Files
wwdpublic/Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
Spatison 8a95ee85bf Upstream 28.02-03.03 (#268)
* More Tajaran Markings (#1834)

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# Description

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Description.
Adds separate eye colors to Tajaran and makes most of the markings from
"Fashion Update: Earrings & Makeup" available to Tajarans
---

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---

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<details><summary><h1>Media</h1></summary>
<p>

![image1](https://github.com/user-attachments/assets/4ceace8e-c1bd-4ee8-833a-19cf2cf9626d)

![image2](https://github.com/user-attachments/assets/7b2d6d25-4335-4f5e-96eb-8f0ae187e459)

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</details>

---

# Changelog

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🆑 Tonk
- add: Tajarans now have separate eye, wrist, tattoo, and makeup
markings

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de)

* Automatic Changelog Update (#1834)

(cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839)

* Cybernetics Trait Changes (#1828)

# Description

Changes/buffs to Cybernetic Traits.
Some lesser used traits get some love, while some other stuff gets some
logical re-balancing.

Feel free to point out if some shitcode is broken or need explaining.

---

# TODO

- [ ] I got ideas cooking that I don't know how to code

---

# Changelog

🆑

tweak: Striking Calluses no longer require you to be one of 3 jobs and
Human. Also increased the +1 damage to +2.
tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and
costs less.
tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss
from 0.7 to 0.25 and healing cap increased from 200 to 400.
tweak: Decreased the cost of Thermal Vision to be in line with Night
Vision.
    tweak: IPC Platelet Factories healing cap increased from 200 to 250
    tweak: Cyber-Eyes Omnihud now pickable by Command too.
fix: Fixed name and description of Cyber-Eyes Modules for Night Vision
and Thermal Vision.
    remove: Mind over Machine from Cyber-Eyes Modules.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- "Striking Calluses" now delivers increased unarmed strike damage,
enhancing combat performance.

- **Documentation**
- Trait names and descriptions have been updated for greater clarity and
consistency, including changes to "Cyber-Eyes" terminology.

- **Chores**
- Redundant trait options were removed from the selection pool to
streamline gameplay.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d)

* Automatic Changelog Update (#1828)

(cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7)

* Shadowkin Age Fixes & Plus Plushies (#1684)

# Description

Shadowkin middle-aged increased to 80, old age lowered to 175, max age
lowered to 250. Shadowkin can now collect their goofy little plushie
from a variety of sources

---

# TODO

- [x] Adjust Shadowkin age brackets
- [x] Add Shadowkin plushie to crates and stuff

---

# Changelog

🆑 ShirouAjisai
- add: Added Shadowkin plushie to crates and stuff
- tweak: Tweaked Shadowkin age brackets

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a new "shadowkin plushie" loadout item, enhancing
customization options.
- Expanded the collectible pool by adding a new plushie available in
multiple game areas, including reward systems and random spawners.
- Enhanced the variety of items available for the `PresentRandom` entity
with the addition of the "shadowkin plushie."

- **Adjustments**
- Refined life-stage parameters for the Shadowkin species, adjusting age
thresholds to better define maturity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: SixplyDev <einlichen@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0)

* Automatic Changelog Update (#1684)

(cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14)

* Trait Add Tag (#1846)

# Description

Added TraitAddTag Function, which for example can be used to add
Spidercraft to the Spinerette trait.

# Changelog

🆑
- add: TraitAddTag Function

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Entities now receive automatic tag assignments at spawn, enhancing the
system's trait interaction and overall categorization capabilities.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2)

* Automatic Changelog Update (#1846)

(cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272)

* Arachne SpiderCrafting (#1847)

# Description

Added SpiderCraft Tag to Arachne

# Changelog

🆑
- add: Added SpiderCraft to Arachne

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->

## Summary by CodeRabbit

- **New Features**
- Introduced a new "SpiderCraft" classification for the Urist McArachne
entity, expanding its behavior and interactions related to
spider-specific mechanisms.

<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641)

* Automatic Changelog Update (#1847)

(cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00)

* Add Centcom Disabler (#1845)

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# Description

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it self recharges a bit. It's also green. It's also a steal target,
because it's green.

I noticed the Nanotrasen Representative has a disabler in his locker by
default, but does not get to pick one in a loadout. I figured I'd remedy
this, by giving him a shiny green Disabler that slightly recharges on
its own.

