mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-03 01:27:26 +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...
656 lines
27 KiB
C#
656 lines
27 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Managers; // DeltaV
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using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind;
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using Content.Server.Roles.Jobs;
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using Content.Server.Warps;
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using Content.Shared.Actions;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Eye;
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using Content.Shared.FixedPoint;
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using Content.Shared.Follower;
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using Content.Shared.Ghost;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.Popups;
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using Content.Server.Preferences.Managers; // DeltaV
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using Content.Shared.Storage.Components;
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using Content.Shared.Tag;
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using Content.Shared.Warps;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Ghost
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{
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public sealed class GhostSystem : SharedGhostSystem
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{
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly SharedEyeSystem _eye = default!;
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[Dependency] private readonly FollowerSystem _followerSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly JobSystem _jobs = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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[Dependency] private readonly IServerPreferencesManager _preferencesManager = default!; // DeltaV
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[Dependency] private readonly IAdminManager _admin = default!; // DeltaV
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private EntityQuery<GhostComponent> _ghostQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private static readonly ProtoId<TagPrototype> AllowGhostShownByEventTag = "AllowGhostShownByEvent";
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private static readonly ProtoId<DamageTypePrototype> AsphyxiationDamageType = "Asphyxiation";
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public override void Initialize()
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{
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base.Initialize();
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_ghostQuery = GetEntityQuery<GhostComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<GhostComponent, ComponentStartup>(OnGhostStartup);
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SubscribeLocalEvent<GhostComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<GhostComponent, ComponentShutdown>(OnGhostShutdown);
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SubscribeLocalEvent<GhostComponent, ExaminedEvent>(OnGhostExamine);
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SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
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SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
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SubscribeLocalEvent<GhostComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<GhostOnMoveComponent, MoveInputEvent>(OnRelayMoveInput);
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SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
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SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
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SubscribeNetworkEvent<GhostWarpToTargetRequestEvent>(OnGhostWarpToTargetRequest);
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SubscribeNetworkEvent<GhostnadoRequestEvent>(OnGhostnadoRequest);
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SubscribeLocalEvent<GhostComponent, BooActionEvent>(OnActionPerform);
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SubscribeLocalEvent<GhostComponent, ToggleGhostHearingActionEvent>(OnGhostHearingAction);
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SubscribeLocalEvent<GhostComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(_ => MakeVisible(true));
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SubscribeLocalEvent<ToggleGhostVisibilityToAllEvent>(OnToggleGhostVisibilityToAll);
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SubscribeLocalEvent<GhostComponent, GetVisMaskEvent>(OnGhostVis);
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}
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private void OnGhostVis(Entity<GhostComponent> ent, ref GetVisMaskEvent args)
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{
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// If component not deleting they can see ghosts.
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if (ent.Comp.LifeStage <= ComponentLifeStage.Running)
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{
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args.VisibilityMask |= (int)VisibilityFlags.Ghost;
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// Begin DeltaV additions
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args.VisibilityMask |= (int)VisibilityFlags.TelegnosticProjection;
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args.VisibilityMask |= (int)VisibilityFlags.PsionicInvisibility;
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args.VisibilityMask |= (int)VisibilityFlags.CosmicCultMonument;
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// End DeltaV additions
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}
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}
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private void OnGhostHearingAction(EntityUid uid, GhostComponent component, ToggleGhostHearingActionEvent args)
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{
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args.Handled = true;
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if (HasComp<GhostHearingComponent>(uid))
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{
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RemComp<GhostHearingComponent>(uid);
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_actions.SetToggled(component.ToggleGhostHearingActionEntity, true);
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}
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else
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{
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AddComp<GhostHearingComponent>(uid);
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_actions.SetToggled(component.ToggleGhostHearingActionEntity, false);
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}
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var str = HasComp<GhostHearingComponent>(uid)
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? Loc.GetString("ghost-gui-toggle-hearing-popup-on")
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: Loc.GetString("ghost-gui-toggle-hearing-popup-off");
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Popup.PopupEntity(str, uid, uid);
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Dirty(uid, component);
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}
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private void OnActionPerform(EntityUid uid, GhostComponent component, BooActionEvent args)
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{
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if (args.Handled)
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return;
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var entities = _lookup.GetEntitiesInRange(args.Performer, component.BooRadius).ToList();
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// Shuffle the possible targets so we don't favor any particular entities
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_random.Shuffle(entities);
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var booCounter = 0;
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foreach (var ent in entities)
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{
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var handled = DoGhostBooEvent(ent);
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if (handled)
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booCounter++;
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if (booCounter >= component.BooMaxTargets)
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break;
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}
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if (booCounter == 0)
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_popup.PopupEntity(Loc.GetString("ghost-component-boo-action-failed"), uid, uid);
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args.Handled = true;
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}
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private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, ref MoveInputEvent args)
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{
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// If they haven't actually moved then ignore it.
