mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 16:47:26 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
448 lines
15 KiB
C#
448 lines
15 KiB
C#
using Content.Server.Power.Components;
|
|
using Content.Server.Power.EntitySystems;
|
|
using Content.Server.Shuttles.Components;
|
|
using Content.Server.Shuttles.Events;
|
|
using Content.Server.Station.Systems;
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Shuttles.BUIStates;
|
|
using Content.Shared.Shuttles.Components;
|
|
using Content.Shared.Shuttles.Events;
|
|
using Content.Shared.Shuttles.Systems;
|
|
using Content.Shared.Tag;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Power;
|
|
using Content.Shared.Shuttles.UI.MapObjects;
|
|
using Content.Shared.Timing;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Collections;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Utility;
|
|
using Content.Shared.UserInterface;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.Shuttles.Systems;
|
|
|
|
public sealed partial class ShuttleConsoleSystem : SharedShuttleConsoleSystem
|
|
{
|
|
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
|
|
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
|
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
|
|
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
[Dependency] private readonly ShuttleSystem _shuttle = default!;
|
|
[Dependency] private readonly StationSystem _station = default!;
|
|
[Dependency] private readonly TagSystem _tags = default!;
|
|
[Dependency] private readonly UserInterfaceSystem _ui = default!;
|
|
[Dependency] private readonly SharedContentEyeSystem _eyeSystem = default!;
|
|
|
|
private EntityQuery<MetaDataComponent> _metaQuery;
|
|
private EntityQuery<TransformComponent> _xformQuery;
|
|
|
|
private readonly HashSet<Entity<ShuttleConsoleComponent>> _consoles = new();
|
|
|
|
private static readonly ProtoId<TagPrototype> CanPilotTag = "CanPilot";
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_metaQuery = GetEntityQuery<MetaDataComponent>();
|
|
_xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, ComponentShutdown>(OnConsoleShutdown);
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, PowerChangedEvent>(OnConsolePowerChange);
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, AnchorStateChangedEvent>(OnConsoleAnchorChange);
|
|
SubscribeLocalEvent<ShuttleConsoleComponent, ActivatableUIOpenAttemptEvent>(OnConsoleUIOpenAttempt);
|
|
Subs.BuiEvents<ShuttleConsoleComponent>(ShuttleConsoleUiKey.Key, subs =>
|
|
{
|
|
subs.Event<ShuttleConsoleFTLBeaconMessage>(OnBeaconFTLMessage);
|
|
subs.Event<ShuttleConsoleFTLPositionMessage>(OnPositionFTLMessage);
|
|
subs.Event<BoundUIClosedEvent>(OnConsoleUIClose);
|
|
});
|
|
|
|
SubscribeLocalEvent<DroneConsoleComponent, ConsoleShuttleEvent>(OnCargoGetConsole);
|
|
SubscribeLocalEvent<DroneConsoleComponent, AfterActivatableUIOpenEvent>(OnDronePilotConsoleOpen);
|
|
Subs.BuiEvents<DroneConsoleComponent>(ShuttleConsoleUiKey.Key, subs =>
|
|
{
|
|
subs.Event<BoundUIClosedEvent>(OnDronePilotConsoleClose);
|
|
});
|
|
|
|
SubscribeLocalEvent<DockEvent>(OnDock);
|
|
SubscribeLocalEvent<UndockEvent>(OnUndock);
|
|
|
|
SubscribeLocalEvent<PilotComponent, ComponentGetState>(OnGetState);
|
|
SubscribeLocalEvent<PilotComponent, StopPilotingAlertEvent>(OnStopPilotingAlert);
|
|
|
|
SubscribeLocalEvent<FTLDestinationComponent, ComponentStartup>(OnFtlDestStartup);
|
|
SubscribeLocalEvent<FTLDestinationComponent, ComponentShutdown>(OnFtlDestShutdown);
|
|
|
|
InitializeFTL();
|
|
}
|
|
|
|
private void OnFtlDestStartup(EntityUid uid, FTLDestinationComponent component, ComponentStartup args)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
private void OnFtlDestShutdown(EntityUid uid, FTLDestinationComponent component, ComponentShutdown args)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
private void OnDock(DockEvent ev)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
private void OnUndock(UndockEvent ev)
|
|
{
|
|
RefreshShuttleConsoles();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Refreshes all the shuttle console data for a particular grid.