It deals the same stamina damage as the normal Disabler. The only
differences are:
- Green
- Steal Target
- Slightly higher rate of fire
- Slightly recharges itself (half as slow as the antique pistol)
- Admits Centcom doesn't trust you with lethals in its description

---

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![image](https://github.com/user-attachments/assets/e1e36ae6-8888-4d60-b946-50c90af16f9f)

![image](https://github.com/user-attachments/assets/887aa64f-53cd-4e91-bea5-23f83243bfbc)

https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588

![image](https://github.com/user-attachments/assets/15dcb85c-7675-4477-bda3-c790e26aebd6)

</p>
</details>

---

# Changelog

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🆑
- add: Added CentCom disabler as loadout option for the Nanotrasen
Representative.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Expanded loadout options for the Nanotrasen Representative role with a
dedicated weapon configuration.
- Introduced the "CentCom disabler," a new self-defense weapon option
with advanced features.
- Updated localization entries to reflect the new representative weapon
grouping.
- Added a new steal target group for the Nanotrasen representative's
weapon.
- Enhanced visual assets with updated animations and states for the new
weapon.
- Introduced new objectives related to the Nanotrasen Representative
role, enhancing gameplay experiences.
	- Added the "Nanotrasen Representative" job title to localization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca)

* Automatic Changelog Update (#1845)

(cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136)

* Plant Analyzer Port (#1849)

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# Description

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Ported directly from
https://github.com/Goob-Station/Goob-Station/pull/1685
I tweaked the sprite, and changed its usage of a Papersystem. I can't
speak for the code quality, since I didn't write it, but I'm willing to
fix things so long as I have the capability to do so.

---

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<p>

![image](https://github.com/user-attachments/assets/18e93d53-9537-49fd-9dfb-b4983d2630f0)

![image](https://github.com/user-attachments/assets/91ceaaca-7441-4afc-be2e-489b00c320d4)

![image](https://github.com/user-attachments/assets/e03cc8b6-6b07-449b-918f-2eb7783dcfac)

https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30d

https://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45

</p>
</details>

---

# Changelog

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🆑
- add: Port Plant Analyzer from botanySupremacist, who took it from
ian321

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a comprehensive plant analyzer interface that displays
detailed plant health, tray data, and environmental conditions.
- Added an in-game report printing feature for easy access to analysis
results.

- **Enhancements**
  - Refined yield calculations and plant metabolism behaviors.
- Integrated the analyzer item into crafting recipes, vending machines,
and locker inventories.
- Expanded localization for clearer, user-friendly plant analysis
information.
  - Added new localization strings for printer status feedback.
- Introduced new classes and messages for improved data handling and
user interaction within the plant analyzer system.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce)

* Automatic Changelog Update (#1849)

(cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8)

* Mind Role Entities (#31318)

* Mind Role Entities wip

* headrev count fix

* silicon stuff, cleanup

* exclusive antag config, cleanup

* jobroleadd overwerite

* logging stuff

* MindHasRole cleanup, admin log stuff

* last second cleanup

* ocd

* minor cleanup

* remove createdTime datafield

* now actually using the event replacement I made for role time tracking

* weh

(cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab)

* Fix error

(cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5)

* Update SharedContentIoC.cs

(cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2)

* dragon antag refactor (#28217)

* remove dragon system usage of GenericAntag

* add AntagRandomSpawn for making antags spawn at a random tile

* add AntagSpawner to make an antag spawner just spawn an entity

* add antag prototype for dragon since it never had one

* make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag

* make dragon rule use AntagSelection and stuff

* remove dragon GenericAntag rule

* add back to spawn menu

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145)

* Cultist Mind Roles

(cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3)

* Update midround.yml

(cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055)

* Update ghost_roles.yml

(cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47)

* Solarian Alliance Content (#1851)

# Description

This PR acts as a proper introduction to players for the Sol Aliance
faction, a major antagonist group from my old home server's lore. To do
so, I've ported a large number of assets from Aurora.3 to this repo, as
well as created a new Midround Antagonist called "Deserters", which
shows off this group to players.

