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...
736 lines
26 KiB
C#
736 lines
26 KiB
C#
using System.Linq;
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using System.Numerics;
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using System.Threading;
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using Content.Server.Access.Systems;
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using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.Communications;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.GameTicking.Events;
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using Content.Server.Pinpointer;
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using Content.Server.Popups;
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using Content.Server.RoundEnd;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Station.Components;
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using Content.Server.Station.Events;
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using Content.Server.Station.Systems;
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using Content.Shared._DV.CustomObjectiveSummary; // DeltaV
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using Content.Server._DV.Shuttles.Events; // DeltaV
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using Content.Shared.Access.Systems;
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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.GameTicking;
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using Content.Shared.Localizations;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Events;
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using Content.Shared.Tag;
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using Content.Shared.Tiles;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.Map.Components;
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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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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Systems;
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public sealed partial class EmergencyShuttleSystem : EntitySystem
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{
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/*
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* Handles the escape shuttle + CentCom.
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*/
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[Dependency] private readonly IAdminLogManager _logger = default!;
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[Dependency] private readonly IAdminManager _admin = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly AccessReaderSystem _reader = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly CommunicationsConsoleSystem _commsConsole = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly DockingSystem _dock = default!;
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[Dependency] private readonly IdCardSystem _idSystem = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!;
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[Dependency] private readonly MapLoaderSystem _loader = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly RoundEndSystem _roundEnd = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ShuttleSystem _shuttle = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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private const float ShuttleSpawnBuffer = 1f;
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private bool _emergencyShuttleEnabled;
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private static readonly ProtoId<TagPrototype> DockTag = "DockEmergency";
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public override void Initialize()
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{
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_emergencyShuttleEnabled = _configManager.GetCVar(CCVars.EmergencyShuttleEnabled);
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// Don't immediately invoke as roundstart will just handle it.
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Subs.CVar(_configManager, CCVars.EmergencyShuttleEnabled, SetEmergencyShuttleEnabled);
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SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
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SubscribeLocalEvent<StationEmergencyShuttleComponent, StationPostInitEvent>(OnStationStartup);
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SubscribeLocalEvent<StationCentcommComponent, ComponentShutdown>(OnCentcommShutdown);
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SubscribeLocalEvent<StationCentcommComponent, MapInitEvent>(OnStationInit);
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SubscribeLocalEvent<EmergencyShuttleComponent, FTLStartedEvent>(OnEmergencyFTL);
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SubscribeLocalEvent<EmergencyShuttleComponent, FTLCompletedEvent>(OnEmergencyFTLComplete);
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SubscribeNetworkEvent<EmergencyShuttleRequestPositionMessage>(OnShuttleRequestPosition);
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InitializeEmergencyConsole();
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}
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private void OnRoundStart(RoundStartingEvent ev)
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{
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CleanupEmergencyConsole();
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_roundEndCancelToken = new CancellationTokenSource();
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}
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private void OnRoundCleanup(RoundRestartCleanupEvent ev)
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{
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_roundEndCancelToken?.Cancel();
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_roundEndCancelToken = null;
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}
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private void OnCentcommShutdown(EntityUid uid, StationCentcommComponent component, ComponentShutdown args)
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{
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ClearCentcomm(component);
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}
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private void ClearCentcomm(StationCentcommComponent component)
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{
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QueueDel(component.Entity);
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QueueDel(component.MapEntity);
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component.Entity = null;
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component.MapEntity = null;
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}
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/// <summary>
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/// Attempts to get the EntityUid of the emergency shuttle
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/// </summary>
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public EntityUid? GetShuttle()
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{
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AllEntityQuery<EmergencyShuttleComponent>().MoveNext(out var shuttle, out _);
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return shuttle;
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}
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private void SetEmergencyShuttleEnabled(bool value)
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{
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if (_emergencyShuttleEnabled == value)
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return;
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_emergencyShuttleEnabled = value;
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if (value)
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{
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SetupEmergencyShuttle();
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}
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else
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{
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CleanupEmergencyShuttle();
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}
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}
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private void CleanupEmergencyShuttle()
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{
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var query = AllEntityQuery<StationCentcommComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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RemCompDeferred<StationCentcommComponent>(uid);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateEmergencyConsole(frameTime);
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}
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/// <summary>
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/// If the client is requesting debug info on where an emergency shuttle would dock.
