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* Fix glass duplication with beakers (#34441) Update chemistry.yml Fixing glass dupe. * Automatic changelog update * Heterochromia for Moth (#36061) * 1 * Fix local * formatting --------- Co-authored-by: Milon <milonpl.git@proton.me> * Salvage Airlock (#36375) * Salvage * atmos a * more muted colours * Mapping Related to AI * Fixed small naming inconsistency * Revert "Fixed small naming inconsistency" This reverts commit 985e1fd46a09e521c11dc345f470228e7907fbb9. * Revert "Mapping Related to AI" This reverts commit 5d5ae4feb819396c5c2a7413399ab5ce34f8683b. * Revert "atmos a" This reverts commit 529831e2584df27fa102ee1c970948fa3b6bab56. * indent --------- Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * Departmental shelves whitelist expansion (Attempt №3) (#34292) (disabled) * Expand-Shelves-Whitelist Made departmental shelves hold a wider variety of items. * Accidentally included "Packet" twice * Automatic changelog update * Replace GetEntitiesInTile with EntityLookupSystem equivalent (#36756) * commit GET!! * minor cleanup * Automatic changelog update * Unused dependency cleanup. (#36760) * take 2! fight!!! * final touches * reeeeeee * Fire protection for ERT engineering hardsuit (#34949) * Automatic changelog update * Nonlethal throwables crate (#35808) * Automatic changelog update * Use non-generic TryComp in `StationSpawningSystem` (#36769) Use non-generic TryComp in StationSpawningSystem * Add marker components for admin shenanigans (#36776) * Automatic changelog update * Restore `LimitedChargesComponent.MaxCharges` default value to 3 (#36778) * Wizard Figure Voiceline Fix #36771 (#36779) DA WIZARDgit add -A * change MV cable outline (#36751) * change MV cable outline * zamn * The Beverage Jug Can Now Look Open (#36070) * GenJug-Changes Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Guh Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Support For the Rest Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * New Sprites Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Newest Sprites Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> --------- Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> * Pirate Gear Tweaks. (#35986) * Tweaked pirate gear to be in-line with similar items. * Added attribution for flashlight sprites, made hardsuits Major Contraband * Added empty versions of the pirate revolver and flintlock. * Test fail fix hopefully? * Test fail fix hopefully V2.0 * Test fail fix hopefully V3.0 * Test fail fix hopefully V4.0 --------- Co-authored-by: RedBookcase <Usualmoves@gmail.com> * Automatic changelog update * Markings overhaul (#35938) * markings displacement setup * ok i got it! * fix map updating * remove trackingLayers * markings clean up and modernizize * marking disabling displacements * markings restriction * dehihienize * dehihiniezize 2 * aa * nice * Automatic changelog update * Resprite main altars (#35685) * resprite main altars * updated meta.json * Automatic changelog update * Adds beanies to the WinterDrobe! (#32946) * sprites * messing with the ymls * new sprites * that's a lotta yaml * make the sprites gooder * color adjustment * to the winterdrobe with you * layering fix * Automatic changelog update * Santa hat with a foldable beard (#36510) * Added foldable component to santa hat * Modified sprites, modified YAML. YAML is cursed * Changed santa hat description to mention the beard fold * Removed HideLayerClothing since it doesnt work * Changed the prefix from "beard" to "nobeard" to match with the fold/unfold verb * Credits for sprite changes --------- Co-authored-by: Lanedon <matth.galvez@gmail> * Automatic changelog update * Puddle Code Slipping Cleanup (#35845) * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Actually dirty the slipComp for real * Added Friction field to Reagent Prototype per design discussion * Sliding system is kill * The Bartender can now make Eggnog (#34065) * Preliminary eggnog changes (egg in shaker crashes?) * Fixed eggnog reagent name and description * added - to flavor * deleted a space * Added eggnog glass sprite * changed fill levels to match rsi * Added two more fill levels to eggnog * Removed fizziness, changed physical description, and fixed rsi --------- Co-authored-by: uhbg <29674581+uhbg@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Require traitors to maroon their objective no matter what (#35825) * jesus * okay. * OOPS * ok * ok Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * ok * Update Resources/Prototypes/Objectives/paradoxClone.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Objectives/base_objectives.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * m * ok * ok --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Wizard Headset (#35732) * wizardcomms * wizheadset * Addressed requested changes and axed wizard channel due to redundancy. * oops overlooked this, dont tell anyone * another mistake fixed * removed wiz encryption key due to redundancy * accidentally left some punctuation in a now unrelated meta.json * Automatic changelog update * Remove MK ULTRA ai name (#35726) * Remove bad AI names * Fine, I won't try to sneak this in here. * Reorder electronics recipe file, add filter categories (#35713) * electronics split * split base recipe and category * all but machines * machine shuffle * reorder * delete unused recipes * rename cargo to supply * git weirdness * git weirdness 2 * Automatic changelog update * Cleanup warnings in `SharedPortalSystem` (#36747) * Cleanup warnings in SharedPortalSystem * Formatting while we're here * Replace uses of !Any() with Count == 0 * AnyEntitiesIntersecting * Binomial Number Selector for EntityTables (#36783) * binomial dist * lol initialize the int tho idiot * xml docs my forgotten * ditto * Add more ruins (#36785) * Fix NRE in GasTileOverlaySystem (#36793) * Automatic changelog update * Add RGA/RSI to Credits (#36704) * Add RGA and RSI to Credits * Move to thread + add directory field * Further Allocation Tweaks (#36800) * init * fix lockboxes * Automatic changelog update * Add the medical HUDs to medical's loadouts (except chem) (#32847) Added the medical HUD and eyepatch to the medical (CMO, doctor, paramed and intern) loadout to let them choose between. Also gives the option for the regular glasses. * Automatic changelog update * new salv ruins (#36798) * hotplate, kitcken grille bugfixes (#34776) * commit * cleanup * Automatic changelog update * Solution drag and drop now checks if container is closed and drainable (#34683) drainable fix * Automatic changelog update * fix some datasets (#36806) * Add rehydratable mop bucket cube, refactor the rehydratable yml (#34586) * Refactor rehydratable items * Finish main refactor * Add mop bucket cube * Move cube sprite and item size to RehydratableAnimalCube * Fix sprite attribution * Make it follow the conventions * Refactor wrapped cube, leave MonkeyCube tag only on the cube and the Syndie Sponge * Fix DehydratedSpaceCarp inheritance overwriting needed components * no need for this comment * remove whitespace Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * indentation Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Restore lost description * reorder stuff * line --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Increase thief to player ratio (#36531) * reduce max number of traitors, increase thief to player ratio * revert traitor max back to 8 * Automatic changelog update * Added a semi-functional genderfluid pin. (#35854) * Added a semi-function GenderfluidPin * Update pins.yml fix bug * Fix meta.json under the newly merged "fix as you go" policy * Update pin description --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Station AI Name Identifier (#36801) init * Automatic changelog update * Makes EventRole Ids properly set ID names. (#28958) * Add id binding system * Change so it activates when added too * Add to eventhumanoid * Add PDA binding, try to fix some things * Still not fixed, PDA is working right * Move to server, add on mind instead * Implement suggestions * Fix things * Finish review stuff * Messed up cluwne * Remove after only changing id too --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Various sharedsystem spring cleaning (#36200) * Various shared system warnings cleanup * More shared system warnings cleanup * Rearranging changes * Using correct transform for unbuckle * Small changes * Revert buckle change * Update Content.Shared/Ghost/SharedGhostSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix some locale strings and make some code for them looks better (#32003) * Fix a lot locale strings add functions using fix identity for meat spike and creaming * comma * fixes for fixes * yeah * fuck * Automatic changelog update * Remove non-functional ninja exemption from `SpawnAndDeleteEntityCountTest` (#36813) Remove non-functional ninja exemption from SpawnAndDeleteEntityCountTest * Firelock temperature and pressure warning lights (#28339) * Add temperature and pressure lights to firelocks * Replace sprites with new pressure and temperature light versions * Remove obsolete deny and locked sprites * Add SpriteSync for warning light animation synchronization * Teal lights * Partial animation implementation * fixup! Teal lights * Temperature lights * Adjusted firelock light heights and added final warning light sprites * Fix colors * Testing colors * Update light sprites * updated sprites --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Automatic changelog update * Fix bots parenting, emotes (#29949) * Bots overhaul * fix * change speech sound to pai * purge a lot * i forgor :trollface: * adjust * that aswell * Automatic changelog update * Fix identity grammar (#36817) Fix identity * Fix Animal Versions of Captain Uniform (#36804) * scienceevasuit * update money uniforms * update meta.json files and hamster hats * revert scienceevasuit * revert accidental prisoner eva change * Automatic changelog update * Fix vox hair (#36816) * Fix vox hair * remove CL * Tweak Security protection values (#30212) * Tweak Hardsuits * HoS/Ward Coats change * Whoopsie wrong number god why am i doing this its 1:33 AM and i made a silly mistake... * Adress Review Revert Warden hardsuit slowdown to 30% again Decreased Security hardsuit heat protection down to 20% * Automatic changelog update * Added more salvage ruins (#36822) * Metal foam grenade rework, small tweaks to grenade timers (#34579) * Automatic changelog update * dragons can now pry doors (#36811) * Automatic changelog update * Make funding allocation computer more configurable (#36790) * Make funding allocation computer more configurable * admin logging * unused * ccvar enabled --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> * Automatic changelog update * Fingerprint taking improvements (#31864) * now using event to check access to fingerprint * Opps actually commiting the changes --------- Co-authored-by: YourUsername <you@example.com> Co-authored-by: beck-thompson <beck314159@hotmail.com> * Banana cream pie loc improvements (#36829) * CAPITALIZE(THE($owner)) * Rename "thrower" to "thrown"; use THE($thrown) * "the banana cream pie" -> "a banana cream pie" * Simplify filter * Automatic changelog update * Command uniform (#32103) * Added generic command jumpskirt, jumpsuit and cap, and made them available in the HoP's clothing printer. * fixed generic command jumpskirt and jumpsuit. * Updated generic command jumpskirt/-suit textures, added generic command beret. * Fixed game-breaking bug in previous commit relating to the command beret. * altered generic command soft cap/baseball cap sprites. * Update Resources/Prototypes/Entities/Clothing/Head/hats.yml Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> * Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> * Update Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> * review * whoopsie --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * downprice many cargo orders (#32375) * atmos repricing * emitter crate * materials * lasers * revert gun prices * Automatic changelog update * Ashen hud item status slot fix (#31411) * new patchMargin variable added, horizontals fixed * All sides now work, system is fully integarated --------- Co-authored-by: Zachary Yona <magicalusf@gmail.com> * Ashtray Resprite and Fix (#31643) * The meat and potatoes Yup * Stupid recycler bruh * guh guh * Update MinorAntagonists.xml (#36836) * Simulate command in minutes for real (#36808) * 60 * Fix warning CS0414 instances (#36832) Fix warning cs0414 instances * Nerf Firelock electronic prices (#33469) * Nerf Firelock electronic prices - make firelock electronics price half of the input cost to make one (27) rounded up * Why does firelock make glass? - remove the Physical composition of glass from FirelockElectronics as the input does not contain glass and the output cannot contain half a steel and plastic --------- Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * Give Admins "Tails" (#36842) One line yaml change * Fix construction orientation being ignored for some objects (#36488) * fixes * removed empty "SnapToGrid"s and parent "completed"s * Automatic changelog update * elemental.yml & asteroid.yml cleanup (#36448) * Moth-pockets (#34517) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Four new food crates for the ATS (#33286) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Cleanup: Move folders out of bureaucracy.rsi and paper.yml (#35108) Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Improve LocalizedDataset test to check for low Count (#36848) * Improve LocalizedDataset test to check for low Count * Fix missing entries for FigurinesFootsoldier * Add 1 dragon name (#36846) * this is a commit you cannot skip * why do you have to add a count why * Remove steel sheet hull fixing (#33443) * Remove steel sheet hull fixing It's unintuitive that it's wasteful, there's not really any systems to NOT make it wasteful, and it's a UX trap. No this is not "noob trap", no. It's an UX issue because if hundreds of people do it over and over again without noticing anything wrong, well, something fails to