{
|
|
if (!TryComp<MapGridComponent>(uid, out var grid))
|
|
return 4f;
|
|
|
|
return MathF.Max(grid.LocalAABB.Width, grid.LocalAABB.Height) + 12.5f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Puts everyone unbuckled on the floor, paralyzed.
|
|
/// </summary>
|
|
private void DoTheDinosaur(TransformComponent xform)
|
|
{
|
|
// Get enumeration exceptions from people dropping things if we just paralyze as we go
|
|
var toKnock = new ValueList<EntityUid>();
|
|
KnockOverKids(xform, ref toKnock);
|
|
TryComp<MapGridComponent>(xform.GridUid, out var grid);
|
|
|
|
if (TryComp<PhysicsComponent>(xform.GridUid, out var shuttleBody))
|
|
{
|
|
foreach (var child in toKnock)
|
|
{
|
|
_layingDown.TryLieDown(child, behavior: DropHeldItemsBehavior.DropIfStanding); // WD EDIT
|
|
|
|
// If the guy we knocked down is on a spaced tile, throw them too
|
|
if (grid != null)
|
|
TossIfSpaced((xform.GridUid.Value, grid, shuttleBody), child);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void LeaveNoFTLBehind(Entity<TransformComponent> grid, Matrix3x2 oldGridMatrix, EntityUid? oldMapUid)
|
|
{
|
|
if (oldMapUid == null)
|
|
return;
|
|
|
|
_noFtls.Clear();
|
|
var oldGridRotation = oldGridMatrix.Rotation();
|
|
_lookup.GetGridEntities(grid.Owner, _noFtls);
|
|
|
|
foreach (var childUid in _noFtls)
|
|
{
|
|
if (!_xformQuery.TryComp(childUid, out var childXform))
|
|
continue;
|
|
|
|
// If we're not parented directly to the grid the matrix may be wrong.
|
|
var relative = _physics.GetRelativePhysicsTransform(childUid.Owner, (grid.Owner, grid.Comp));
|
|
|
|
_transform.SetCoordinates(
|
|
childUid,
|
|
childXform,
|
|
new EntityCoordinates(oldMapUid.Value,
|
|
Vector2.Transform(relative.Position, oldGridMatrix)), rotation: relative.Quaternion2D.Angle + oldGridRotation);
|
|
}
|
|
}
|
|
|
|
private void KnockOverKids(TransformComponent xform, ref ValueList<EntityUid> toKnock)
|
|
{
|
|
// Not recursive because probably not necessary? If we need it to be that's why this method is separate.
|
|
var childEnumerator = xform.ChildEnumerator;
|
|
while (childEnumerator.MoveNext(out var child))
|
|
{
|
|
if (!_buckleQuery.TryGetComponent(child, out var buckle) || buckle.Buckled
|
|
|| HasComp<SegmentedEntityComponent>(child)
|
|
|| HasComp<SegmentedEntitySegmentComponent>(child))
|
|
continue;
|
|
|
|
// WD EDIT START
|
|
if (_inventory.TryGetSlotEntity(child, "shoes", out var shoes)
|
|
&& HasComp<MagbootsComponent>(shoes)
|
|
&& TryComp<ItemToggleComponent>(shoes, out var toggle)
|
|
&& toggle.Activated)
|
|
continue;
|
|
// WD EDIT END
|
|
|
|
toKnock.Add(child);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Throws people who are standing on a spaced tile, tries to throw them towards a neighbouring space tile
|
|
/// </summary>
|
|
private void TossIfSpaced(Entity<MapGridComponent, PhysicsComponent> shuttleEntity, EntityUid tossed)
|
|
{
|
|
var shuttleGrid = shuttleEntity.Comp1;
|
|
var shuttleBody = shuttleEntity.Comp2;
|
|
if (!_xformQuery.TryGetComponent(tossed, out var childXform))
|
|
return;
|
|
|
|
// only toss if its on lattice/space
|
|
var tile = _mapSystem.GetTileRef(shuttleEntity, shuttleGrid, childXform.Coordinates);
|
|
|
|
if (!tile.IsSpace(_tileDefManager))
|
|
return;
|
|
|
|
var throwDirection = childXform.LocalPosition - shuttleBody.LocalCenter;
|
|
|
|
if (throwDirection == Vector2.Zero)
|
|
return;
|
|
|
|
_throwing.TryThrow(tossed, throwDirection.Normalized() * 10.0f, 50.0f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to dock with the target grid, otherwise falls back to proximity.
