mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 00:27:59 +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...
425 lines
16 KiB
C#
425 lines
16 KiB
C#
using System.Threading;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Shared.Access;
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using Content.Shared.CCVar;
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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.Popups;
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using Content.Shared.Shuttles.BUIStates;
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using Content.Shared.Shuttles.Events;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.UserInterface;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.Shuttles.Systems;
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// TODO full game saves
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// Move state data into the emergency shuttle component
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public sealed partial class EmergencyShuttleSystem
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{
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/*
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* Handles the emergency shuttle's console and early launching.
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*/
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/// <summary>
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/// Has the emergency shuttle arrived?
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/// </summary>
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public bool EmergencyShuttleArrived { get; private set; }
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public bool EarlyLaunchAuthorized { get; private set; }
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/// <summary>
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/// How much time remaining until the shuttle consoles for emergency shuttles are unlocked?
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/// </summary>
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private float _consoleAccumulator = float.MinValue;
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/// <summary>
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/// How long after the transit is over to end the round.
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/// </summary>
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private readonly TimeSpan _bufferTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// <see cref="CCVars.EmergencyShuttleMinTransitTime"/>
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/// </summary>
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public float MinimumTransitTime { get; private set; }
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/// <summary>
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/// <see cref="CCVars.EmergencyShuttleMaxTransitTime"/>
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/// </summary>
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public float MaximumTransitTime { get; private set; }
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/// <summary>
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/// How long it will take for the emergency shuttle to arrive at CentComm.
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/// </summary>
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public float TransitTime;
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/// <summary>
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/// <see cref="CCVars.EmergencyShuttleAuthorizeTime"/>
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/// </summary>
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private float _authorizeTime;
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private CancellationTokenSource? _roundEndCancelToken;
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private static readonly ProtoId<AccessLevelPrototype> EmergencyRepealAllAccess = "EmergencyShuttleRepealAll";
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private static readonly Color DangerColor = Color.Red;
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/// <summary>
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/// Have the emergency shuttles been authorised to launch at CentCom?
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/// </summary>
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private bool _launchedShuttles;
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/// <summary>
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/// Have the emergency shuttles left for CentCom?
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/// </summary>
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public bool ShuttlesLeft;
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/// <summary>
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/// Have we announced the launch?
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/// </summary>
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private bool _announced;
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private void InitializeEmergencyConsole()
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{
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Subs.CVar(_configManager, CCVars.EmergencyShuttleMinTransitTime, SetMinTransitTime, true);
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Subs.CVar(_configManager, CCVars.EmergencyShuttleMaxTransitTime, SetMaxTransitTime, true);
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Subs.CVar(_configManager, CCVars.EmergencyShuttleAuthorizeTime, SetAuthorizeTime, true);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ComponentStartup>(OnEmergencyStartup);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleAuthorizeMessage>(OnEmergencyAuthorize);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealMessage>(OnEmergencyRepeal);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealAllMessage>(OnEmergencyRepealAll);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ActivatableUIOpenAttemptEvent>(OnEmergencyOpenAttempt);
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}
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private void OnEmergencyOpenAttempt(EntityUid uid, EmergencyShuttleConsoleComponent component, ActivatableUIOpenAttemptEvent args)
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{
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// I'm hoping ActivatableUI checks it's open before allowing these messages.
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if (!_configManager.GetCVar(CCVars.EmergencyEarlyLaunchAllowed))
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{
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args.Cancel();
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_popup.PopupEntity(Loc.GetString("emergency-shuttle-console-no-early-launches"), uid, args.User);
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}
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}
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private void SetAuthorizeTime(float obj)
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{
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_authorizeTime = obj;
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}
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private void SetMinTransitTime(float obj)
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{
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MinimumTransitTime = obj;
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MaximumTransitTime = Math.Max(MaximumTransitTime, MinimumTransitTime);
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}
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private void SetMaxTransitTime(float obj)
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{
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MaximumTransitTime = Math.Max(MinimumTransitTime, obj);
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}
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private void OnEmergencyStartup(EntityUid uid, EmergencyShuttleConsoleComponent component, ComponentStartup args)
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{
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UpdateConsoleState(uid, component);
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}
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private void UpdateEmergencyConsole(float frameTime)
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{
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// Add some buffer time so eshuttle always first.
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var minTime = -(TransitTime - (_shuttle.DefaultStartupTime + _shuttle.DefaultTravelTime + 1f));
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// TODO: I know this is shit but I already just cleaned up a billion things.
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// This is very cursed spaghetti code. I don't even know what the fuck this is doing or why it exists.
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// But I think it needs to be less than or equal to zero or the shuttle might never leave???
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// TODO Shuttle AAAAAAAAAAAAAAAAAAAAAAAAA
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// Clean this up, just have a single timer with some state system.
