Files
Delta-v/Content.Server/Shuttles/Systems/DockingSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

461 lines
17 KiB
C#

using System.Numerics;
using Content.Server.Doors.Systems;
using Content.Server.NPC.Pathfinding;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Shared.Doors;
using Content.Shared.Doors.Components;
using Content.Shared.Popups;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Events;
using Content.Shared.Shuttles.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Utility;
namespace Content.Server.Shuttles.Systems
{
public sealed partial class DockingSystem : SharedDockingSystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly DoorSystem _doorSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly PathfindingSystem _pathfinding = default!;
[Dependency] private readonly ShuttleConsoleSystem _console = default!;
[Dependency] private readonly SharedJointSystem _jointSystem = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private const string DockingJoint = "docking";
private EntityQuery<MapGridComponent> _gridQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
private readonly HashSet<Entity<DockingComponent>> _dockingSet = new();
private readonly HashSet<Entity<DockingComponent, DoorBoltComponent>> _dockingBoltSet = new();
public override void Initialize()
{
base.Initialize();
_gridQuery = GetEntityQuery<MapGridComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
SubscribeLocalEvent<DockingComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DockingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DockingComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<DockingComponent, ReAnchorEvent>(OnDockingReAnchor);
SubscribeLocalEvent<DockingComponent, BeforeDoorAutoCloseEvent>(OnAutoClose);
// Yes this isn't in shuttle console; it may be used by other systems technically.
// in which case I would also add their subs here.
SubscribeLocalEvent<ShuttleConsoleComponent, DockRequestMessage>(OnRequestDock);
SubscribeLocalEvent<ShuttleConsoleComponent, UndockRequestMessage>(OnRequestUndock);
}
public void UndockDocks(EntityUid gridUid)
{
_dockingSet.Clear();
_lookup.GetChildEntities(gridUid, _dockingSet);
foreach (var dock in _dockingSet)
{
Undock(dock);
}
}
public void SetDockBolts(EntityUid gridUid, bool enabled)
{
_dockingBoltSet.Clear();
_lookup.GetChildEntities(gridUid, _dockingBoltSet);
foreach (var entity in _dockingBoltSet)
{
_doorSystem.TryClose(entity);
_doorSystem.SetBoltsDown((entity.Owner, entity.Comp2), enabled);
}
}
private void OnAutoClose(EntityUid uid, DockingComponent component, BeforeDoorAutoCloseEvent args)
{
// We'll just pin the door open when docked.
if (component.Docked)
args.Cancel();
}
private void OnShutdown(EntityUid uid, DockingComponent component, ComponentShutdown args)
{
if (component.DockedWith == null ||
Comp<MetaDataComponent>(uid).EntityLifeStage > EntityLifeStage.MapInitialized)
{
return;
}
var gridUid = Transform(uid).GridUid;
if (gridUid != null && !Terminating(gridUid.Value))
{
_console.RefreshShuttleConsoles();
}
Cleanup(uid, component);
}
private void Cleanup(EntityUid dockAUid, DockingComponent dockA)
{
_pathfinding.RemovePortal(dockA.PathfindHandle);
if (dockA.DockJoint != null)
_jointSystem.RemoveJoint(dockA.DockJoint);
var dockBUid = dockA.DockedWith;
if (dockBUid == null ||
!TryComp(dockBUid, out DockingComponent? dockB))
{
DebugTools.Assert(false);
Log.Error($"Tried to cleanup {dockAUid} but not docked?");
dockA.DockedWith = null;
return;
}
dockB.DockedWith = null;
dockB.DockJoint = null;
dockB.DockJointId = null;
dockA.DockJoint = null;
dockA.DockedWith = null;
dockA.DockJointId = null;
// If these grids are ever null then need to look at fixing ordering for unanchored events elsewhere.
var gridAUid = Comp<TransformComponent>(dockAUid).GridUid;
var gridBUid = Comp<TransformComponent>(dockBUid.Value).GridUid;
var msg = new UndockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridAUid!.Value,
GridBUid = gridBUid!.Value,
};
RaiseLocalEvent(dockAUid, msg);
RaiseLocalEvent(dockBUid.Value, msg);
RaiseLocalEvent(msg);
}
private void OnStartup(Entity<DockingComponent> entity, ref ComponentStartup args)
{
var uid = entity.Owner;
var component = entity.Comp;
// Use startup so transform already initialized
if (!Comp<TransformComponent>(uid).Anchored)
return;
// This little gem is for docking deserialization
if (component.DockedWith != null)
{
// They're still initialising so we'll just wait for both to be ready.