|
|
/// </summary>
|
|
public void RefreshShuttleConsoles(EntityUid gridUid)
|
|
{
|
|
var exclusions = new List<ShuttleExclusionObject>();
|
|
GetExclusions(ref exclusions);
|
|
_consoles.Clear();
|
|
_lookup.GetChildEntities(gridUid, _consoles);
|
|
DockingInterfaceState? dockState = null;
|
|
|
|
foreach (var entity in _consoles)
|
|
{
|
|
UpdateState(entity, ref dockState);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Refreshes all of the data for shuttle consoles.
|
|
/// </summary>
|
|
public void RefreshShuttleConsoles()
|
|
{
|
|
var exclusions = new List<ShuttleExclusionObject>();
|
|
GetExclusions(ref exclusions);
|
|
var query = AllEntityQuery<ShuttleConsoleComponent>();
|
|
DockingInterfaceState? dockState = null;
|
|
|
|
while (query.MoveNext(out var uid, out _))
|
|
{
|
|
UpdateState(uid, ref dockState);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Stop piloting if the window is closed.
|
|
/// </summary>
|
|
private void OnConsoleUIClose(EntityUid uid, ShuttleConsoleComponent component, BoundUIClosedEvent args)
|
|
{
|
|
if ((ShuttleConsoleUiKey)args.UiKey != ShuttleConsoleUiKey.Key)
|
|
{
|
|
return;
|
|
}
|
|
|
|
RemovePilot(args.Actor);
|
|
}
|
|
|
|
private void OnConsoleUIOpenAttempt(EntityUid uid, ShuttleConsoleComponent component,
|
|
ActivatableUIOpenAttemptEvent args)
|
|
{
|
|
if (!TryPilot(args.User, uid))
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnConsoleAnchorChange(EntityUid uid, ShuttleConsoleComponent component,
|
|
ref AnchorStateChangedEvent args)
|
|
{
|
|
DockingInterfaceState? dockState = null;
|
|
UpdateState(uid, ref dockState);
|
|
}
|
|
|
|
private void OnConsolePowerChange(EntityUid uid, ShuttleConsoleComponent component, ref PowerChangedEvent args)
|
|
{
|
|
DockingInterfaceState? dockState = null;
|
|
UpdateState(uid, ref dockState);
|
|
}
|
|
|
|
private bool TryPilot(EntityUid user, EntityUid uid)
|
|
{
|
|
if (!_tags.HasTag(user, CanPilotTag) ||
|
|
!TryComp<ShuttleConsoleComponent>(uid, out var component) ||
|
|
!this.IsPowered(uid, EntityManager) ||
|
|
!Transform(uid).Anchored ||
|
|
!_blocker.CanInteract(user, uid))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var pilotComponent = EnsureComp<PilotComponent>(user);
|
|
var console = pilotComponent.Console;
|
|
|
|
if (console != null)
|
|
{
|
|
RemovePilot(user, pilotComponent);
|
|
|
|
// This feels backwards; is this intended to be a toggle?
|
|
if (console == uid)
|
|
return false;
|
|
}
|
|
|
|
AddPilot(uid, user, component);
|
|
return true;
|
|
}
|
|
|
|
private void OnGetState(EntityUid uid, PilotComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new PilotComponentState(GetNetEntity(component.Console));
|
|
}
|
|
|
|
private void OnStopPilotingAlert(Entity<PilotComponent> ent, ref StopPilotingAlertEvent args)
|
|
{
|
|
if (ent.Comp.Console != null)
|
|
{
|
|
RemovePilot(ent, ent);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the position and angle of all dockingcomponents.
|
|
/// </summary>
|
|
public Dictionary<NetEntity, List<DockingPortState>> GetAllDocks()
|
|
{
|
|
// TODO: NEED TO MAKE SURE THIS UPDATES ON ANCHORING CHANGES!
