mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
371 lines
15 KiB
C#
371 lines
15 KiB
C#
using Content.Server._DV.Station.Components; // DeltaV - Exfiltration shuttle
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using Content.Server.Administration.Logs;
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using Content.Server.AlertLevel;
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using Content.Server.Chat.Systems;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Popups;
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using Content.Server.RoundEnd;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Systems;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Content.Shared.Communications;
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using Content.Shared.Database;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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namespace Content.Server.Communications
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{
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public sealed partial class CommunicationsConsoleSystem : EntitySystem // DeltaV - Partial Class
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{
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly AlertLevelSystem _alertLevelSystem = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly EmergencyShuttleSystem _emergency = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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private const float UIUpdateInterval = 5.0f;
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public override void Initialize()
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{
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// All events that refresh the BUI
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SubscribeLocalEvent<AlertLevelChangedEvent>(OnAlertLevelChanged);
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SubscribeLocalEvent<RoundEndSystemChangedEvent>(_ => OnGenericBroadcastEvent());
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SubscribeLocalEvent<AlertLevelDelayFinishedEvent>(_ => OnGenericBroadcastEvent());
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// Messages from the BUI
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SubscribeLocalEvent<CommunicationsConsoleComponent, CommunicationsConsoleSelectAlertLevelMessage>(OnSelectAlertLevelMessage);
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SubscribeLocalEvent<CommunicationsConsoleComponent, CommunicationsConsoleAnnounceMessage>(OnAnnounceMessage);
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SubscribeLocalEvent<CommunicationsConsoleComponent, CommunicationsConsoleBroadcastMessage>(OnBroadcastMessage);
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SubscribeLocalEvent<CommunicationsConsoleComponent, CommunicationsConsoleCallEmergencyShuttleMessage>(OnCallShuttleMessage);
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SubscribeLocalEvent<CommunicationsConsoleComponent, CommunicationsConsoleRecallEmergencyShuttleMessage>(OnRecallShuttleMessage);
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InitializeExfiltration(); // DeltaV - Exfiltration shuttle
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// On console init, set cooldown
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SubscribeLocalEvent<CommunicationsConsoleComponent, MapInitEvent>(OnCommunicationsConsoleMapInit);
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<CommunicationsConsoleComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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// TODO refresh the UI in a less horrible way
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if (comp.AnnouncementCooldownRemaining >= 0f)
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{
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comp.AnnouncementCooldownRemaining -= frameTime;
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}
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comp.UIUpdateAccumulator += frameTime;
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if (comp.UIUpdateAccumulator < UIUpdateInterval)
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continue;
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comp.UIUpdateAccumulator -= UIUpdateInterval;
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if (_uiSystem.IsUiOpen(uid, CommunicationsConsoleUiKey.Key))
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UpdateCommsConsoleInterface(uid, comp);
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}
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base.Update(frameTime);
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}
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public void OnCommunicationsConsoleMapInit(EntityUid uid, CommunicationsConsoleComponent comp, MapInitEvent args)
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{
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comp.AnnouncementCooldownRemaining = comp.InitialDelay;
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UpdateCommsConsoleInterface(uid, comp);
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}
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/// <summary>
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/// Update the UI of every comms console.
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/// </summary>
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private void OnGenericBroadcastEvent()
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{
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var query = EntityQueryEnumerator<CommunicationsConsoleComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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UpdateCommsConsoleInterface(uid, comp);
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}
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}
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/// <summary>
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/// Updates all comms consoles belonging to the station that the alert level was set on
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/// </summary>
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/// <param name="args">Alert level changed event arguments</param>
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private void OnAlertLevelChanged(AlertLevelChangedEvent args)
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{
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var query = EntityQueryEnumerator<CommunicationsConsoleComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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var entStation = _stationSystem.GetOwningStation(uid);
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if (args.Station == entStation)
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UpdateCommsConsoleInterface(uid, comp);
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}
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}
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/// <summary>
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/// Updates the UI for all comms consoles.
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/// </summary>
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public void UpdateCommsConsoleInterface()
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{
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var query = EntityQueryEnumerator<CommunicationsConsoleComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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UpdateCommsConsoleInterface(uid, comp);
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}
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}
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/// <summary>
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/// Updates the UI for a particular comms console.