if (MetaData(component.DockedWith.Value).EntityLifeStage < EntityLifeStage.Initialized)
return;
var otherDock = Comp<DockingComponent>(component.DockedWith.Value);
DebugTools.Assert(otherDock.DockedWith != null);
Dock((uid, component), (component.DockedWith.Value, otherDock));
DebugTools.Assert(component.Docked && otherDock.Docked);
}
}
private void OnAnchorChange(Entity<DockingComponent> entity, ref AnchorStateChangedEvent args)
{
if (!args.Anchored)
{
Undock(entity);
}
}
private void OnDockingReAnchor(Entity<DockingComponent> entity, ref ReAnchorEvent args)
{
var uid = entity.Owner;
var component = entity.Comp;
if (!component.Docked)
return;
var otherDock = component.DockedWith;
var other = Comp<DockingComponent>(otherDock!.Value);
Undock(entity);
Dock((uid, component), (otherDock.Value, other));
_console.RefreshShuttleConsoles();
}
/// <summary>
/// Docks 2 ports together and assumes it is valid.
/// </summary>
public void Dock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
{
var dockAUid = dockA.Owner;
var dockBUid = dockB.Owner;
if (dockBUid.GetHashCode() < dockAUid.GetHashCode())
{
(dockA, dockB) = (dockB, dockA);
(dockAUid, dockBUid) = (dockBUid, dockAUid);
}
Log.Debug($"Docking between {dockAUid} and {dockBUid}");
// https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint
// We could also potentially use a prismatic joint? Depending if we want clamps that can extend or whatever
var dockAXform = Comp<TransformComponent>(dockAUid);
var dockBXform = Comp<TransformComponent>(dockBUid);
DebugTools.Assert(dockAXform.GridUid != null);
DebugTools.Assert(dockBXform.GridUid != null);
var gridA = dockAXform.GridUid!.Value;
var gridB = dockBXform.GridUid!.Value;
// May not be possible if map or the likes.
if (HasComp<PhysicsComponent>(gridA) &&
HasComp<PhysicsComponent>(gridB))
{
SharedJointSystem.LinearStiffness(
2f,
0.7f,
Comp<PhysicsComponent>(gridA).Mass,
Comp<PhysicsComponent>(gridB).Mass,
out var stiffness,
out var damping);
// These need playing around with
// Could also potentially have collideconnected false and stiffness 0 but it was a bit more suss???
WeldJoint joint;
// Pre-existing joint so use that.
if (dockA.Comp.DockJointId != null)
{
DebugTools.Assert(dockB.Comp.DockJointId == dockA.Comp.DockJointId);
joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, dockA.Comp.DockJointId);
}
else
{
joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, DockingJoint + dockAUid);
}
var gridAXform = Comp<TransformComponent>(gridA);
var gridBXform = Comp<TransformComponent>(gridB);
var anchorA = dockAXform.LocalPosition + dockAXform.LocalRotation.ToWorldVec() / 2f;
var anchorB = dockBXform.LocalPosition + dockBXform.LocalRotation.ToWorldVec() / 2f;
joint.LocalAnchorA = anchorA;
joint.LocalAnchorB = anchorB;
joint.ReferenceAngle = (float)(_transform.GetWorldRotation(gridBXform) - _transform.GetWorldRotation(gridAXform));
joint.CollideConnected = true;
joint.Stiffness = stiffness;
joint.Damping = damping;
dockA.Comp.DockJoint = joint;
dockA.Comp.DockJointId = joint.ID;
dockB.Comp.DockJoint = joint;
dockB.Comp.DockJointId = joint.ID;
}
dockA.Comp.DockedWith = dockBUid;
dockB.Comp.DockedWith = dockAUid;
if (TryComp(dockAUid, out DoorComponent? doorA))
{
if (_doorSystem.TryOpen(dockAUid, doorA))
{
if (TryComp<DoorBoltComponent>(dockAUid, out var airlockA))
{
_doorSystem.SetBoltsDown((dockAUid, airlockA), true);
}
}
doorA.ChangeAirtight = false;
}
if (TryComp(dockBUid, out DoorComponent? doorB))
{
if (_doorSystem.TryOpen(dockBUid, doorB))
{
if (TryComp<DoorBoltComponent>(dockBUid, out var airlockB))
{
_doorSystem.SetBoltsDown((dockBUid, airlockB), true);
}
}
doorB.ChangeAirtight = false;
}
if (_pathfinding.TryCreatePortal(dockAXform.Coordinates, dockBXform.Coordinates, out var handle))
{
dockA.Comp.PathfindHandle = handle;
dockB.Comp.PathfindHandle = handle;
}
var msg = new DockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridA,
GridBUid = gridB,
};
_console.RefreshShuttleConsoles();
RaiseLocalEvent(dockAUid, msg);
RaiseLocalEvent(dockBUid, msg);
RaiseLocalEvent(msg);
}
/// <summary>
/// Attempts to dock 2 ports together and will return early if it's not possible.