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/// </summary>
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private void OnShuttleRequestPosition(EmergencyShuttleRequestPositionMessage msg, EntitySessionEventArgs args)
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{
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if (!_admin.IsAdmin(args.SenderSession))
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return;
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var player = args.SenderSession.AttachedEntity;
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if (player is null)
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return;
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var station = _station.GetOwningStation(player.Value);
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if (!TryComp<StationEmergencyShuttleComponent>(station, out var stationShuttle) ||
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!HasComp<ShuttleComponent>(stationShuttle.EmergencyShuttle))
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{
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return;
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}
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var targetGrid = _station.GetLargestGrid(Comp<StationDataComponent>(station.Value));
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if (targetGrid == null)
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return;
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var config = _dock.GetDockingConfig(stationShuttle.EmergencyShuttle.Value, targetGrid.Value, DockTag);
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if (config == null)
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return;
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RaiseNetworkEvent(new EmergencyShuttlePositionMessage()
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{
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StationUid = GetNetEntity(targetGrid),
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Position = config.Area,
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});
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}
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/// <summary>
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/// Escape shuttle FTL event handler. The only escape shuttle FTL transit should be from station to centcomm at round end
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/// </summary>
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private void OnEmergencyFTL(EntityUid uid, EmergencyShuttleComponent component, ref FTLStartedEvent args)
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{
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var ftlTime = TimeSpan.FromSeconds
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(
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TryComp<FTLComponent>(uid, out var ftlComp) ? ftlComp.TravelTime : _shuttle.DefaultTravelTime
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);
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if (TryComp<DeviceNetworkComponent>(uid, out var netComp))
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{
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var payload = new NetworkPayload
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{
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[ShuttleTimerMasks.ShuttleMap] = uid,
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[ShuttleTimerMasks.SourceMap] = args.FromMapUid,
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[ShuttleTimerMasks.DestMap] = _transformSystem.GetMap(args.TargetCoordinates),
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[ShuttleTimerMasks.ShuttleTime] = ftlTime,
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[ShuttleTimerMasks.SourceTime] = ftlTime,
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[ShuttleTimerMasks.DestTime] = ftlTime
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};
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_deviceNetworkSystem.QueuePacket(uid, null, payload, netComp.TransmitFrequency);
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}
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RaiseLocalEvent(new EvacShuttleLeftEvent()); // DeltaV
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}
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/// <summary>
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/// When the escape shuttle finishes FTL (docks at centcomm), have the timers display the round end countdown
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/// </summary>
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private void OnEmergencyFTLComplete(EntityUid uid, EmergencyShuttleComponent component, ref FTLCompletedEvent args)
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{
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var countdownTime = TimeSpan.FromSeconds(_configManager.GetCVar(CCVars.RoundRestartTime));
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var shuttle = args.Entity;
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if (TryComp<DeviceNetworkComponent>(shuttle, out var net))
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{
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var payload = new NetworkPayload
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{
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[ShuttleTimerMasks.ShuttleMap] = shuttle,
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[ShuttleTimerMasks.SourceMap] = _roundEnd.GetCentcomm(),
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[ShuttleTimerMasks.DestMap] = _roundEnd.GetStation(),
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[ShuttleTimerMasks.ShuttleTime] = countdownTime,
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[ShuttleTimerMasks.SourceTime] = countdownTime,
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[ShuttleTimerMasks.DestTime] = countdownTime,
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};
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// by popular request
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// https://discord.com/channels/310555209753690112/770682801607278632/1189989482234126356
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if (_random.Next(1000) == 0)
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{
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payload.Add(ScreenMasks.Text, ShuttleTimerMasks.Kill);
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payload.Add(ScreenMasks.Color, Color.Red);
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}
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else
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payload.Add(ScreenMasks.Text, ShuttleTimerMasks.Bye);
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_deviceNetworkSystem.QueuePacket(shuttle, null, payload, net.TransmitFrequency);
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}
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}
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/// <summary>
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/// Attempts to dock a station's emergency shuttle.