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// I.e., dont infer state from the current interval that the accumulator is in???
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minTime = Math.Min(0, minTime); // ????
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if (_consoleAccumulator < minTime)
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{
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return;
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}
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_consoleAccumulator -= frameTime;
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// No early launch but we're under the timer.
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if (!_launchedShuttles && _consoleAccumulator <= _authorizeTime)
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{
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if (!EarlyLaunchAuthorized)
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AnnounceLaunch();
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}
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// Imminent departure
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if (!_launchedShuttles && _consoleAccumulator <= _shuttle.DefaultStartupTime)
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{
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_launchedShuttles = true;
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var dataQuery = AllEntityQuery<StationEmergencyShuttleComponent>();
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while (dataQuery.MoveNext(out var stationUid, out var comp))
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{
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if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle) ||
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!TryComp<StationCentcommComponent>(stationUid, out var centcomm))
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{
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continue;
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}
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if (!Deleted(centcomm.Entity))
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{
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_shuttle.FTLToDock(comp.EmergencyShuttle.Value, shuttle,
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centcomm.Entity.Value, _consoleAccumulator, TransitTime);
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continue;
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}
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if (!Deleted(centcomm.MapEntity))
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{
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// TODO: Need to get non-overlapping positions.
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_shuttle.FTLToCoordinates(comp.EmergencyShuttle.Value, shuttle,
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new EntityCoordinates(centcomm.MapEntity.Value,
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_random.NextVector2(1000f)), _consoleAccumulator, TransitTime);
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}
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}
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var podQuery = AllEntityQuery<EscapePodComponent>();
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// Stagger launches coz funny
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while (podQuery.MoveNext(out _, out var pod))
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{
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pod.LaunchTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(0.05f, 0.75f));
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}
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}
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var podLaunchQuery = EntityQueryEnumerator<EscapePodComponent, ShuttleComponent>();
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while (podLaunchQuery.MoveNext(out var uid, out var pod, out var shuttle))
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{
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var stationUid = _station.GetOwningStation(uid);
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if (!TryComp<StationCentcommComponent>(stationUid, out var centcomm) ||
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Deleted(centcomm.Entity) ||
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pod.LaunchTime == null ||
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pod.LaunchTime > _timing.CurTime)
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{
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continue;
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}
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// Don't dock them. If you do end up doing this then stagger launch.
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_shuttle.FTLToDock(uid, shuttle, centcomm.Entity.Value, hyperspaceTime: TransitTime);
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RemCompDeferred<EscapePodComponent>(uid);
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}
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// Departed
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if (!ShuttlesLeft && _consoleAccumulator <= 0f)
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{
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ShuttlesLeft = true;
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_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-left-deltav", ("transitTime", $"{TransitTime:0}"))); // DeltaV - midpoint station
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Timer.Spawn((int)(TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken?.Token ?? default);
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}
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// All the others.
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if (_consoleAccumulator < minTime)
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{
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var query = AllEntityQuery<StationCentcommComponent, TransformComponent>();
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// Guarantees that emergency shuttle arrives first before anyone else can FTL.
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while (query.MoveNext(out var comp, out var centcommXform))
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{
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if (Deleted(comp.Entity))
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continue;
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if (_shuttle.TryAddFTLDestination(centcommXform.MapID, true, out var ftlComp))
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{
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_shuttle.SetFTLWhitelist((centcommXform.MapUid!.Value, ftlComp), null);
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}
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}
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}
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}
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private void OnEmergencyRepealAll(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealAllMessage args)
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{
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var player = args.Actor;
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if (!_reader.FindAccessTags(player).Contains(EmergencyRepealAllAccess))
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{
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_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
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return;
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}
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if (component.AuthorizedEntities.Count == 0)
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return;
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_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL ALL by {args.Actor:user}");
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_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked", ("remaining", component.AuthorizationsRequired)));
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component.AuthorizedEntities.Clear();
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UpdateAllEmergencyConsoles();
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}
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private void OnEmergencyRepeal(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealMessage args)
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{
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var player = args.Actor;
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if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
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{
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_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
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return;
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}
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// TODO: This is fucking bad
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if (!component.AuthorizedEntities.Remove(MetaData(idCard).EntityName))
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return;
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_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL by {args.Actor:user}");
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var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
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_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked", ("remaining", remaining)));
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CheckForLaunch(component);
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UpdateAllEmergencyConsoles();
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}
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private void OnEmergencyAuthorize(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleAuthorizeMessage args)
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{
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var player = args.Actor;
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if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
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{
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_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), args.Actor, PopupType.Medium);
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return;
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}
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// TODO: This is fucking bad
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if (!component.AuthorizedEntities.Add(MetaData(idCard).EntityName))
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return;
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_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch AUTH by {args.Actor:user}");
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var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
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if (remaining > 0)
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_chatSystem.DispatchGlobalAnnouncement(
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Loc.GetString("emergency-shuttle-console-auth-left", ("remaining", remaining)),
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playSound: false, colorOverride: DangerColor);
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if (!CheckForLaunch(component))
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_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
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UpdateAllEmergencyConsoles();
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}
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private void CleanupEmergencyConsole()
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{
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// Realistically most of this shit needs moving to a station component so each station has their own emergency shuttle
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// and timer and all that jazz so I don't really care about debugging if it works on cleanup vs start.