properly note that there's an issue with what they are doing. Aka user experience issue. Aka not a problem with the user but the design. Also could be a shitty doafter action that makes you wonder if something's wrong * Why was this testing using steel of all things * Automatic changelog update * cleanup + add names to some entities (#36856) * Remove redundant fields from `MovementSpeedModifierComponent` (#36859) Delete _baseWalkSpeedVV and _baseSprintSpeedVV * Cleanup warnings in NinjaSuitSystem (#36861) Fix warnings in NinjaSuitSystem * Modernize `GhostComponent` & Ghost API (#36858) * Move CanReturnToBody to system * Move CanGhostInteract to system * Cleanup redundant datafields and viewvariables * Document datafields * Document component * Add SetTimeOfDeath Entity<T> overload, obsolete old version * Document public methods * Cleanup obsoleted method calls * Cleanup warning in `EmptyAllContainersBehaviour` (#36860) Fix warning in EmptyAllContainersBehaviour * Cleanup warnings in `SharedCryostorageSystem` (#36863) Fix warnings in SharedCryostorageSystem * Cleanup warnings in `CableSystem.Placer` (#36868) * Fix warnings in CableSystem.Placer * Formatting * Cleanup warnings in `PolymorphSystem.Map` (#36869) Fix warnings in PolymorphSystem.Map * Cleanup warnings in `WorldgenConfigSystem` (#36864) Fix warnings in WorldgenConfigSystem * Move guardian sounds to component (#36870) * Cleanup warnings in `SpawnSalvageMissionJob` (#36866) * DoMapInitialize and SetMapPaused * GridTileToLocal * Formatting * Remove unused variables * Update Content.Server/Salvage/SpawnSalvageMissionJob.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix warnings in `ServerDbManager` (#36871) Fix warnings in ServerDbManager * pAI Software Catalog (#36857) * initial commit * add the shop and make it work * add existing pai actions to the software shop * added power monitor app * killed the power and crew monitor software, too powercreepy * fix test failures * fix more test failures * fix merge conflicts * code changes to conform with review * fix unintentional submodule update * submodule update * remove unused currency prototype ref --------- Co-authored-by: archrbx <punk.gear5260@fastmail.com> * New Salvage Ruin - Hydro Outpost (#36826) * Automatic changelog update * Make toy sword less obvious (#34199) * YAML fuckery * Remove toy_sword.rsi Not a webedit btw * Automatic changelog update * Adds shorts/pants to ClothesMate vending machine (#35361) * Clothesmate shorts * matches price of vend to the new contents * Moths can eat pills (#35609) * Automatic changelog update * Xenoborgs part 1 (#36830) Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Updated Syndicate and Ammo Contraband (#35102) Co-authored-by: RedBookcase <crazykid1590@gmail.com> * Automatic changelog update * Put items inside cakes! (#31015) * First commit * I'm silly * Please be it * Some more fixes * Cleanup * fine! * removed = false * review --------- Co-authored-by: Milon <milonpl.git@proton.me> * Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink. (#35915) * Removed syndicate surgery duffel, added advanced circular saw to Medical Doctor uplink. * Update Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml Co-authored-by: Tayrtahn <tayrtahn@gmail.com> --------- Co-authored-by: RedBookcase <Usualmoves@gmail.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * unremove surgery duffel * unfunny * Automatic changelog update * fix NoCargoOrderArbitrage fail (#36878) whoopsie * Cotton Grilled Cheese Sandwich (#36135) * Working entity. * New sprite by MadeOfHeartAndStone * Removed deadspace, changed attribution in meta.json * review --------- Co-authored-by: Milon <milonpl.git@proton.me> * Automatic changelog update * Meat Patty (#34896) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Remove beaker from the MaterialArbitrageTest whitelist (#36876) * Turnstiles (#36313) * construction rotation fix * Turnstiles * renaming * review-slarticodefast-1 * mild attempts to fix (sorry sloth) * move some more shit * Remove engine dependency * grid agnostic * remove debug string * fix json * Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update Content.Shared/Movement/Pulling/Systems/PullingSystem.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * remove pass delay for mispredict reasons. * most minor of changes * Give directional indicator on examine --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Genpop Closets & IDs (#36392) * Genpop IDs and Lockers * placeholder generation, no ui yet. * UI * Fix time offset * fix meta.jsons * big speller * Scarkyo review * Add turnstile prototypes * make IDs recyclable --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * Automatic changelog update * Fix small misc. turnstile issues (#36893) * Fix small misc. turnstile issues * more missing things * quieter * New Spawners, Modified Spawners, new Service/Theatre Airlock, and new Colorful Light Crate (#36750) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Automatic changelog update * Disable shadows for observer pointlight (#36897) no shadows * Fix QSI bringing people into paused maps (#36834) * Automatic changelog update * Fix storage ui hovering over the hotbar (#36770) * Turnstiles lower volume + access reader (#36900) fixes * Fix disposal unit flush animation (#30677) * Fix disposal unit flush animation * Revert "Fix disposal unit flush animation" This reverts commit a596ecfd5f5368f87ef52cfb27884a8e000185c6. * control by setting layer visibility rather than overwriting * restore changes * Correct IdentityBlocker to include specific outer clothing (#33085) * Make IdentityBlocker include outerclothing * Modify Correct Bit * Fix mask/eye cobo * Automatic changelog update * Change some posters to be rules-compliant (#32734) * Initial commit * Minor edit * it's very hard to fit "disorder" * Revert No ERP poster, fix spawner * Attribution * Update text * Missed poster spawner --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Cyborg Rebalance (#34186) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Reptilians Can Eat Orange Creamsicles (#36890) * Automatic changelog update * Add Bloodstream to Goliaths (#33305) * Automatic changelog update * Nerf mining hardsuit's effectiveness against bullets and bombs. (#31450) * Automatic changelog update * Controls page guidebook rework 2025 Q1 (#36363) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Lower interdyne herbals TC cost (#36841) * Automatic changelog update * cleanup instruments yml (#32262) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Automatic changelog update * [FIX] Rubber now uneatable (#34543) * Releasing an under-pressure lockout is now a verb (#36910) Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * fix changelog (#36915) * Fix for ghosts being unable to follow the AI when it uses a holopad (#36355) * Initial commit * Added to-do * Automatic changelog update * Fix random maints room deleting whatever was already there (#36605) * Fix donuts tags breaking the bounty (#36903) * Automatic changelog update * Make 10u of "Atomic