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/// </summary>
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public void UpdateCommsConsoleInterface(EntityUid uid, CommunicationsConsoleComponent comp)
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{
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var stationUid = _stationSystem.GetOwningStation(uid);
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List<string>? levels = null;
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string currentLevel = default!;
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float currentDelay = 0;
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TimeSpan? exfiltrationTime = null; // DeltaV - exfiltration shuttle
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if (stationUid != null)
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{
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if (TryComp(stationUid.Value, out AlertLevelComponent? alertComp) &&
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alertComp.AlertLevels != null)
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{
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if (alertComp.IsSelectable)
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{
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levels = new();
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foreach (var (id, detail) in alertComp.AlertLevels.Levels)
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{
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if (detail.Selectable)
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{
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levels.Add(id);
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}
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}
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}
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currentLevel = alertComp.CurrentLevel;
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currentDelay = _alertLevelSystem.GetAlertLevelDelay(stationUid.Value, alertComp);
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}
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// Begin DeltaV - exfiltration shuttle
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if (TryComp<StationExfiltrationComponent>(stationUid, out var exfiltration))
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{
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exfiltrationTime = exfiltration.ArrivalTime;
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}
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// End DeltaV - exfiltration shuttle
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}
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_uiSystem.SetUiState(uid, CommunicationsConsoleUiKey.Key, new CommunicationsConsoleInterfaceState(
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CanAnnounce(comp),
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CanCallOrRecall(comp),
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levels,
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currentLevel,
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currentDelay,
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_roundEndSystem.ExpectedCountdownEnd,
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exfiltrationTime // DeltaV - exfiltration shuttle
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));
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}
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private static bool CanAnnounce(CommunicationsConsoleComponent comp)
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{
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return comp.AnnouncementCooldownRemaining <= 0f;
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}
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private bool CanUse(EntityUid user, EntityUid console)
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{
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if (TryComp<AccessReaderComponent>(console, out var accessReaderComponent))
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{
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return _accessReaderSystem.IsAllowed(user, console, accessReaderComponent);
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}
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return true;
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}
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private bool CanCallOrRecall(CommunicationsConsoleComponent comp)
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{
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// Defer to what the round end system thinks we should be able to do.
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if (_emergency.EmergencyShuttleArrived || !_roundEndSystem.CanCallOrRecall())
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return false;
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// Ensure that we can communicate with the shuttle (either call or recall)
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if (!comp.CanShuttle)
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return false;
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// Calling shuttle checks
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if (_roundEndSystem.ExpectedCountdownEnd is null)
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return true;
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// Recalling shuttle checks
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var recallThreshold = _cfg.GetCVar(CCVars.EmergencyRecallTurningPoint);
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// shouldn't really be happening if we got here
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if (_roundEndSystem.ShuttleTimeLeft is not { } left
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|| _roundEndSystem.ExpectedShuttleLength is not { } expected)
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return false;
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return !(left.TotalSeconds / expected.TotalSeconds < recallThreshold);
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}
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private void OnSelectAlertLevelMessage(EntityUid uid, CommunicationsConsoleComponent comp, CommunicationsConsoleSelectAlertLevelMessage message)
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{
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if (message.Actor is not { Valid: true } mob)
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return;
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if (!CanUse(mob, uid))
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{
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_popupSystem.PopupCursor(Loc.GetString("comms-console-permission-denied"), message.Actor, PopupType.Medium);
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return;
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}
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var stationUid = _stationSystem.GetOwningStation(uid);
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if (stationUid != null)
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{
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_alertLevelSystem.SetLevel(stationUid.Value, message.Level, true, true);
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}
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}
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private void OnAnnounceMessage(EntityUid uid, CommunicationsConsoleComponent comp,
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CommunicationsConsoleAnnounceMessage message)
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{