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if ((args.Entity.Comp.HeldMoveButtons &
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(MoveButtons.Down | MoveButtons.Left | MoveButtons.Up | MoveButtons.Right)) == 0x0)
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{
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return;
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}
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// Let's not ghost if our mind is visiting...
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if (HasComp<VisitingMindComponent>(uid))
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return;
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if (!_minds.TryGetMind(uid, out var mindId, out var mind) || mind.IsVisitingEntity)
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return;
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if (component.MustBeDead && (_mobState.IsAlive(uid) || _mobState.IsCritical(uid)))
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return;
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OnGhostAttempt(mindId, component.CanReturn, mind: mind);
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}
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private void OnGhostStartup(EntityUid uid, GhostComponent component, ComponentStartup args)
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{
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// Allow this entity to be seen by other ghosts.
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var visibility = EnsureComp<VisibilityComponent>(uid);
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if (_gameTicker.RunLevel != GameRunLevel.PostRound)
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{
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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}
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_eye.RefreshVisibilityMask(uid);
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var time = _gameTiming.CurTime;
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component.TimeOfDeath = time;
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}
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private void OnGhostShutdown(EntityUid uid, GhostComponent component, ComponentShutdown args)
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{
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// Perf: If the entity is deleting itself, no reason to change these back.
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if (Terminating(uid))
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return;
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// Entity can't be seen by ghosts anymore.
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if (TryComp(uid, out VisibilityComponent? visibility))
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{
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_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
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_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
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_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
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}
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// Entity can't see ghosts anymore.
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_eye.RefreshVisibilityMask(uid);
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_actions.RemoveAction(uid, component.BooActionEntity);
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}
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private void OnMapInit(EntityUid uid, GhostComponent component, MapInitEvent args)
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{
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_actions.AddAction(uid, ref component.BooActionEntity, component.BooAction);
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_actions.AddAction(uid, ref component.ToggleGhostHearingActionEntity, component.ToggleGhostHearingAction);
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_actions.AddAction(uid, ref component.ToggleLightingActionEntity, component.ToggleLightingAction);
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_actions.AddAction(uid, ref component.ToggleFoVActionEntity, component.ToggleFoVAction);
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_actions.AddAction(uid, ref component.ToggleGhostsActionEntity, component.ToggleGhostsAction);
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}
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private void OnGhostExamine(EntityUid uid, GhostComponent component, ExaminedEvent args)
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{
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var timeSinceDeath = _gameTiming.RealTime.Subtract(component.TimeOfDeath);
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var deathTimeInfo = timeSinceDeath.Minutes > 0
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? Loc.GetString("comp-ghost-examine-time-minutes", ("minutes", timeSinceDeath.Minutes))
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: Loc.GetString("comp-ghost-examine-time-seconds", ("seconds", timeSinceDeath.Seconds));
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args.PushMarkup(deathTimeInfo);
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}
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#region Ghost Deletion
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private void OnMindRemovedMessage(EntityUid uid, GhostComponent component, MindRemovedMessage args)
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{
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DeleteEntity(uid);