|
|
/// This bypasses FTL travel time.
|
|
/// </summary>
|
|
public bool TryFTLDock(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityUid targetUid,
|
|
string? priorityTag = null)
|
|
{
|
|
return TryFTLDock(shuttleUid, component, targetUid, out _, priorityTag);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to dock with the target grid, otherwise falls back to proximity.
|
|
/// This bypasses FTL travel time.
|
|
/// </summary>
|
|
public bool TryFTLDock(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityUid targetUid,
|
|
[NotNullWhen(true)] out DockingConfig? config,
|
|
string? priorityTag = null)
|
|
{
|
|
config = null;
|
|
|
|
if (!_xformQuery.TryGetComponent(shuttleUid, out var shuttleXform) ||
|
|
!_xformQuery.TryGetComponent(targetUid, out var targetXform) ||
|
|
targetXform.MapUid == null ||
|
|
!targetXform.MapUid.Value.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
config = _dockSystem.GetDockingConfig(shuttleUid, targetUid, priorityTag);
|
|
|
|
if (config != null)
|
|
{
|
|
FTLDock((shuttleUid, shuttleXform), config);
|
|
return true;
|
|
}
|
|
|
|
TryFTLProximity(shuttleUid, targetUid, shuttleXform, targetXform);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces an FTL dock.
|
|
/// </summary>
|
|
public void FTLDock(Entity<TransformComponent> shuttle, DockingConfig config)
|
|
{
|
|
// Set position
|
|
var mapCoordinates = _transform.ToMapCoordinates(config.Coordinates);
|
|
var mapUid = _mapSystem.GetMap(mapCoordinates.MapId);
|
|
_transform.SetCoordinates(shuttle.Owner, shuttle.Comp, new EntityCoordinates(mapUid, mapCoordinates.Position), rotation: config.Angle);
|
|
|
|
// Connect everything
|
|
foreach (var (dockAUid, dockBUid, dockA, dockB) in config.Docks)
|
|
{
|
|
_dockSystem.Dock((dockAUid, dockA), (dockBUid, dockB));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the target position to FTL near the target coordinates.
|
|
/// If the target coordinates have a mapgrid then will try to offset the AABB.
|
|
/// </summary>
|
|
/// <param name="minOffset">Min offset for the final FTL.</param>
|
|
/// <param name="maxOffset">Max offset for the final FTL from the box we spawn.</param>
|
|
private bool TryGetFTLProximity(
|
|
EntityUid shuttleUid,
|
|
EntityCoordinates targetCoordinates,
|
|
out EntityCoordinates coordinates, out Angle angle,
|
|
float minOffset = 0f, float maxOffset = 64f,
|
|
TransformComponent? xform = null, TransformComponent? targetXform = null)
|
|
{
|
|
DebugTools.Assert(minOffset < maxOffset);
|
|
coordinates = EntityCoordinates.Invalid;
|
|
angle = Angle.Zero;
|
|
|
|
if (!Resolve(targetCoordinates.EntityId, ref targetXform) ||
|
|
targetXform.MapUid == null ||
|
|
!targetXform.MapUid.Value.IsValid() ||
|
|
!Resolve(shuttleUid, ref xform))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// We essentially expand the Box2 of the target area until nothing else is added then we know it's valid.
|
|
// Can't just get an AABB of every grid as we may spawn very far away.
|
|
var nearbyGrids = new HashSet<EntityUid>();
|
|
var shuttleAABB = Comp<MapGridComponent>(shuttleUid).LocalAABB;
|
|
|
|
// Start with small point.
|
|
// If our target pos is offset we mot even intersect our target's AABB so we don't include it.
|
|
var targetLocalAABB = Box2.CenteredAround(targetCoordinates.Position, Vector2.One);
|
|
|
|
// How much we expand the target AABB be.
|
|
// We half it because we only need the width / height in each direction if it's placed at a particular spot.
|
|
var expansionAmount = MathF.Max(shuttleAABB.Width / 2f, shuttleAABB.Height / 2f);
|
|
|
|
// Expand the starter AABB so we have something to query to start with.