Bomb" drink instead of 11u (#36921) changed atomic bomb recipe * Automatic changelog update * PKA Modkits + Rebalance (#31247) * Automatic changelog update * Remove a redundant trycomp from TileAnomalySystem (#36924) * remove a redundant check * revert this space. * Land mine armament (#33883) * Land Mine is now armable, it will not explode unless armed. * Land Mine is now armable, it will not explode unless armed. * Explicitly have Armed as false * SharedLandMineSystem.cs adds the "Arm"-verb in "Content.Shared" with the Arming logic being implemented in "Content.Server" * Land Mines now blink only when armed. * Added prediction components, moved logic to SharedLandMineSystem.cs and inherit it in client content. * Accessing the datafield directly instead of using methods * Mines are now armed by default with a unarmed prototype * Land mine now shows if it is armed when examined and in range. * Landmine is unarmed by default with an armed variant for mapping purposes. * Removed properties that were already defined by inheritance. * Access the bool directly from the component * Add booleans to change if the Arm-verb is showed and if examining the mine shows the status. * Added status message for unarmed mine, removed using PushGroup since only one string is displayed. * Added properties to the explosive floor sign to ensure that it is armed, not showing neither status nor arm-verb. * The prototypes work now as before with added unarmed versions. Sprite is now only one toggable layer. * Make the craftable land mine unarmed. * Refactored the arming mechanic into own component and system. * Reverted the explosive wet floor sign to previous prototype and added the Armable component and ItemToggle to the landmines. * Moved the examination strings from land-mines.ftl to armable.ftl. * Removed unused property. * Formatting and fixing imports * Added prefixes to the ftl naming. Moved LocId from system to component * Added documentation. Moved check for armable to HandleStepTriggerAttempt. Moved the LocId to component. * Removed the TryArming method. Added documentation. * Removed unnecessary TryComp * Simplified the logic for the trigger attempt * HasComp instead of TryComp on logic * EmoGarbage Review --------- Co-authored-by: Franz - Josef Björck <kaiserbirch@proton.me> Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Add Cotton Burgers (#36405) * Adds cotton burgers * Rephrased copyright * Added an extra comment * Adds CottonBurger to tags.yml, Not sure if i am supposed to do this or not. * Reordered Cotton bun YAML, and fixed overwritten tags * Merge issue fix? * Add experiment plushie and remove rubber chicken from cotton burgers * Minor comment change --------- Co-authored-by: beck-thompson <beck314159@hotmail.com> * hide light-switches from build menu (#34664) * Automatic changelog update * Fixed stinger grenade lag spikes (#36641) * Fixed stinger lag spikes * Simplify nullable checks * More cleanup of projectile grenades * Remove null default from ShootProjectile * Sheet-meister 2000 Cloth recipe (#32676) * Sheet-meister 2000 can now make rolls of cloth * Small Cleanup * resolve conflicts --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Automatic changelog update * Clear MIDI masters properly to avoid replay freezes (#36809) While trying to play a replay I noticed that the replay would freeze when seeking in some cases. After some debugging, I discovered that two MIDI renderers had each other as master, which caused an infinite loop processing MIDI events. I'm not entirely sure of the sequence of events that leads to this during replay playback, but I did notice that MIDI render masters are never set to null. This is in the best case just a memory leak, in the worst case probably the source of the bug, so... I fixed that. * Changed soundGunshot for Pulse Pistol and Pulse Carbine from laser_cannon to laser3 (#36952) * Automatic changelog update * The Atmos A Airlock (#36376) * airlocks * Update meta.json Added my modification in the meta * Changed the storage sizes of different swords. (#36564) Co-authored-by: RedBookcase <Usualmoves@gmail.com> * Automatic changelog update * Fix autorecharge (#36955) * Fix inflatable barriers finishing instantly if canceled! (#36937) Fix * Automatic changelog update * Only sec glasses can show contraband: second attempt (#36412) * Add base code for cheking contraband in hud * Fix missing using in InventorySystem.Relay * Fix errors and update HUD yml * Add show contraband with component on entity * fix component description * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> * Update "if" for check if ent hasComp in contrabandSystem * Remove << InventorySystem.Relay.cs * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/CCVar/CCVars.Game.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix partial class ShowContrabandSystem Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Contraband/ShowContrabandDetailsComponent.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Content.Shared/Inventory/InventorySystem.Relay.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Some update ShowContrabandSystem * Try with record struct * back again ti default class with EntityEventArgs * Remove EntityEventArgs * Finally use record struct --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Automatic changelog update * Resolve a warning in SharedAnomalySystem and quell some linter whining. (#36939) * resolve a warning and deal with some linter whining. * Update Content.Shared/Anomaly/SharedAnomalySystem.cs --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Truncate lathe announcement lists (#36945) * Automatic changelog update * Descriptions for .30 Rifle (#36958) Initial commit * CMO Hardsuit: Zombification Resistance tweak (#36957) initial commit * Automatic changelog update * Adds Parcel Wrap (#34471) * Parcel Wrap * fix TG sprite licenses update attribution on modified `unwrapped` sprite to better conform to CC's guidance * ContainerContainer test failure fix * Just easy changes for now. * Imagine building your code before pushing it for review * The rest of the PR comments * PR comments * more comments + cargo orderability * whitespace: deduplicated. * use limitedcharges replace mostly-duped client/server with if(onserver) * cabinet perspective sprites * web edit detected fite me * @ps3moira 's new sprites for me :) * add a touch of attribution * EmoGarbage Review * Merge with master * Merge with master --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Automatic changelog update * Ammo Mag + Speedloader Inhand Sprites (#34235) * Added inhand visuals to (most) ammo magazines and speedloaders * whoops mixed up a single inhand on the rifle mag * Didn't realize rubber ammo got removed. * added attributions * adjusted inhand visuals to account for magazine types * missed one :eye:👁️ --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> * Automatic changelog update * New Science Biosuit Locker Sprite (#36929) * first commit, slightly broken * fixed meta json * reverse accidental cmo inclusion * Automatic changelog