<details><summary><h1>Media</h1></summary>
<p>

![image](https://github.com/user-attachments/assets/c57f48d7-ecf9-4099-998f-4ea3e3e95008)

![image](https://github.com/user-attachments/assets/b0fcd092-4072-4c2f-a61d-9118bc1ab140)

![image](https://github.com/user-attachments/assets/9fc2049f-1197-4eb8-93ea-7c2be2531085)

</p>
</details>

# Changelog

🆑
- add: A new Midround Antagonist has been added to the game. The
"Solarian Deserters" are a group of highly trained soldiers who haven't
been paid for far too long, whom have come to the station to loot it for
everything valuable.
- add: Lore guidebook entry for the Solarian Alliance, a majorly
antagonistic faction.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced the "Solarian Navy Deserter" role with detailed
localization, objectives, and traits.
- Launched a dynamic shuttle event featuring interactive elements like
secure doors, turret defenses, and specialized equipment.
- Expanded gameplay with new storage options, tactical helmets,
uniforms, identification cards, and door access tailored for the Sol
Alliance.
- Added a new NPC faction and game events enhancing combat and role-play
dynamics.
- Introduced various clothing items and uniforms associated with the Sol
Alliance, including tactical gear and dress uniforms.
- Added new metadata and structured entries for various clothing and
equipment assets.

- **Documentation**
- Enriched lore and guidebook entries with expanded nation details,
emphasizing the Solarian Alliance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a)

* Automatic Changelog Update (#1851)

(cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909)

* Supermatter Atmos Mapping Assets (#1859)

# Description

This adds "High Flow" variants of all existing atmos devices, which are
useful for supermatter engines. I also added the ability for
FixAtmosMarkers to optionally accept a gas mixture directly, as opposed
to the stupid hardcoded gas mixes that they were limited to using
previously.

# Changelog

🆑
- add: Added high pressure variants of atmos devices intended for
supermatter engines.
- add: Added engineering locked high security doors, also for use in
supermatter engines.
- add: Fix Atmos markers can now accept a gas mixture directly for
modifying their tile.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Enhanced atmospheric commands now dynamically use specific gas
mixtures for more flexible performance.
- Introduced a new supermatter coolant entity, offering an alternative
liquid nitrogen-like option.
- Added several high-pressure and high-flow gas components, including
pumps, filters, mixers, vents, and injectors.
- Updated map elements by refining door access prototypes and labels for
improved in-game clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94)

* Automatic Changelog Update (#1859)

(cherry picked from commit 468a263863f17772e6233032e5099d6c83764616)

* Rerotate Arena (#1853)

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# Description

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Rerotates Arena. Adds an AI satellite, and maps a few station maps,
cameras, and psionic registry computers.
Adds myself as the maintainer for it. Do note that I am still learning
how to map. Please state any changes that is wished to be seen before it
is ready to merge.
It is 3AM, I need sleep.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
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- [x] Space cleanup
- [x] Psionic Registry Computers
- [x] AI Satellite & Related Stuff

---

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<details><summary><h1>Media</h1></summary>
<p>

![Arena](https://github.com/user-attachments/assets/883ce04f-70c4-4628-8b2c-2ad75439421a)

</p>
</details>

---

# Changelog

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🆑
- add: Arena is back

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->

## Summary by CodeRabbit

- **New Features**
- The Arena map is now reactivated with updated configurations and
active maintenance.
- Enhanced gameplay details and role assignments have been enabled for a
more engaging experience.
- The configuration for the Arena map has been fully activated,
including various roles and attributes.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

(cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67)

* Automatic Changelog Update (#1853)

(cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2)

* Port Grab Intent From Goob (#1856)

# Description
After months, Grab intent is finally ported to EE, as a result of a 4
hour Adderall induced code binge.

##  This PR is more shit than code.
Required for CQC, an attempt to port that will come later.
@Erisfiregamer1 requires this for
[Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855).

Thanks to Gus for the Goobstation pr, and to Spatison for the original
port on WWDP
Tests on my local repo worked.
# TODO
* [ ]  Await review
* [ ]  pain

# Media

![dqt2naw4ox651](https://github.com/user-attachments/assets/9a97cea7-d2c8-47df-85e1-de243409bbe6)
# Changelog
🆑 Eagle

* add: Ported Grab Intent from Goobstation

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Enhanced pulling and grabbing interactions now feature multiple stages
that impact how actions and collisions feel.
- Virtual item handling during throws and drops has been refined for
more dynamic in-game outcomes.
- Alert visuals have been updated to provide nuanced feedback depending
on the intensity of pulls and grabs.
- Player movement and breathing mechanics have been fine-tuned for more
realistic behavior.
- New localization strings deliver clearer, context-sensitive
notifications for grab-related actions.
- Introduced a new component and system for managing entities thrown
while grabbed, including damage handling and visual effects.
- New event classes enhance interaction handling for virtual items
during grabbing actions.