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}
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private void OnMindUnvisitedMessage(EntityUid uid, GhostComponent component, MindUnvisitedMessage args)
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{
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DeleteEntity(uid);
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}
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private void OnPlayerDetached(EntityUid uid, GhostComponent component, PlayerDetachedEvent args)
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{
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DeleteEntity(uid);
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}
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private void DeleteEntity(EntityUid uid)
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{
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if (Deleted(uid) || Terminating(uid))
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return;
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QueueDel(uid);
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}
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#endregion
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private void OnGhostReturnToBodyRequest(GhostReturnToBodyRequest msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {Valid: true} attached
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|| !_ghostQuery.TryComp(attached, out var ghost)
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|| !ghost.CanReturnToBody
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|| !TryComp(attached, out ActorComponent? actor))
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{
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Log.Warning($"User {args.SenderSession.Name} sent an invalid {nameof(GhostReturnToBodyRequest)}");
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return;
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}
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_mind.UnVisit(actor.PlayerSession);
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}
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#region Warp
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private void OnGhostWarpsRequest(GhostWarpsRequestEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {Valid: true} entity
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|| !_ghostQuery.HasComp(entity))
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{
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Log.Warning($"User {args.SenderSession.Name} sent a {nameof(GhostWarpsRequestEvent)} without being a ghost.");
|
|
return;
|
|
}
|
|
|
|
var response = new GhostWarpsResponseEvent(GetPlayerWarps(entity).Concat(GetLocationWarps()).ToList());
|
|
RaiseNetworkEvent(response, args.SenderSession.Channel);
|
|
}
|
|
|
|
private void OnGhostWarpToTargetRequest(GhostWarpToTargetRequestEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {Valid: true} attached
|
|
|| !_ghostQuery.HasComp(attached))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} tried to warp to {msg.Target} without being a ghost.");
|
|
return;
|
|
}
|
|
|
|
var target = GetEntity(msg.Target);
|
|
|
|
if (!Exists(target))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} tried to warp to an invalid entity id: {msg.Target}");
|
|
return;
|
|
}
|
|
|
|
WarpTo(attached, target);
|
|
}
|
|
|
|
private void OnGhostnadoRequest(GhostnadoRequestEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {} uid
|
|
|| !_ghostQuery.HasComp(uid))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} tried to ghostnado without being a ghost.");
|
|
return;
|
|
}
|
|
|
|
if (_followerSystem.GetMostGhostFollowed() is not {} target)
|
|
return;
|
|
|
|
WarpTo(uid, target);
|
|
}
|
|
|
|
private void WarpTo(EntityUid uid, EntityUid target)
|
|
{
|
|
_adminLog.Add(LogType.GhostWarp, $"{ToPrettyString(uid)} ghost warped to {ToPrettyString(target)}");
|
|
|
|
if ((TryComp(target, out WarpPointComponent? warp) && warp.Follow) || HasComp<MobStateComponent>(target))
|
|
{
|
|
_followerSystem.StartFollowingEntity(uid, target);
|
|
return;
|
|
}
|
|
|
|
var xform = Transform(uid);
|
|
_transformSystem.SetCoordinates(uid, xform, Transform(target).Coordinates);
|
|
_transformSystem.AttachToGridOrMap(uid, xform);
|
|
if (_physicsQuery.TryComp(uid, out var physics))
|
|
_physics.SetLinearVelocity(uid, Vector2.Zero, body: physics);
|
|
}
|
|
|
|
private IEnumerable<GhostWarp> GetLocationWarps()
|
|
{
|
|
var allQuery = AllEntityQuery<WarpPointComponent>();
|
|
|
|
while (allQuery.MoveNext(out var uid, out var warp))
|
|
{
|
|
yield return new GhostWarp(GetNetEntity(uid), warp.Location ?? Name(uid), true);
|
|
}
|
|
}
|
|
|
|
private IEnumerable<GhostWarp> GetPlayerWarps(EntityUid except)
|
|
{
|
|
foreach (var player in _player.Sessions)
|
|
{
|
|
if (player.AttachedEntity is not {Valid: true} attached)
|
|
continue;
|
|
|
|
if (attached == except) continue;
|
|
|
|
TryComp<MindContainerComponent>(attached, out var mind);
|
|
|
|
var jobName = _jobs.MindTryGetJobName(mind?.Mind);
|
|
var playerInfo = $"{Comp<MetaDataComponent>(attached).EntityName} ({jobName})";
|
|
|
|
if (_mobState.IsAlive(attached) || _mobState.IsCritical(attached))
|
|
yield return new GhostWarp(GetNetEntity(attached), playerInfo, false);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void OnEntityStorageInsertAttempt(EntityUid uid, GhostComponent comp, ref InsertIntoEntityStorageAttemptEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnToggleGhostVisibilityToAll(ToggleGhostVisibilityToAllEvent ev)
|
|
{
|
|
if (ev.Handled)
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
MakeVisible(true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// When the round ends, make all players able to see ghosts.