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/// </summary>
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/// <seealso cref="DockEmergencyShuttle"/>
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public ShuttleDockResult? DockSingleEmergencyShuttle(EntityUid stationUid, StationEmergencyShuttleComponent? stationShuttle = null)
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{
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if (!Resolve(stationUid, ref stationShuttle))
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return null;
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if (!TryComp(stationShuttle.EmergencyShuttle, out TransformComponent? xform) ||
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!TryComp<ShuttleComponent>(stationShuttle.EmergencyShuttle, out var shuttle))
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{
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Log.Error($"Attempted to call an emergency shuttle for an uninitialized station? Station: {ToPrettyString(stationUid)}. Shuttle: {ToPrettyString(stationShuttle.EmergencyShuttle)}");
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return null;
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}
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var targetGrid = _station.GetLargestGrid(Comp<StationDataComponent>(stationUid));
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// UHH GOOD LUCK
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if (targetGrid == null)
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{
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_logger.Add(
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LogType.EmergencyShuttle,
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LogImpact.High,
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$"Emergency shuttle {ToPrettyString(stationUid)} unable to dock with station {ToPrettyString(stationUid)}");
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return new ShuttleDockResult
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{
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Station = (stationUid, stationShuttle),
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ResultType = ShuttleDockResultType.GoodLuck,
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};
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}
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ShuttleDockResultType resultType;
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if (_shuttle.TryFTLDock(stationShuttle.EmergencyShuttle.Value, shuttle, targetGrid.Value, out var config, DockTag))
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{
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_logger.Add(
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LogType.EmergencyShuttle,
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LogImpact.High,
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$"Emergency shuttle {ToPrettyString(stationUid)} docked with stations");
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resultType = _dock.IsConfigPriority(config, DockTag)
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? ShuttleDockResultType.PriorityDock
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: ShuttleDockResultType.OtherDock;
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}
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else
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{
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_logger.Add(
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LogType.EmergencyShuttle,
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LogImpact.High,
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$"Emergency shuttle {ToPrettyString(stationUid)} unable to find a valid docking port for {ToPrettyString(stationUid)}");
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resultType = ShuttleDockResultType.NoDock;
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}
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return new ShuttleDockResult
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{
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Station = (stationUid, stationShuttle),
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DockingConfig = config,
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ResultType = resultType,
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TargetGrid = targetGrid,
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Do post-shuttle-dock setup. Announce to the crew and set up shuttle timers.
|
|
/// </summary>
|
|
public void AnnounceShuttleDock(ShuttleDockResult result, bool extended)
|
|
{
|
|
var stationShuttleComp = result.Station.Comp;
|
|
var shuttle = result.Station.Comp.EmergencyShuttle;
|
|
|
|
DebugTools.Assert(shuttle != null);
|
|
|
|
if (result.ResultType == ShuttleDockResultType.GoodLuck)
|
|
{
|
|
_chatSystem.DispatchStationAnnouncement(
|
|
result.Station,
|
|
Loc.GetString(stationShuttleComp.FailureAnnouncement),
|
|
playDefaultSound: false);
|
|
|
|
// TODO: Need filter extensions or something don't blame me.
|
|
_audio.PlayGlobal(stationShuttleComp.FailureAudio, Filter.Broadcast(), true);
|
|
return;
|
|
}
|
|
|
|
DebugTools.Assert(result.TargetGrid != null);
|
|
|
|
// Send station announcement.
|
|
|
|
var targetXform = Transform(result.TargetGrid.Value);
|
|
var angle = _dock.GetAngle(
|
|
shuttle.Value,
|
|
Transform(shuttle.Value),
|
|
result.TargetGrid.Value,
|
|
targetXform);
|
|
|
|
var direction = ContentLocalizationManager.FormatDirection(angle.GetDir());
|
|
var location = FormattedMessage.RemoveMarkupPermissive(
|
|
_navMap.GetNearestBeaconString((shuttle.Value, Transform(shuttle.Value))));
|
|
|
|
var extendedText = extended ? Loc.GetString(stationShuttleComp.LaunchExtendedMessage) : "";
|
|
var locKey = result.ResultType == ShuttleDockResultType.NoDock
|
|
? stationShuttleComp.NearbyAnnouncement
|
|
: stationShuttleComp.DockedAnnouncement;
|
|
|
|
_chatSystem.DispatchStationAnnouncement(
|
|
result.Station,
|
|
Loc.GetString(
|
|
locKey,
|
|
("time", $"{_consoleAccumulator:0}"),
|
|
("direction", direction),
|
|
("location", location),
|
|
("extended", extendedText)),
|
|
playDefaultSound: false);
|
|
|
|
// Trigger shuttle timers on the shuttle.
|
|
|
|
var time = TimeSpan.FromSeconds(_consoleAccumulator);
|
|
if (TryComp<DeviceNetworkComponent>(shuttle, out var netComp))
|
|
{
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = shuttle,
|
|
[ShuttleTimerMasks.SourceMap] = targetXform.MapUid,
|
|
[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, netComp.TransmitFrequency);
|
|
}
|
|
|
|
// Play announcement audio.