- **Bug Fixes**
- Improved logic for stopping pull actions to ignore grab states when
necessary.

- **Chores**
- Added metadata for new textures related to alerts in the user
interface.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49)

* Automatic Changelog Update (#1856)

(cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b)

* Port Role Types (#1860)

Ports https://github.com/space-wizards/space-station-14/pull/33420

This is the last requirement before we can start mass-porting new
antags.

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Enhanced role displays in player and character interfaces with a new
"Role Type" column.
  - Updated admin overlay options, including a classic antagonist label.
- Expanded ghost role behaviors for various entities, offering more
dynamic gameplay.
- New localization entries for role types and UI settings for sounds and
layout customization.
- Added new mind roles and role types, improving role management and
gameplay interactions.
- Introduced new events for player spawning processes to enhance
gameplay scenarios.

- **Refactor**
- Streamlined role management and update processes for improved
reliability and performance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
(cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e)

* Rock And Stone

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# Description

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Ports Lavaland and required systems from Goobstation.

---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
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- [X] Port over _Lavaland
- [x] Port over required codepatches
- [-] Test locally (Should be fine)
- [X] Pass tests

---

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-->

<details><summary><h1>Media</h1></summary>
<p>

![No](https://github.com/user-attachments/assets/cfede61a-80c9-4ecd-9473-5170d080ac34)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `🆑 Death`)
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This includes all available types for the changelog
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🆑
- add: Lavaland has been ported!

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a dynamic mining voucher interface allowing players to
redeem various mining kits.
- Enhanced shuttle docking systems with an updated console interface for
smoother FTL transitions.
- Added immersive boss music management for enhanced in-game boss
encounters.
- Expanded Lavaland gameplay with new procedural map generation, weather
events, and storm scheduling.
- Integrated new interactive commands and UI improvements for advanced
weapon upgrades, Hierophant boss actions, and research features.
- Added new components and systems for managing various gameplay
elements, including damage squares, tendrils, and block charges.
- Implemented new localization entries for improved player experience
across various game features.
- Introduced new components for managing mining vendors and vouchers,
enhancing the interaction with mining kits.
- Added a new system for managing the deployment of shelter capsules in
the Lavaland environment.

- **Tests**
- Added integration tests to validate Lavaland planet generation and map
initialization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a)

* Automatic Changelog Update (#1844)

(cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf)

* fixs

* fix

* fuck

---------

Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Raikyr0 <kurohana@hotmail.com.au>
Co-authored-by: SixplyDev <einlichen@gmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com>
Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
2025-03-03 18:02:48 +02:00

1042 lines
38 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Station.Events;
using Content.Shared._Lavaland.Shuttles;
using Content.Shared.Body.Components;
using Content.Shared.Buckle.Components;
using Content.Shared.CCVar;
using Content.Shared.Clothing;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Maps;
using Content.Shared.Parallax;
using Content.Shared.SegmentedEntity;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Content.Shared.Standing;
using Content.Shared.StatusEffect;
using Content.Shared.Timing;
using Content.Shared.Whitelist;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Components;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Utility;
using FTLMapComponent = Content.Shared.Shuttles.Components.FTLMapComponent;
namespace Content.Server.Shuttles.Systems;
public sealed partial class ShuttleSystem
{
/*
* This is a way to move a shuttle from one location to another, via an intermediate map for fanciness.
*/
private readonly SoundSpecifier _startupSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_begin.ogg")
{
Params = AudioParams.Default.WithVolume(-5f),
};
private readonly SoundSpecifier _arrivalSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_end.ogg")
{
Params = AudioParams.Default.WithVolume(-5f),
};
public float DefaultStartupTime;
public float DefaultTravelTime;
public float DefaultArrivalTime;
private float FTLCooldown;
public float FTLMassLimit;
private TimeSpan _hyperspaceKnockdownTime = TimeSpan.FromSeconds(5);
/// <summary>
/// Left-side of the station we're allowed to use
/// </summary>
private float _index;
/// <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);
}
}