update * Remove legacy cargo shuttle code/prototypes (#36967) * Automatic changelog update * Paramedic suits adjustments (#36707) * Changes * meta * Battery (SMES/substation) interface (#36386) * Add ENERGYWATTHOURS() loc function Takes in joules (energy), displays as watt-hours. * Add simple OnOffButton control * Re-add Inset style class This was sloppily removed at some point?? Whatever, I need it. * Add helper functions for setting title/guidebook IDs on FancyWindow Reagent dispenser uses these, more in the next commits. * Add BuiPredictionState helper This enables me to implement coarse prediction manually in the battery UI. Basically it's a local buffer of predicted inputs that can easily be replayed against future BUI states from the server. * Add input coalescing infrastructure I ran into the following problem: Robust's Slider control absolutely *spams* input events, to such a degree that it actually causes issues for the networking layer if directly passed through. For something like a slider, we just need to send the most recent value. There is no good way for us to handle this in the control itself, as it *really* needs to happen in PreEngine. For simplicity reasons (for BUIs) I came to the conclusion it's best if it's there, as it's *before* any new states from the server can be applied. We can't just do this in Update() or something on the control as the timing just doesn't line up. I made a content system, BuiPreTickUpdateSystem, that runs in the ModRunLevel.PreEngine phase to achieve this. It runs a method on a new IBuiPreTickUpdate interface on all open BUIs. They can then implement their own coalescing logic. In the simplest case, this coalescing logic can just be "save the last value, and if we have any new value since the last update, send an input event." This is what the new InputCoalescer<T> type is for. Adding new coalescing logic should be possible in the future, of course. It's all just small helpers. * Battery interface This adds a proper interface to batteries (SMES/substation). Players can turn IO on and off, and they can change charge and discharge rate. There's also a ton of numbers and stuff. It looks great. This actually enables charge and discharge rates to be changed for these devices. The settings for both have been set between 5kW and 150kW. * Oops, forgot to remove these style class defs. * Automatic changelog update * Use RMC mob collision values (#36851) Use RMC movement values General feedback was it's too slow to push through people but this still prevents stacking so. * Automatic changelog update * early merge fix AAAAAA validcheck * Cherry Pick Round-start Solar Variation (#36825) * Roundstart Variation for Solar Panels (#86) * Added roundstart variation for solar panels * Removed HV cable spawner since i don't want to bother with mapping them * Solar Panel Variation Pass Fix (#96) Added a second variation pass for regular solar assemblies, since otherwise they would spawn both it and the broken variety * Reorganized everything to no longer be in the _Moffstation subdirectory * Removed a forgotten tag for Moffstation * Removed the moffstation namespace settings * Update Content.Server/GameTicking/Rules/VariationPass/Components/SolarPanelReplaceVariationPassComponent.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * Update Content.Server/GameTicking/Rules/VariationPass/Components/ReplacementMarkers/SolarPanelReplacementMarkerComponent.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * disable solar panel variation * put surgery borg module icons in _Shitmed * the big fix * abstract the right recipe * goida * no milk * update coscult code * update coscult objectives * migrate SignCansScience away * goida * update engine maybe fix test * GET OUT OF MY HEAD * i give up --------- Signed-off-by: Prole <172158352+Prole0@users.noreply.github.com> Co-authored-by: Alice4267 <psycopompass14@gmail.com> Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Pgriha <133212269+Pgriha@users.noreply.github.com> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: TakoDragon <69509841+BackeTako@users.noreply.github.com> Co-authored-by: Hyper B <137433177+HyperB1@users.noreply.github.com> Co-authored-by: Kyle Tyo <36606155+VerinSenpai@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: YoungThug <ramialanbagy@gmail.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: Prole <172158352+Prole0@users.noreply.github.com> Co-authored-by: RedBookcase <crazykid1590@gmail.com> Co-authored-by: RedBookcase <Usualmoves@gmail.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Booblesnoot42 <108703193+Booblesnoot42@users.noreply.github.com> Co-authored-by: UBlueberry <161545003+UBlueberry@users.noreply.github.com> Co-authored-by: Banedon <15725971+Lanedon@users.noreply.github.com> Co-authored-by: Lanedon <matth.galvez@gmail> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: uhbg <uhbg@users.noreply.github.com> Co-authored-by: uhbg <29674581+uhbg@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Jackson Langley <tripwiregamer@gmail.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Entvari <195642967+Entvari@users.noreply.github.com> Co-authored-by: dffdff2423 <dffdff2423@gmail.com> Co-authored-by: āda <ss.adasts@gmail.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: Spessmann <156740760+Spessmann@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Thomas <87614336+Aeshus@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: Phooooooooooooooooooooooooooooooosphate 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1029 lines
37 KiB
C#
1029 lines
37 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using Content.Server._NF.Shuttles.Components; // Frontier: FTL knockdown immunity
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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.Events;
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using Content.Shared.Body.Components;
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using Content.Shared.Buckle.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Ghost;
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using Content.Shared.Maps;
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using Content.Shared.Parallax;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Timing;
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using Content.Shared.Whitelist;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Components;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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using FTLMapComponent = Content.Shared.Shuttles.Components.FTLMapComponent;
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namespace Content.Server.Shuttles.Systems;
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public sealed partial class ShuttleSystem
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{
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/*
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* This is a way to move a shuttle from one location to another, via an intermediate map for fanciness.
