Files
Delta-v/Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

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>());
}
}