|
|
var targetAABB = _transform.GetWorldMatrix(targetXform)
|
|
.TransformBox(targetLocalAABB)
|
|
.Enlarged(expansionAmount);
|
|
|
|
var iteration = 0;
|
|
var lastCount = nearbyGrids.Count;
|
|
var mapId = targetXform.MapID;
|
|
var grids = new List<Entity<MapGridComponent>>();
|
|
|
|
while (iteration < FTLProximityIterations)
|
|
{
|
|
grids.Clear();
|
|
// We pass in an expanded offset here so we can safely do a random offset later.
|
|
// We don't include this in the actual targetAABB because then we would be double-expanding it.
|
|
// Once in this loop, then again when placing the shuttle later.
|
|
// Note that targetAABB already has expansionAmount factored in already.
|
|
_mapManager.FindGridsIntersecting(mapId, targetAABB.Enlarged(maxOffset), ref grids);
|
|
|
|
foreach (var grid in grids)
|
|
{
|
|
if (!nearbyGrids.Add(grid))
|
|
continue;
|
|
|
|
// Include the other grid's AABB (expanded by ours) as well.
|
|
targetAABB = targetAABB.Union(
|
|
_transform.GetWorldMatrix(grid)
|
|
.TransformBox(Comp<MapGridComponent>(grid).LocalAABB.Enlarged(expansionAmount)));
|
|
}
|
|
|
|
// Can do proximity
|
|
if (nearbyGrids.Count == lastCount)
|
|
{
|
|
break;
|
|
}
|
|
|
|
iteration++;
|
|
lastCount = nearbyGrids.Count;
|
|
|
|
// Mishap moment, dense asteroid field or whatever
|
|
if (iteration != FTLProximityIterations)
|
|
continue;
|
|
|
|
var query = AllEntityQuery<MapGridComponent>();
|
|
while (query.MoveNext(out var uid, out var grid))
|
|
{
|
|
// Don't add anymore as it is irrelevant, but that doesn't mean we need to re-do existing work.
|
|
if (nearbyGrids.Contains(uid))
|
|
continue;
|
|
|
|
targetAABB = targetAABB.Union(
|
|
_transform.GetWorldMatrix(uid)
|
|
.TransformBox(Comp<MapGridComponent>(uid).LocalAABB.Enlarged(expansionAmount)));
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
// Now we have a targetAABB. This has already been expanded to account for our fat ass.
|
|
Vector2 spawnPos;
|
|
|
|
if (TryComp<PhysicsComponent>(shuttleUid, out var shuttleBody))
|
|
{
|
|
_physics.SetLinearVelocity(shuttleUid, Vector2.Zero, body: shuttleBody);
|
|
_physics.SetAngularVelocity(shuttleUid, 0f, body: shuttleBody);
|
|
}
|
|
|
|
// TODO: This should prefer the position's angle instead.
|
|
// TODO: This is pretty crude for multiple landings.
|
|
if (nearbyGrids.Count > 1 || !HasComp<MapComponent>(targetXform.GridUid))
|
|
{
|
|
// Pick a random angle
|
|
var offsetAngle = _random.NextAngle();
|
|
|
|
// Our valid spawn positions are <targetAABB width / height + offset> away.
|
|
var minRadius = MathF.Max(targetAABB.Width / 2f, targetAABB.Height / 2f);
|
|
spawnPos = targetAABB.Center + offsetAngle.RotateVec(new Vector2(_random.NextFloat(minRadius + minOffset, minRadius + maxOffset), 0f));
|
|
}
|
|
else if (shuttleBody != null)
|
|
{
|
|
(spawnPos, angle) = _transform.GetWorldPositionRotation(targetXform);
|
|
}
|
|
else
|
|
{
|
|
spawnPos = _transform.GetWorldPosition(targetXform);
|
|
}
|
|
|
|
var offset = Vector2.Zero;
|
|
|
|
// Offset it because transform does not correspond to AABB position.
|
|
if (TryComp(shuttleUid, out MapGridComponent? shuttleGrid))
|
|
{
|
|
offset = -shuttleGrid.LocalAABB.Center;
|
|
}
|
|
|
|
if (!HasComp<MapComponent>(targetXform.GridUid))
|
|
{
|
|
angle = _random.NextAngle();
|
|
}
|
|
else
|
|
{
|
|
angle = Angle.Zero;
|
|
}
|
|
|
|
// Rotate our localcenter around so we spawn exactly where we "think" we should (center of grid on the dot).
|
|
var transform = new Transform(spawnPos, angle);
|
|
spawnPos = Robust.Shared.Physics.Transform.Mul(transform, offset);
|
|
|
|
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos - offset);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to arrive nearby without overlapping with other grids.