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*/
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private readonly SoundSpecifier _startupSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_begin.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f),
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};
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private readonly SoundSpecifier _arrivalSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_end.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f),
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};
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public float DefaultStartupTime;
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public float DefaultTravelTime;
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public float DefaultArrivalTime;
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private float FTLCooldown;
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public float FTLMassLimit;
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private TimeSpan _hyperspaceKnockdownTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// Left-side of the station we're allowed to use
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/// </summary>
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private float _index;
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/// <summary>
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/// Space between grids within hyperspace.
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/// </summary>
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private const float Buffer = 5f;
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/// <summary>
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/// How many times we try to proximity warp close to something before falling back to map-wideAABB.
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/// </summary>
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private const int FTLProximityIterations = 5;
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private readonly HashSet<EntityUid> _lookupEnts = new();
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private readonly HashSet<EntityUid> _immuneEnts = new();
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private readonly HashSet<Entity<NoFTLComponent>> _noFtls = new();
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private EntityQuery<BodyComponent> _bodyQuery;
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private EntityQuery<BuckleComponent> _buckleQuery;
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private EntityQuery<FTLSmashImmuneComponent> _immuneQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<StatusEffectsComponent> _statusQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private void InitializeFTL()
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{
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SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit);
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SubscribeLocalEvent<FTLComponent, ComponentShutdown>(OnFtlShutdown);
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_bodyQuery = GetEntityQuery<BodyComponent>();
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_buckleQuery = GetEntityQuery<BuckleComponent>();
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_immuneQuery = GetEntityQuery<FTLSmashImmuneComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_statusQuery = GetEntityQuery<StatusEffectsComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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_cfg.OnValueChanged(CCVars.FTLStartupTime, time => DefaultStartupTime = time, true);
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_cfg.OnValueChanged(CCVars.FTLTravelTime, time => DefaultTravelTime = time, true);
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_cfg.OnValueChanged(CCVars.FTLArrivalTime, time => DefaultArrivalTime = time, true);
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_cfg.OnValueChanged(CCVars.FTLCooldown, time => FTLCooldown = time, true);
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_cfg.OnValueChanged(CCVars.FTLMassLimit, time => FTLMassLimit = time, true);
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_cfg.OnValueChanged(CCVars.HyperspaceKnockdownTime, time => _hyperspaceKnockdownTime = TimeSpan.FromSeconds(time), true);
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}
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private void OnFtlShutdown(Entity<FTLComponent> ent, ref ComponentShutdown args)
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{
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QueueDel(ent.Comp.VisualizerEntity);
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ent.Comp.VisualizerEntity = null;
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}
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private void OnStationPostInit(ref StationPostInitEvent ev)
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{
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// Add all grid maps as ftl destinations that anyone can FTL to.
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foreach (var gridUid in ev.Station.Comp.Grids)
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{
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var gridXform = _xformQuery.GetComponent(gridUid);
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if (gridXform.MapUid == null)
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{
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continue;
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}
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TryAddFTLDestination(gridXform.MapID, true, false, false, out _);
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}
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}
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/// <summary>
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/// Ensures the FTL map exists and returns it.
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/// </summary>
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private EntityUid EnsureFTLMap()
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{
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var query = AllEntityQuery<FTLMapComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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return uid;
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}
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var mapUid = _mapSystem.CreateMap(out var mapId);
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var ftlMap = AddComp<FTLMapComponent>(mapUid);
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_metadata.SetEntityName(mapUid, "FTL");
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Log.Debug($"Setup hyperspace map at {mapUid}");
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DebugTools.Assert(!_mapSystem.IsPaused(mapId));
|
|
var parallax = EnsureComp<ParallaxComponent>(mapUid);
|
|
parallax.Parallax = ftlMap.Parallax;
|
|
|
|
return mapUid;
|
|
}
|
|
|
|
public StartEndTime GetStateTime(FTLComponent component)
|
|
{
|
|
var state = component.State;
|
|
|
|
switch (state)
|
|
{
|
|
case FTLState.Starting:
|
|
case FTLState.Travelling:
|
|
case FTLState.Arriving:
|
|
case FTLState.Cooldown:
|
|
return component.StateTime;
|
|
case FTLState.Available:
|
|
return default;
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the whitelist for this FTL destination.
|
|
/// </summary>
|
|
/// <param name="entity"></param>
|
|
/// <param name="whitelist"></param>
|
|
public void SetFTLWhitelist(Entity<FTLDestinationComponent?> entity, EntityWhitelist? whitelist)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp))
|
|
return;
|
|
|
|
if (entity.Comp.Whitelist == whitelist)
|
|
return;
|
|
|
|
entity.Comp.Whitelist = whitelist;
|
|
_console.RefreshShuttleConsoles();
|
|
Dirty(entity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds the target map as available for FTL.
|
|
/// </summary>
|
|
public bool TryAddFTLDestination(MapId mapId, bool enabled, [NotNullWhen(true)] out FTLDestinationComponent? component)
|
|
{
|
|
return TryAddFTLDestination(mapId, enabled, true, false, out component);
|
|
}
|
|
|
|
public bool TryAddFTLDestination(MapId mapId, bool enabled, bool requireDisk, bool beaconsOnly, [NotNullWhen(true)] out FTLDestinationComponent? component)
|
|
{
|
|
var mapUid = _mapSystem.GetMapOrInvalid(mapId);
|
|
component = null;
|
|
|
|
if (!Exists(mapUid))
|
|
return false;
|
|
|
|
component = EnsureComp<FTLDestinationComponent>(mapUid);
|
|
|
|
if (component.Enabled == enabled && component.RequireCoordinateDisk == requireDisk && component.BeaconsOnly == beaconsOnly)
|
|
return true;
|
|
|
|
component.Enabled = enabled;
|
|
component.RequireCoordinateDisk = requireDisk;
|
|
component.BeaconsOnly = beaconsOnly;
|
|
|
|
_console.RefreshShuttleConsoles();
|
|
Dirty(mapUid, component);
|
|
return true;
|
|
}
|
|
|
|
[PublicAPI]
|
|
public void RemoveFTLDestination(EntityUid uid)
|
|
{
|
|
if (!RemComp<FTLDestinationComponent>(uid))
|
|
return;
|
|
|
|
_console.RefreshShuttleConsoles();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if the grid can FTL. Used to block protected shuttles like the emergency shuttle.