|
|
/// </summary>
|
|
public void MakeVisible(bool visible)
|
|
{
|
|
var entityQuery = EntityQueryEnumerator<GhostComponent, VisibilityComponent>();
|
|
while (entityQuery.MoveNext(out var uid, out var _, out var vis))
|
|
{
|
|
if (!_tag.HasTag(uid, AllowGhostShownByEventTag))
|
|
continue;
|
|
|
|
if (visible)
|
|
{
|
|
_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
|
|
_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
|
|
}
|
|
else
|
|
{
|
|
_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
|
|
_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
|
|
}
|
|
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
|
|
}
|
|
}
|
|
|
|
public bool DoGhostBooEvent(EntityUid target)
|
|
{
|
|
var ghostBoo = new GhostBooEvent();
|
|
RaiseLocalEvent(target, ghostBoo, true);
|
|
|
|
return ghostBoo.Handled;
|
|
}
|
|
|
|
public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityUid targetEntity,
|
|
bool canReturn = false)
|
|
{
|
|
_transformSystem.TryGetMapOrGridCoordinates(targetEntity, out var spawnPosition);
|
|
return SpawnGhost(mind, spawnPosition, canReturn);
|
|
}
|
|
|
|
private bool IsValidSpawnPosition(EntityCoordinates? spawnPosition)
|
|
{
|
|
if (spawnPosition?.IsValid(EntityManager) != true)
|
|
return false;
|
|
|
|
var mapUid = _transformSystem.GetMap(spawnPosition.Value);
|
|
var gridUid = spawnPosition?.EntityId;
|
|
// Test if the map is being deleted
|
|
if (mapUid == null || TerminatingOrDeleted(mapUid.Value))
|
|
return false;
|
|
// Test if the grid is being deleted
|
|
if (gridUid != null && TerminatingOrDeleted(gridUid.Value))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityCoordinates? spawnPosition = null,
|
|
bool canReturn = false)
|
|
{
|
|
if (!Resolve(mind, ref mind.Comp))
|
|
return null;
|
|
|
|
// Test if the map or grid is being deleted
|
|
if (!IsValidSpawnPosition(spawnPosition))
|
|
spawnPosition = null;
|
|
|
|
// If it's bad, look for a valid point to spawn
|
|
spawnPosition ??= _gameTicker.GetObserverSpawnPoint();
|
|
|
|
// Make sure the new point is valid too
|
|
if (!IsValidSpawnPosition(spawnPosition))
|
|
{
|
|
Log.Warning($"No spawn valid ghost spawn position found for {mind.Comp.CharacterName}"
|
|
+ $" \"{ToPrettyString(mind)}\"");
|
|
_minds.TransferTo(mind.Owner, null, createGhost: false, mind: mind.Comp);
|
|
return null;
|
|
}
|
|
|
|
var ghost = SpawnAtPosition(GameTicker.ObserverPrototypeName, spawnPosition.Value);
|
|
var ghostComponent = Comp<GhostComponent>(ghost);
|
|
|
|
// Try setting the ghost entity name to either the character name or the player name.
|
|
// If all else fails, it'll default to the default entity prototype name, "observer".
|
|
// However, that should rarely happen.
|
|
if (!string.IsNullOrWhiteSpace(mind.Comp.CharacterName))
|
|
_metaData.SetEntityName(ghost, mind.Comp.CharacterName);
|
|
else if (mind.Comp.UserId is { } userId && _player.TryGetSessionById(userId, out var session))
|
|
_metaData.SetEntityName(ghost, session.Name);
|
|
|
|
if (mind.Comp.TimeOfDeath.HasValue)
|
|
{
|
|
SetTimeOfDeath((ghost, ghostComponent), mind.Comp.TimeOfDeath!.Value);
|
|
}
|
|
|
|
SetCanReturnToBody((ghost, ghostComponent), canReturn);
|
|
|
|
if (canReturn)
|
|
_minds.Visit(mind.Owner, ghost, mind.Comp);
|
|
else
|
|
_minds.TransferTo(mind.Owner, ghost, mind: mind.Comp);
|
|
Log.Debug($"Spawned ghost \"{ToPrettyString(ghost)}\" for {mind.Comp.CharacterName}.");
|
|
|
|
// we changed the entity name above
|
|
// we have to call this after the mind has been transferred since some mind roles modify the ghost's name
|
|
_nameMod.RefreshNameModifiers(ghost);
|
|
ApplyAdminOOCColor(ghost); // DeltaV
|
|
return ghost;
|
|
}
|
|
|
|
public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, bool forced = false, MindComponent? mind = null)
|
|
{
|
|
if (!Resolve(mindId, ref mind))
|
|
return false;
|
|
|
|
var playerEntity = mind.CurrentEntity;
|
|
|
|
if (playerEntity != null && viaCommand)
|
|
{
|
|
if (forced)
|
|
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} was forced to ghost via command");
|
|
else
|
|
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} is attempting to ghost via command");
|
|
}
|
|
|
|
var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
|
|
RaiseLocalEvent(handleEv);
|
|
|
|
// Something else has handled the ghost attempt for us! We return its result.