|
|
/// </summary>
|
|
public bool TryFTLProximity(EntityUid shuttleUid, EntityUid targetUid, TransformComponent? xform = null, TransformComponent? targetXform = null)
|
|
{
|
|
if (!Resolve(targetUid, ref targetXform) ||
|
|
targetXform.MapUid == null ||
|
|
!targetXform.MapUid.Value.IsValid() ||
|
|
!Resolve(shuttleUid, ref xform))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!TryGetFTLProximity(shuttleUid, new EntityCoordinates(targetUid, Vector2.Zero), out var coords, out var angle, xform: xform, targetXform: targetXform))
|
|
return false;
|
|
|
|
_transform.SetCoordinates(shuttleUid, xform, coords, rotation: angle);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to FTL to the target coordinates; will move nearby if not possible.
|
|
/// </summary>
|
|
public bool TryFTLProximity(Entity<TransformComponent?> shuttle, EntityCoordinates targetCoordinates)
|
|
{
|
|
if (!Resolve(shuttle.Owner, ref shuttle.Comp) ||
|
|
_transform.GetMap(targetCoordinates)?.IsValid() != true)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!TryGetFTLProximity(shuttle, targetCoordinates, out var coords, out var angle))
|
|
return false;
|
|
|
|
_transform.SetCoordinates(shuttle, shuttle.Comp, coords, rotation: angle);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flattens / deletes everything under the grid upon FTL.
|
|
/// </summary>
|
|
private void Smimsh(EntityUid uid, FixturesComponent? manager = null, MapGridComponent? grid = null, TransformComponent? xform = null, float smimshDistance = 0.2f)
|
|
{
|
|
if (!Resolve(uid, ref manager, ref grid, ref xform) || xform.MapUid == null)
|
|
return;
|
|
|
|
if (!TryComp(xform.MapUid, out BroadphaseComponent? lookup))
|
|
return;
|
|
|
|
// Flatten anything not parented to a grid.
|
|
var transform = _physics.GetRelativePhysicsTransform((uid, xform), xform.MapUid.Value);
|
|
var aabbs = new List<Box2>(manager.Fixtures.Count);
|
|
var tileSet = new List<(Vector2i, Tile)>();
|
|
|
|
foreach (var fixture in manager.Fixtures.Values)
|
|
{
|
|
if (!fixture.Hard)
|
|
continue;
|
|
|
|
var aabb = fixture.Shape.ComputeAABB(transform, 0);
|
|
|
|
// Shift it slightly
|
|
// Create a small border around it.
|
|
aabb = aabb.Enlarged(smimshDistance);
|
|
aabbs.Add(aabb);
|
|
|
|
// Handle clearing biome stuff as relevant.
|
|
tileSet.Clear();
|
|
_biomes.ReserveTiles(xform.MapUid.Value, aabb, tileSet);
|
|
_lookupEnts.Clear();
|
|
_immuneEnts.Clear();
|
|
// TODO: Ideally we'd query first BEFORE moving grid but needs adjustments above.
|
|
_lookup.GetLocalEntitiesIntersecting(xform.MapUid.Value, fixture.Shape, transform, _lookupEnts, flags: LookupFlags.Uncontained, lookup: lookup);
|
|
|
|
foreach (var ent in _lookupEnts)
|
|
{
|
|
if (ent == uid || _immuneEnts.Contains(ent))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If it's on our grid ignore it.
|
|
if (!_xformQuery.TryComp(ent, out var childXform) || childXform.GridUid == uid)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If it has the FTLSmashImmuneComponent ignore it.
|
|
if (_immuneQuery.HasComponent(ent))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (_bodyQuery.TryGetComponent(ent, out var mob))
|
|
{
|
|
_logger.Add(LogType.Gib, LogImpact.Extreme, $"{ToPrettyString(ent):player} got gibbed by the shuttle" +
|
|
$" {ToPrettyString(uid)} arriving from FTL at {xform.Coordinates:coordinates}");
|
|
var gibs = _bobby.GibBody(ent, body: mob);
|
|
_immuneEnts.UnionWith(gibs);
|
|
continue;
|
|
}
|
|
|
|
QueueDel(ent);
|
|
}
|
|
}
|
|
|
|
var ev = new ShuttleFlattenEvent(xform.MapUid.Value, aabbs);
|
|
RaiseLocalEvent(ref ev);
|
|
}
|
|
}
|