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var maxLength = _cfg.GetCVar(CCVars.ChatMaxAnnouncementLength);
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var msg = SharedChatSystem.SanitizeAnnouncement(message.Message, maxLength);
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var author = Loc.GetString("comms-console-announcement-unknown-sender");
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if (message.Actor is { Valid: true } mob)
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{
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if (!CanAnnounce(comp))
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{
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return;
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}
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if (!CanUse(mob, uid))
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{
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_popupSystem.PopupEntity(Loc.GetString("comms-console-permission-denied"), uid, message.Actor);
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return;
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}
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var tryGetIdentityShortInfoEvent = new TryGetIdentityShortInfoEvent(uid, mob);
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RaiseLocalEvent(tryGetIdentityShortInfoEvent);
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author = tryGetIdentityShortInfoEvent.Title;
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}
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comp.AnnouncementCooldownRemaining = comp.Delay;
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UpdateCommsConsoleInterface(uid, comp);
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var ev = new CommunicationConsoleAnnouncementEvent(uid, comp, msg, message.Actor);
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RaiseLocalEvent(ref ev);
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// allow admemes with vv
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Loc.TryGetString(comp.Title, out var title);
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title ??= comp.Title;
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if (author != "()") // DeltaV - complete goidacode to only hide it for blank IDs
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msg += "\n" + Loc.GetString("comms-console-announcement-sent-by") + " " + author;
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if (comp.Global)
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{
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_chatSystem.DispatchGlobalAnnouncement(msg, title, announcementSound: comp.Sound, colorOverride: comp.Color);
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_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(message.Actor):player} has sent the following global announcement: {msg}");
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return;
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}
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_chatSystem.DispatchStationAnnouncement(uid, msg, title, colorOverride: comp.Color);
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_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(message.Actor):player} has sent the following station announcement: {msg}");
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}
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private void OnBroadcastMessage(EntityUid uid, CommunicationsConsoleComponent component, CommunicationsConsoleBroadcastMessage message)
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{
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if (!TryComp<DeviceNetworkComponent>(uid, out var net))
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return;
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var payload = new NetworkPayload
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{
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[ScreenMasks.Text] = message.Message
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};
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_deviceNetworkSystem.QueuePacket(uid, null, payload, net.TransmitFrequency);
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_adminLogger.Add(LogType.DeviceNetwork, LogImpact.Low, $"{ToPrettyString(message.Actor):player} has sent the following broadcast: {message.Message:msg}");
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}
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private void OnCallShuttleMessage(EntityUid uid, CommunicationsConsoleComponent comp, CommunicationsConsoleCallEmergencyShuttleMessage message)
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{
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if (!CanCallOrRecall(comp))
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return;
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var mob = message.Actor;
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if (!CanUse(mob, uid))
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{
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_popupSystem.PopupEntity(Loc.GetString("comms-console-permission-denied"), uid, message.Actor);
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return;
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}
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var ev = new CommunicationConsoleCallShuttleAttemptEvent(uid, comp, mob);
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RaiseLocalEvent(ref ev);
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if (ev.Cancelled)
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{
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_popupSystem.PopupEntity(ev.Reason ?? Loc.GetString("comms-console-shuttle-unavailable"), uid, message.Actor);
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return;
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}
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_roundEndSystem.RequestRoundEnd(uid);
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_adminLogger.Add(LogType.Action, LogImpact.High, $"{ToPrettyString(mob):player} has called the shuttle.");
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}
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private void OnRecallShuttleMessage(EntityUid uid, CommunicationsConsoleComponent comp, CommunicationsConsoleRecallEmergencyShuttleMessage message)
|
|
{
|
|
if (!CanCallOrRecall(comp))
|
|
return;
|
|
|
|
if (!CanUse(message.Actor, uid))
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("comms-console-permission-denied"), uid, message.Actor);
|
|
return;
|
|
}
|
|
|
|
_roundEndSystem.CancelRoundEndCountdown(uid);
|
|
_adminLogger.Add(LogType.Action, LogImpact.High, $"{ToPrettyString(message.Actor):player} has recalled the shuttle.");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on announcement
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct CommunicationConsoleAnnouncementEvent(EntityUid Uid, CommunicationsConsoleComponent Component, string Text, EntityUid? Sender)
|
|
{
|
|
public EntityUid Uid = Uid;
|
|
public CommunicationsConsoleComponent Component = Component;
|
|
public EntityUid? Sender = Sender;
|
|
public string Text = Text;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on shuttle call attempt. Can be cancelled
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct CommunicationConsoleCallShuttleAttemptEvent(EntityUid Uid, CommunicationsConsoleComponent Component, EntityUid? Sender)
|
|
{
|
|
public bool Cancelled = false;
|
|
public EntityUid Uid = Uid;
|
|
public CommunicationsConsoleComponent Component = Component;
|
|
public EntityUid? Sender = Sender;
|
|
public string? Reason;
|
|
}
|
|
}
|