|
|
var result = new Dictionary<NetEntity, List<DockingPortState>>();
|
|
var query = AllEntityQuery<DockingComponent, TransformComponent, MetaDataComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp, out var xform, out var metadata))
|
|
{
|
|
if (xform.ParentUid != xform.GridUid)
|
|
continue;
|
|
|
|
var gridDocks = result.GetOrNew(GetNetEntity(xform.GridUid.Value));
|
|
|
|
var state = new DockingPortState()
|
|
{
|
|
Name = metadata.EntityName,
|
|
Coordinates = GetNetCoordinates(xform.Coordinates),
|
|
Angle = xform.LocalRotation,
|
|
Entity = GetNetEntity(uid),
|
|
GridDockedWith =
|
|
_xformQuery.TryGetComponent(comp.DockedWith, out var otherDockXform) ?
|
|
GetNetEntity(otherDockXform.GridUid) :
|
|
null,
|
|
};
|
|
|
|
gridDocks.Add(state);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private void UpdateState(EntityUid consoleUid, ref DockingInterfaceState? dockState)
|
|
{
|
|
EntityUid? entity = consoleUid;
|
|
|
|
var getShuttleEv = new ConsoleShuttleEvent
|
|
{
|
|
Console = entity,
|
|
};
|
|
|
|
RaiseLocalEvent(entity.Value, ref getShuttleEv);
|
|
entity = getShuttleEv.Console;
|
|
|
|
TryComp(entity, out TransformComponent? consoleXform);
|
|
var shuttleGridUid = consoleXform?.GridUid;
|
|
|
|
NavInterfaceState navState;
|
|
ShuttleMapInterfaceState mapState;
|
|
dockState ??= GetDockState();
|
|
|
|
if (shuttleGridUid != null && entity != null)
|
|
{
|
|
navState = GetNavState(entity.Value, dockState.Docks);
|
|
mapState = GetMapState(shuttleGridUid.Value);
|
|
}
|
|
else
|
|
{
|
|
navState = new NavInterfaceState(0f, null, null, new Dictionary<NetEntity, List<DockingPortState>>());
|
|
mapState = new ShuttleMapInterfaceState(
|
|
FTLState.Invalid,
|
|
default,
|
|
new List<ShuttleBeaconObject>(),
|
|
new List<ShuttleExclusionObject>());
|
|
}
|
|
|
|
if (_ui.HasUi(consoleUid, ShuttleConsoleUiKey.Key))
|
|
{
|
|
_ui.SetUiState(consoleUid, ShuttleConsoleUiKey.Key, new ShuttleBoundUserInterfaceState(navState, mapState, dockState));
|
|
}
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var toRemove = new ValueList<(EntityUid, PilotComponent)>();
|
|
var query = EntityQueryEnumerator<PilotComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.Console == null)
|
|
continue;
|
|
|
|
if (!_blocker.CanInteract(uid, comp.Console))
|
|
{
|
|
toRemove.Add((uid, comp));
|
|
}
|
|
}
|
|
|
|
foreach (var (uid, comp) in toRemove)
|
|
{
|
|
RemovePilot(uid, comp);
|
|
}
|
|
}
|
|
|
|
protected override void HandlePilotShutdown(EntityUid uid, PilotComponent component, ComponentShutdown args)
|
|
{
|
|
base.HandlePilotShutdown(uid, component, args);
|
|
RemovePilot(uid, component);
|
|
}
|
|
|
|
private void OnConsoleShutdown(EntityUid uid, ShuttleConsoleComponent component, ComponentShutdown args)
|
|
{
|
|
ClearPilots(component);
|
|
}
|
|
|
|
public void AddPilot(EntityUid uid, EntityUid entity, ShuttleConsoleComponent component)
|
|
{
|
|
if (!TryComp(entity, out PilotComponent? pilotComponent)
|
|
|| component.SubscribedPilots.Contains(entity))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_eyeSystem.SetZoom(entity, component.Zoom, ignoreLimits: true);
|
|
|
|
component.SubscribedPilots.Add(entity);
|
|
|
|
_alertsSystem.ShowAlert(entity, pilotComponent.PilotingAlert);
|
|
|
|
pilotComponent.Console = uid;
|
|
ActionBlockerSystem.UpdateCanMove(entity);
|
|