|
|
/// </summary>
|
|
public bool CanFTL(EntityUid shuttleUid, [NotNullWhen(false)] out string? reason)
|
|
{
|
|
// Currently in FTL already
|
|
if (HasComp<FTLComponent>(shuttleUid))
|
|
{
|
|
reason = Loc.GetString("shuttle-console-in-ftl");
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<PhysicsComponent>(shuttleUid, out var shuttlePhysics))
|
|
{
|
|
|
|
// Too large to FTL
|
|
if (FTLMassLimit > 0 && shuttlePhysics.Mass > FTLMassLimit)
|
|
{
|
|
reason = Loc.GetString("shuttle-console-mass");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (HasComp<PreventPilotComponent>(shuttleUid) || HasComp<PreventFTLComponent>(shuttleUid))
|
|
{
|
|
reason = Loc.GetString("shuttle-console-prevent");
|
|
return false;
|
|
}
|
|
|
|
var ev = new ConsoleFTLAttemptEvent(shuttleUid, false, string.Empty);
|
|
RaiseLocalEvent(shuttleUid, ref ev, true);
|
|
|
|
if (ev.Cancelled)
|
|
{
|
|
reason = ev.Reason;
|
|
return false;
|
|
}
|
|
|
|
reason = null;
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves a shuttle from its current position to the target one without any checks. Goes through the hyperspace map while the timer is running.
|
|
/// </summary>
|
|
public void FTLToCoordinates(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityCoordinates coordinates,
|
|
Angle angle,
|
|
float? startupTime = null,
|
|
float? hyperspaceTime = null,
|
|
string? priorityTag = null)
|
|
{
|
|
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
|
|
return;
|
|
|
|
startupTime ??= DefaultStartupTime;
|
|
hyperspaceTime ??= DefaultTravelTime;
|
|
|
|
hyperspace.StartupTime = startupTime.Value;
|
|
hyperspace.TravelTime = hyperspaceTime.Value;
|
|
hyperspace.StateTime = StartEndTime.FromStartDuration(
|
|
_gameTiming.CurTime,
|
|
TimeSpan.FromSeconds(hyperspace.StartupTime));
|
|
hyperspace.TargetCoordinates = coordinates;
|
|
hyperspace.TargetAngle = angle;
|
|
hyperspace.PriorityTag = priorityTag;
|
|
|
|
_console.RefreshShuttleConsoles(shuttleUid);
|
|
|
|
var mapId = _transform.GetMapId(coordinates);
|
|
var mapUid = _mapSystem.GetMap(mapId);
|
|
var ev = new FTLRequestEvent(mapUid);
|
|
RaiseLocalEvent(shuttleUid, ref ev, true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves a shuttle from its current position to docked on the target one.
|
|
/// If no docks are free when FTLing it will arrive in proximity
|
|
/// </summary>
|
|
public void FTLToDock(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityUid target,
|
|
float? startupTime = null,
|
|
float? hyperspaceTime = null,
|
|
string? priorityTag = null)
|
|
{
|
|
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
|
|
return;
|
|
|
|
startupTime ??= DefaultStartupTime;
|
|
hyperspaceTime ??= DefaultTravelTime;
|
|
|
|
var config = _dockSystem.GetDockingConfig(shuttleUid, target, priorityTag);
|
|
hyperspace.StartupTime = startupTime.Value;
|
|
hyperspace.TravelTime = hyperspaceTime.Value;
|
|
hyperspace.StateTime = StartEndTime.FromStartDuration(
|
|
_gameTiming.CurTime,
|
|
TimeSpan.FromSeconds(hyperspace.StartupTime));
|
|
hyperspace.PriorityTag = priorityTag;
|
|
|
|
_console.RefreshShuttleConsoles(shuttleUid);
|
|
|
|
// Valid dock for now time so just use that as the target.
|
|
if (config != null)
|
|
{
|
|
hyperspace.TargetCoordinates = config.Coordinates;
|
|
hyperspace.TargetAngle = config.Angle;
|
|
}
|
|
else if (TryGetFTLProximity(shuttleUid, new EntityCoordinates(target, Vector2.Zero), out var coords, out var targAngle))
|
|
{
|
|
hyperspace.TargetCoordinates = coords;
|
|
hyperspace.TargetAngle = targAngle;
|
|
}
|
|
else
|
|
{
|
|
// FTL back to its own position.
|
|
hyperspace.TargetCoordinates = Transform(shuttleUid).Coordinates;
|
|
Log.Error($"Unable to FTL grid {ToPrettyString(shuttleUid)} to target properly?");
|
|
}
|
|
}
|
|
|
|
private bool TrySetupFTL(EntityUid uid, ShuttleComponent shuttle, [NotNullWhen(true)] out FTLComponent? component)
|
|
{
|
|
component = null;
|
|
|
|
if (HasComp<FTLComponent>(uid))
|
|
{
|
|
Log.Warning($"Tried queuing {ToPrettyString(uid)} which already has {nameof(FTLComponent)}?");
|
|
return false;
|
|
}
|
|
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
_dockSystem.UndockDocks(uid);
|
|
|
|
component = AddComp<FTLComponent>(uid);
|
|
component.State = FTLState.Starting;
|
|
var audio = _audio.PlayPvs(_startupSound, uid);
|
|
_audio.SetGridAudio(audio);
|
|
component.StartupStream = audio?.Entity;
|
|
|
|
// Make sure the map is setup before we leave to avoid pop-in (e.g. parallax).