|
|
|
|
var audioFile = result.ResultType == ShuttleDockResultType.NoDock
|
|
? stationShuttleComp.NearbyAudio
|
|
: stationShuttleComp.DockedAudio;
|
|
|
|
// TODO: Need filter extensions or something don't blame me.
|
|
_audio.PlayGlobal(audioFile, Filter.Broadcast(), true);
|
|
}
|
|
|
|
private void OnStationInit(EntityUid uid, StationCentcommComponent component, MapInitEvent args)
|
|
{
|
|
// This is handled on map-init, so that centcomm has finished initializing by the time the StationPostInitEvent
|
|
// gets raised
|
|
if (!_emergencyShuttleEnabled)
|
|
return;
|
|
|
|
// Post mapinit? fancy
|
|
if (TryComp(component.Entity, out TransformComponent? xform))
|
|
{
|
|
component.MapEntity = xform.MapUid;
|
|
return;
|
|
}
|
|
|
|
AddCentcomm(uid, component);
|
|
}
|
|
|
|
private void OnStationStartup(Entity<StationEmergencyShuttleComponent> ent, ref StationPostInitEvent args)
|
|
{
|
|
AddEmergencyShuttle((ent, ent));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Teleports the emergency shuttle to its station and starts the countdown until it launches.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If the emergency shuttle is disabled, this immediately ends the round.
|
|
/// </remarks>
|
|
public void DockEmergencyShuttle()
|
|
{
|
|
if (EmergencyShuttleArrived)
|
|
return;
|
|
|
|
if (!_emergencyShuttleEnabled)
|
|
{
|
|
_roundEnd.EndRound();
|
|
return;
|
|
}
|
|
|
|
_consoleAccumulator = _configManager.GetCVar(CCVars.EmergencyShuttleDockTime);
|
|
EmergencyShuttleArrived = true;
|
|
|
|
RaiseLocalEvent(new EvacShuttleDockedEvent()); // DeltaV
|
|
|
|
var query = AllEntityQuery<StationEmergencyShuttleComponent>();
|
|
|
|
var dockResults = new List<ShuttleDockResult>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (DockSingleEmergencyShuttle(uid, comp) is { } dockResult)
|
|
dockResults.Add(dockResult);
|
|
}
|
|
|
|
// Make the shuttle wait longer if it couldn't dock in the normal spot.
|
|
// We have to handle the possibility of there being multiple stations, so since the shuttle timer is global,
|
|
// use the WORST value we have.
|
|
var worstResult = dockResults.Max(x => x.ResultType);
|
|
var multiplier = worstResult switch
|
|
{
|
|
ShuttleDockResultType.OtherDock => _configManager.GetCVar(
|
|
CCVars.EmergencyShuttleDockTimeMultiplierOtherDock),
|
|
ShuttleDockResultType.NoDock => _configManager.GetCVar(
|
|
CCVars.EmergencyShuttleDockTimeMultiplierNoDock),
|
|
// GoodLuck doesn't get a multiplier.
|
|
// Quite frankly at that point the round is probably so fucked that you'd rather it be over ASAP.
|
|
_ => 1,
|
|
};
|
|
|
|
_consoleAccumulator *= multiplier;
|
|
|
|
foreach (var shuttleDockResult in dockResults)
|
|
{
|
|
AnnounceShuttleDock(shuttleDockResult, multiplier > 1);
|
|
}
|
|
|
|
_commsConsole.UpdateCommsConsoleInterface();
|
|
}
|
|
|
|
private void SetupEmergencyShuttle()
|
|
{
|
|
if (!_emergencyShuttleEnabled)
|
|
return;
|
|
|
|
var centcommQuery = AllEntityQuery<StationCentcommComponent>();
|
|
|
|
while (centcommQuery.MoveNext(out var uid, out var centcomm))
|
|
{
|
|
AddCentcomm(uid, centcomm);
|
|
}
|
|
|
|
var query = AllEntityQuery<StationEmergencyShuttleComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
AddEmergencyShuttle((uid, comp));
|
|
}
|
|
}
|
|
|
|
private void AddCentcomm(EntityUid station, StationCentcommComponent component)
|
|
{
|