|
|
_announced = false;
|
|
ShuttlesLeft = false;
|
|
_launchedShuttles = false;
|
|
_consoleAccumulator = float.MinValue;
|
|
EarlyLaunchAuthorized = false;
|
|
EmergencyShuttleArrived = false;
|
|
TransitTime = MinimumTransitTime + (MaximumTransitTime - MinimumTransitTime) * _random.NextFloat();
|
|
// Round to nearest 10
|
|
TransitTime = MathF.Round(TransitTime / 10f) * 10f;
|
|
}
|
|
|
|
private void UpdateAllEmergencyConsoles()
|
|
{
|
|
var query = AllEntityQuery<EmergencyShuttleConsoleComponent>();
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
UpdateConsoleState(uid, comp);
|
|
}
|
|
}
|
|
|
|
private void UpdateConsoleState(EntityUid uid, EmergencyShuttleConsoleComponent component)
|
|
{
|
|
var auths = new List<string>();
|
|
|
|
foreach (var auth in component.AuthorizedEntities)
|
|
{
|
|
auths.Add(auth);
|
|
}
|
|
|
|
if (_uiSystem.HasUi(uid, EmergencyConsoleUiKey.Key))
|
|
_uiSystem.SetUiState(
|
|
uid,
|
|
EmergencyConsoleUiKey.Key,
|
|
new EmergencyConsoleBoundUserInterfaceState()
|
|
{
|
|
EarlyLaunchTime = EarlyLaunchAuthorized ? _timing.CurTime + TimeSpan.FromSeconds(_consoleAccumulator) : null,
|
|
Authorizations = auths,
|
|
AuthorizationsRequired = component.AuthorizationsRequired,
|
|
}
|
|
);
|
|
}
|
|
|
|
private bool CheckForLaunch(EmergencyShuttleConsoleComponent component)
|
|
{
|
|
if (component.AuthorizedEntities.Count < component.AuthorizationsRequired || EarlyLaunchAuthorized)
|
|
return false;
|
|
|
|
EarlyLaunch();
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to early launch the emergency shuttle if not already done.
|
|
/// </summary>
|
|
public bool EarlyLaunch()
|
|
{
|
|
if (EarlyLaunchAuthorized || !EmergencyShuttleArrived || _consoleAccumulator <= _authorizeTime) return false;
|
|
|
|
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle launch authorized");
|
|
_consoleAccumulator = _authorizeTime;
|
|
EarlyLaunchAuthorized = true;
|
|
RaiseLocalEvent(new EmergencyShuttleAuthorizedEvent());
|
|
AnnounceLaunch();
|
|
UpdateAllEmergencyConsoles();
|
|
|
|
var time = TimeSpan.FromSeconds(_authorizeTime);
|
|
var shuttle = GetShuttle();
|
|
if (shuttle != null && TryComp<DeviceNetworkComponent>(shuttle, out var net))
|
|
{
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = shuttle,
|
|
[ShuttleTimerMasks.SourceMap] = _roundEnd.GetStation(),
|
|
[ShuttleTimerMasks.DestMap] = _roundEnd.GetCentcomm(),
|
|
[ShuttleTimerMasks.ShuttleTime] = time,
|
|
[ShuttleTimerMasks.SourceTime] = time,
|
|
[ShuttleTimerMasks.DestTime] = time + TimeSpan.FromSeconds(TransitTime),
|
|
[ShuttleTimerMasks.Docked] = true
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(shuttle.Value, null, payload, net.TransmitFrequency);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void AnnounceLaunch()
|
|
{
|
|
if (_announced) return;
|
|
|
|
_announced = true;
|
|
_chatSystem.DispatchGlobalAnnouncement(
|
|
Loc.GetString("emergency-shuttle-launch-time", ("consoleAccumulator", $"{_consoleAccumulator:0}")),
|
|
playSound: false,
|
|
colorOverride: DangerColor);
|
|
|
|
_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
|
|
}
|
|
|
|
public bool DelayEmergencyRoundEnd()
|
|
{
|
|
if (_roundEndCancelToken == null)
|
|
return false;
|
|
|
|
_roundEndCancelToken?.Cancel();
|
|
_roundEndCancelToken = null;
|
|
return true;
|
|
}
|
|
}
|