/// </summary>
private void TryDock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
{
if (!CanDock(dockA, dockB))
return;
Dock(dockA, dockB);
}
public void Undock(Entity<DockingComponent> dock)
{
if (dock.Comp.DockedWith == null)
return;
OnUndock(dock.Owner);
OnUndock(dock.Comp.DockedWith.Value);
Cleanup(dock.Owner, dock);
_console.RefreshShuttleConsoles();
}
private void OnUndock(EntityUid dockUid)
{
if (TerminatingOrDeleted(dockUid))
return;
if (TryComp<DoorBoltComponent>(dockUid, out var airlock))
_doorSystem.SetBoltsDown((dockUid, airlock), false);
if (TryComp(dockUid, out DoorComponent? door) && _doorSystem.TryClose(dockUid, door))
door.ChangeAirtight = true;
}
private void OnRequestUndock(EntityUid uid, ShuttleConsoleComponent component, UndockRequestMessage args)
{
if (!TryGetEntity(args.DockEntity, out var dockEnt) ||
!TryComp(dockEnt, out DockingComponent? dockComp))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-undock-fail"));
return;
}
var dock = (dockEnt.Value, dockComp);
if (!CanUndock(dock))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-undock-fail"));
return;
}
Undock(dock);
}
private void OnRequestDock(EntityUid uid, ShuttleConsoleComponent component, DockRequestMessage args)
{
var console = _console.GetDroneConsole(uid);
if (console == null)
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
var shuttleUid = Transform(console.Value).GridUid;
if (!CanShuttleDock(shuttleUid))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
if (!TryGetEntity(args.DockEntity, out var ourDock) ||
!TryGetEntity(args.TargetDockEntity, out var targetDock) ||
!TryComp(ourDock, out DockingComponent? ourDockComp) ||
!TryComp(targetDock, out DockingComponent? targetDockComp))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
// Cheating?
if (!TryComp(ourDock, out TransformComponent? xformA) ||
xformA.GridUid != shuttleUid)
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
// TODO: Move the CanDock stuff to the port state and also validate that stuff
// Also need to check preventpilot + enabled / dockedwith
if (!CanDock((ourDock.Value, ourDockComp), (targetDock.Value, targetDockComp)))
{
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
return;
}
Dock((ourDock.Value, ourDockComp), (targetDock.Value, targetDockComp));
}
public bool CanUndock(Entity<DockingComponent?> dock)
{
if (!Resolve(dock, ref dock.Comp) ||
!dock.Comp.Docked)
{
return false;
}
return true;
}
/// <summary>
/// Returns true if both docks can connect. Does not consider whether the shuttle allows it.
/// </summary>
public bool CanDock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
{
if (dockA.Comp.DockedWith != null ||
dockB.Comp.DockedWith != null)
{
return false;
}
var xformA = Transform(dockA);
var xformB = Transform(dockB);
if (!xformA.Anchored || !xformB.Anchored)
return false;
var (worldPosA, worldRotA) = XformSystem.GetWorldPositionRotation(xformA);
var (worldPosB, worldRotB) = XformSystem.GetWorldPositionRotation(xformB);
return CanDock(new MapCoordinates(worldPosA, xformA.MapID), worldRotA,
new MapCoordinates(worldPosB, xformB.MapID), worldRotB);
}
}
}