|
DebugTools.Assert(LifeStage(station) >= EntityLifeStage.MapInitialized);
|
|
if (component.MapEntity != null || component.Entity != null)
|
|
{
|
|
Log.Warning("Attempted to re-add an existing centcomm map.");
|
|
return;
|
|
}
|
|
|
|
// Check for existing centcomms and just point to that
|
|
var query = AllEntityQuery<StationCentcommComponent>();
|
|
while (query.MoveNext(out var otherComp))
|
|
{
|
|
if (otherComp == component)
|
|
continue;
|
|
|
|
if (!Exists(otherComp.MapEntity) || !Exists(otherComp.Entity))
|
|
{
|
|
Log.Error($"Discovered invalid centcomm component?");
|
|
ClearCentcomm(otherComp);
|
|
continue;
|
|
}
|
|
|
|
component.MapEntity = otherComp.MapEntity;
|
|
component.Entity = otherComp.Entity;
|
|
component.ShuttleIndex = otherComp.ShuttleIndex;
|
|
return;
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(component.Map.ToString()))
|
|
{
|
|
Log.Warning("No CentComm map found, skipping setup.");
|
|
return;
|
|
}
|
|
|
|
var map = _mapSystem.CreateMap(out var mapId);
|
|
if (!_loader.TryLoadGrid(mapId, component.Map, out var grid))
|
|
{
|
|
Log.Error($"Failed to set up centcomm grid!");
|
|
return;
|
|
}
|
|
|
|
if (!Exists(map))
|
|
{
|
|
Log.Error($"Failed to set up centcomm map!");
|
|
QueueDel(grid);
|
|
return;
|
|
}
|
|
|
|
if (!Exists(grid))
|
|
{
|
|
Log.Error($"Failed to set up centcomm grid!");
|
|
QueueDel(map);
|
|
return;
|
|
}
|
|
|
|
var xform = Transform(grid.Value);
|
|
if (xform.ParentUid != map || xform.MapUid != map)
|
|
{
|
|
Log.Error($"Centcomm grid is not parented to its own map?");
|
|
QueueDel(map);
|
|
QueueDel(grid);
|
|
return;
|
|
}
|
|
|
|
component.MapEntity = map;
|
|
_metaData.SetEntityName(map, Loc.GetString("map-name-centcomm"));
|
|
component.Entity = grid;
|
|
_shuttle.TryAddFTLDestination(mapId, true, out _);
|
|
Log.Info($"Created centcomm grid {ToPrettyString(grid)} on map {ToPrettyString(map)} for station {ToPrettyString(station)}");
|
|
}
|
|
|
|
public HashSet<EntityUid> GetCentcommMaps()
|
|
{
|
|
var query = AllEntityQuery<StationCentcommComponent>();
|
|
var maps = new HashSet<EntityUid>(Count<StationCentcommComponent>());
|
|
|
|
while (query.MoveNext(out var comp))
|
|
{
|
|
if (comp.MapEntity != null)
|
|
maps.Add(comp.MapEntity.Value);
|
|
}
|
|
|
|
return maps;
|
|
}
|
|
|
|
private void AddEmergencyShuttle(Entity<StationEmergencyShuttleComponent?, StationCentcommComponent?> ent)
|
|
{
|
|
if (!Resolve(ent.Owner, ref ent.Comp1, ref ent.Comp2))
|
|
return;
|
|
|
|
if (!_emergencyShuttleEnabled)
|
|
return;
|
|
|
|
if (ent.Comp1.EmergencyShuttle != null)
|
|
{
|
|
if (Exists(ent.Comp1.EmergencyShuttle))
|
|
{
|
|
Log.Error($"Attempted to add an emergency shuttle to {ToPrettyString(ent)}, despite a shuttle already existing?");
|
|
return;
|
|
}
|
|
|
|
Log.Error($"Encountered deleted emergency shuttle during initialization of {ToPrettyString(ent)}");
|
|
ent.Comp1.EmergencyShuttle = null;
|
|
}
|
|
|
|
if (!TryComp(ent.Comp2.MapEntity, out MapComponent? map))
|
|
{
|
|
Log.Error($"Failed to add emergency shuttle - centcomm has not been initialized? {ToPrettyString(ent)}");
|
|
return;
|
|
}
|
|
|
|
// Load escape shuttle
|
|
var shuttlePath = ent.Comp1.EmergencyShuttlePath;
|
|
if (!_loader.TryLoadGrid(map.MapId,
|
|
shuttlePath,
|
|
out var shuttle,
|
|
// Should be far enough... right? I'm too lazy to bounds check CentCom rn.