|
|
if (handleEv.Handled)
|
|
return handleEv.Result;
|
|
|
|
if (mind.PreventGhosting && !forced)
|
|
{
|
|
if (_player.TryGetSessionById(mind.UserId, out var session)) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
|
|
{
|
|
_chatManager.DispatchServerMessage(session, Loc.GetString("comp-mind-ghosting-prevented"),
|
|
true);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<GhostComponent>(playerEntity, out var comp) && !comp.CanGhostInteract)
|
|
return false;
|
|
|
|
if (mind.VisitingEntity != default)
|
|
{
|
|
_mind.UnVisit(mindId, mind: mind);
|
|
}
|
|
|
|
var position = Exists(playerEntity)
|
|
? Transform(playerEntity.Value).Coordinates
|
|
: _gameTicker.GetObserverSpawnPoint();
|
|
|
|
if (position == default)
|
|
return false;
|
|
|
|
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
|
|
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
|
|
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
|
|
// Note that we could theoretically be ICly dead and still physically alive and vice versa.
|
|
// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
|
|
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
|
|
// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
|
|
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
|
|
var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
|
|
|
|
if (_configurationManager.GetCVar(CCVars.GhostKillCrit) &&
|
|
canReturnGlobal &&
|
|
TryComp(playerEntity, out MobStateComponent? mobState))
|
|
{
|
|
if (_mobState.IsCritical(playerEntity.Value, mobState))
|
|
{
|
|
canReturn = true;
|
|
|
|
//todo: what if they dont breathe lol
|
|
//cry deeply
|
|
|
|
FixedPoint2 dealtDamage = 200;
|
|
|
|
if (TryComp<DamageableComponent>(playerEntity, out var damageable)
|
|
&& TryComp<MobThresholdsComponent>(playerEntity, out var thresholds))
|
|
{
|
|
var playerDeadThreshold = _mobThresholdSystem.GetThresholdForState(playerEntity.Value, MobState.Dead, thresholds);
|
|
dealtDamage = playerDeadThreshold - damageable.TotalDamage;
|
|
}
|
|
|
|
DamageSpecifier damage = new(_prototypeManager.Index(AsphyxiationDamageType), dealtDamage);
|
|
|
|
_damageable.TryChangeDamage(playerEntity, damage, true);
|
|
}
|
|
}
|
|
|
|
if (playerEntity != null)
|
|
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
|
|
|
|
var ghost = SpawnGhost((mindId, mind), position, canReturn);
|
|
|
|
if (ghost == null)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// DeltaV - Applies the admin OOC color to a ghost entity if the player has one set.
|
|
/// </summary>
|
|
/// <param name="ghostEntity">The ghost entity to apply the color to</param>
|
|
/// <param name="mindId">The mind ID of the player</param>
|
|
public void ApplyAdminOOCColor(EntityUid ghostEntity) // Mono
|
|
{
|
|
if (!_player.TryGetSessionByEntity(ghostEntity, out var session))
|
|
return;
|
|
|
|
// Only apply admin OOC color if the player is actually an admin
|
|
if (!_admin.IsAdmin(session))
|
|
return;
|
|
|
|
if (!_preferencesManager.TryGetCachedPreferences(session.UserId, out var prefs))
|
|
return;
|
|
|
|
// Only apply the color if it's not transparent (the default)
|
|
if (prefs.AdminOOCColor == Color.Transparent)
|
|
return;
|
|
|
|
// Make the color slightly transparent for ghosts
|
|
var ghostColor = prefs.AdminOOCColor;
|
|
|
|
if (TryComp<GhostComponent>(ghostEntity, out var ghostComp))
|
|
{
|
|
ghostComp.Color = ghostColor;
|
|
Dirty(ghostEntity, ghostComp);
|
|
}
|
|
}
|
|
}
|
|
|
|
public sealed class GhostAttemptHandleEvent(MindComponent mind, bool canReturnGlobal) : HandledEntityEventArgs
|
|
{
|
|
public MindComponent Mind { get; } = mind;
|
|
public bool CanReturnGlobal { get; } = canReturnGlobal;
|
|
public bool Result { get; set; }
|
|
}
|
|
}
|