pilotComponent.Position = Comp<TransformComponent>(entity).Coordinates;
|
|
Dirty(entity, pilotComponent);
|
|
}
|
|
|
|
public void RemovePilot(EntityUid pilotUid, PilotComponent pilotComponent)
|
|
{
|
|
var console = pilotComponent.Console;
|
|
|
|
if (!TryComp<ShuttleConsoleComponent>(console, out var helm))
|
|
return;
|
|
|
|
pilotComponent.Console = null;
|
|
pilotComponent.Position = null;
|
|
_eyeSystem.ResetZoom(pilotUid);
|
|
|
|
if (!helm.SubscribedPilots.Remove(pilotUid))
|
|
return;
|
|
|
|
_alertsSystem.ClearAlert(pilotUid, pilotComponent.PilotingAlert);
|
|
|
|
_popup.PopupEntity(Loc.GetString("shuttle-pilot-end"), pilotUid, pilotUid);
|
|
|
|
if (pilotComponent.LifeStage < ComponentLifeStage.Stopping)
|
|
RemComp<PilotComponent>(pilotUid);
|
|
}
|
|
|
|
public void RemovePilot(EntityUid entity)
|
|
{
|
|
if (!TryComp(entity, out PilotComponent? pilotComponent))
|
|
return;
|
|
|
|
RemovePilot(entity, pilotComponent);
|
|
}
|
|
|
|
public void ClearPilots(ShuttleConsoleComponent component)
|
|
{
|
|
var query = GetEntityQuery<PilotComponent>();
|
|
while (component.SubscribedPilots.TryGetValue(0, out var pilot))
|
|
{
|
|
if (query.TryGetComponent(pilot, out var pilotComponent))
|
|
RemovePilot(pilot, pilotComponent);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Specific for a particular shuttle.
|
|
/// </summary>
|
|
public NavInterfaceState GetNavState(Entity<RadarConsoleComponent?, TransformComponent?> entity, Dictionary<NetEntity, List<DockingPortState>> docks)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2))
|
|
return new NavInterfaceState(SharedRadarConsoleSystem.DefaultMaxRange, null, null, docks);
|
|
|
|
return GetNavState(
|
|
entity,
|
|
docks,
|
|
entity.Comp2.Coordinates,
|
|
entity.Comp2.LocalRotation);
|
|
}
|
|
|
|
public NavInterfaceState GetNavState(
|
|
Entity<RadarConsoleComponent?, TransformComponent?> entity,
|
|
Dictionary<NetEntity, List<DockingPortState>> docks,
|
|
EntityCoordinates coordinates,
|
|
Angle angle)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2))
|
|
return new NavInterfaceState(SharedRadarConsoleSystem.DefaultMaxRange, GetNetCoordinates(coordinates), angle, docks);
|
|
|
|
return new NavInterfaceState(
|
|
entity.Comp1.MaxRange,
|
|
GetNetCoordinates(coordinates),
|
|
angle,
|
|
docks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Global for all shuttles.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public DockingInterfaceState GetDockState()
|
|
{
|
|
var docks = GetAllDocks();
|
|
return new DockingInterfaceState(docks);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Specific to a particular shuttle.
|
|
/// </summary>
|
|
public ShuttleMapInterfaceState GetMapState(Entity<FTLComponent?> shuttle)
|
|
{
|
|
FTLState ftlState = FTLState.Available;
|
|
StartEndTime stateDuration = default;
|
|
|
|
if (Resolve(shuttle, ref shuttle.Comp, false) && shuttle.Comp.LifeStage < ComponentLifeStage.Stopped)
|
|
{
|
|
ftlState = shuttle.Comp.State;
|
|
stateDuration = _shuttle.GetStateTime(shuttle.Comp);
|
|
}
|
|
|
|
List<ShuttleBeaconObject>? beacons = null;
|
|
List<ShuttleExclusionObject>? exclusions = null;
|
|
GetBeacons(ref beacons);
|
|
GetExclusions(ref exclusions);
|
|
|
|
return new ShuttleMapInterfaceState(
|
|
ftlState,
|
|
stateDuration,
|
|
beacons ?? new List<ShuttleBeaconObject>(),
|
|
exclusions ?? new List<ShuttleExclusionObject>());
|
|
}
|
|
}
|