|
|
offset: new Vector2(500f + ent.Comp2.ShuttleIndex, 0f)))
|
|
{
|
|
Log.Error($"Unable to spawn emergency shuttle {shuttlePath} for {ToPrettyString(ent)}");
|
|
return;
|
|
}
|
|
|
|
ent.Comp2.ShuttleIndex += Comp<MapGridComponent>(shuttle.Value).LocalAABB.Width + ShuttleSpawnBuffer;
|
|
|
|
// Update indices for all centcomm comps pointing to same map
|
|
var query = AllEntityQuery<StationCentcommComponent>();
|
|
|
|
while (query.MoveNext(out var comp))
|
|
{
|
|
if (comp == ent.Comp2 || comp.MapEntity != ent.Comp2.MapEntity)
|
|
continue;
|
|
|
|
comp.ShuttleIndex = ent.Comp2.ShuttleIndex;
|
|
}
|
|
|
|
ent.Comp1.EmergencyShuttle = shuttle;
|
|
EnsureComp<ProtectedGridComponent>(shuttle.Value);
|
|
EnsureComp<PreventPilotComponent>(shuttle.Value);
|
|
EnsureComp<EmergencyShuttleComponent>(shuttle.Value);
|
|
|
|
Log.Info($"Added emergency shuttle {ToPrettyString(shuttle)} for station {ToPrettyString(ent)} and centcomm {ToPrettyString(ent.Comp2.Entity)}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns whether a target is escaping on the emergency shuttle, but only if evac has arrived.
|
|
/// </summary>
|
|
public bool IsTargetEscaping(EntityUid target)
|
|
{
|
|
// if evac isn't here then sitting in a pod doesn't return true
|
|
if (!EmergencyShuttleArrived)
|
|
return false;
|
|
|
|
// check if target is on an emergency shuttle
|
|
var xform = Transform(target);
|
|
|
|
if (HasComp<EmergencyShuttleComponent>(xform.GridUid))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
private bool IsOnGrid(TransformComponent xform, EntityUid shuttle, MapGridComponent? grid = null, TransformComponent? shuttleXform = null)
|
|
{
|
|
if (!Resolve(shuttle, ref grid, ref shuttleXform))
|
|
return false;
|
|
|
|
return _transformSystem.GetWorldMatrix(shuttleXform).TransformBox(grid.LocalAABB).Contains(_transformSystem.GetWorldPosition(xform));
|
|
}
|
|
|
|
/// <summary>
|
|
/// A result of a shuttle dock operation done by <see cref="EmergencyShuttleSystem.DockSingleEmergencyShuttle"/>.
|
|
/// </summary>
|
|
/// <seealso cref="ShuttleDockResultType"/>
|
|
public sealed class ShuttleDockResult
|
|
{
|
|
/// <summary>
|
|
/// The station for which the emergency shuttle got docked.
|
|
/// </summary>
|
|
public Entity<StationEmergencyShuttleComponent> Station;
|
|
|
|
/// <summary>
|
|
/// The target grid of the station that the shuttle tried to dock to.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Not present if <see cref="ResultType"/> is <see cref="ShuttleDockResultType.GoodLuck"/>.
|
|
/// </remarks>
|
|
public EntityUid? TargetGrid;
|
|
|
|
/// <summary>
|
|
/// Enum code describing the dock result.
|
|
/// </summary>
|
|
public ShuttleDockResultType ResultType;
|
|
|
|
/// <summary>
|
|
/// The docking config used to actually dock to the station.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Only present if <see cref="ResultType"/> is <see cref="ShuttleDockResultType.PriorityDock"/>
|
|
/// or <see cref="ShuttleDockResultType.NoDock"/>.
|
|
/// </remarks>
|
|
public DockingConfig? DockingConfig;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Emergency shuttle dock result codes used by <see cref="ShuttleDockResult"/>.
|
|
/// </summary>
|
|
public enum ShuttleDockResultType : byte
|
|
{
|
|
// This enum is ordered from "best" to "worst". This is used to sort the results.
|
|
|
|
/// <summary>
|
|
/// The shuttle was docked at a priority dock, which is the intended destination.
|
|
/// </summary>
|
|
PriorityDock,
|
|
|
|
/// <summary>
|
|
/// The shuttle docked at another dock on the station then the intended priority dock.
|
|
/// </summary>
|
|
OtherDock,
|
|
|
|
/// <summary>
|
|
/// The shuttle couldn't find any suitable dock on the station at all, it did not dock.
|
|
/// </summary>
|
|
NoDock,
|
|
|
|
/// <summary>
|
|
/// No station grid was found at all, shuttle did not get moved.
|
|
/// </summary>
|
|
GoodLuck,
|
|
}
|
|
}
|