|
|
EnsureFTLMap();
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Transitions shuttle to FTL map.
|
|
/// </summary>
|
|
private void UpdateFTLStarting(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
var uid = entity.Owner;
|
|
var comp = entity.Comp1;
|
|
var xform = _xformQuery.GetComponent(entity);
|
|
DoTheDinosaur(xform);
|
|
|
|
comp.State = FTLState.Travelling;
|
|
var fromMapUid = xform.MapUid;
|
|
var fromMatrix = _transform.GetWorldMatrix(xform);
|
|
var fromRotation = _transform.GetWorldRotation(xform);
|
|
|
|
var grid = Comp<MapGridComponent>(uid);
|
|
var width = grid.LocalAABB.Width;
|
|
var ftlMap = EnsureFTLMap();
|
|
var body = _physicsQuery.GetComponent(entity);
|
|
var shuttleCenter = grid.LocalAABB.Center;
|
|
|
|
// Leave audio at the old spot
|
|
// Just so we don't clip
|
|
if (fromMapUid != null && TryComp(comp.StartupStream, out AudioComponent? startupAudio))
|
|
{
|
|
var clippedAudio = _audio.PlayStatic(_startupSound, Filter.Broadcast(),
|
|
new EntityCoordinates(fromMapUid.Value, _mapSystem.GetGridPosition(entity.Owner)), true, startupAudio.Params);
|
|
|
|
_audio.SetPlaybackPosition(clippedAudio, entity.Comp1.StartupTime);
|
|
if (clippedAudio != null)
|
|
clippedAudio.Value.Component.Flags |= AudioFlags.NoOcclusion;
|
|
}
|
|
|
|
// Offset the start by buffer range just to avoid overlap.
|
|
var ftlStart = new EntityCoordinates(ftlMap, new Vector2(_index + width / 2f, 0f) - shuttleCenter);
|
|
|
|
// Store the matrix for the grid prior to movement. This means any entities we need to leave behind we can make sure their positions are updated.
|
|
// Setting the entity to map directly may run grid traversal (at least at time of writing this).
|
|
var oldMapUid = xform.MapUid;
|
|
var oldGridMatrix = _transform.GetWorldMatrix(xform);
|
|
_transform.SetCoordinates(entity.Owner, ftlStart);
|
|
LeaveNoFTLBehind((entity.Owner, xform), oldGridMatrix, oldMapUid);
|
|
|
|
// Reset rotation so they always face the same direction.
|
|
xform.LocalRotation = Angle.Zero;
|
|
_index += width + Buffer;
|
|
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, comp.TravelTime - DefaultArrivalTime);
|
|
|
|
Enable(uid, component: body);
|
|
_physics.SetLinearVelocity(uid, new Vector2(0f, 20f), body: body);
|
|
_physics.SetAngularVelocity(uid, 0f, body: body);
|
|
_physics.SetLinearDamping(uid, body, 0f);
|
|
_physics.SetAngularDamping(uid, body, 0f);
|
|
|
|
_dockSystem.SetDockBolts(uid, true);
|
|
_console.RefreshShuttleConsoles(uid);
|
|
|
|
var ev = new FTLStartedEvent(uid, comp.TargetCoordinates, fromMapUid, fromMatrix, fromRotation);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
|
|
// Audio
|
|
var wowdio = _audio.PlayPvs(comp.TravelSound, uid);
|
|
comp.TravelStream = wowdio?.Entity;
|
|
_audio.SetGridAudio(wowdio);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shuttle arriving.
|
|
/// </summary>
|
|
private void UpdateFTLTravelling(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
var shuttle = entity.Comp2;
|
|
var comp = entity.Comp1;
|
|
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, DefaultArrivalTime);
|
|
comp.State = FTLState.Arriving;
|
|
|
|
if (entity.Comp1.VisualizerProto != null)
|
|
{
|
|
comp.VisualizerEntity = SpawnAttachedTo(entity.Comp1.VisualizerProto, entity.Comp1.TargetCoordinates);
|
|
DebugTools.Assert(Transform(comp.VisualizerEntity.Value).ParentUid == entity.Comp1.TargetCoordinates.EntityId);
|
|
var visuals = Comp<FtlVisualizerComponent>(comp.VisualizerEntity.Value);
|
|
visuals.Grid = entity.Owner;
|
|
Dirty(comp.VisualizerEntity.Value, visuals);
|
|
_transform.SetLocalRotation(comp.VisualizerEntity.Value, entity.Comp1.TargetAngle);
|
|
_pvs.AddGlobalOverride(comp.VisualizerEntity.Value);
|
|
}
|
|
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
_console.RefreshShuttleConsoles(entity.Owner);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Shuttle arrived.
|
|
/// </summary>
|
|
private void UpdateFTLArriving(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
var uid = entity.Owner;
|
|
var xform = _xformQuery.GetComponent(uid);
|
|
var body = _physicsQuery.GetComponent(uid);
|
|
var comp = entity.Comp1;
|
|
DoTheDinosaur(xform);
|
|
_dockSystem.SetDockBolts(entity, false);
|
|
|
|
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
|
|
_physics.SetAngularVelocity(uid, 0f, body: body);
|
|
_physics.SetLinearDamping(uid, body, entity.Comp2.LinearDamping);
|
|
_physics.SetAngularDamping(uid, body, entity.Comp2.AngularDamping);
|
|
|
|
var target = entity.Comp1.TargetCoordinates;
|
|
|
|
MapId mapId;
|
|
|
|
QueueDel(entity.Comp1.VisualizerEntity);
|
|
entity.Comp1.VisualizerEntity = null;
|
|
|
|
if (!Exists(entity.Comp1.TargetCoordinates.EntityId))
|
|
{
|
|
// Uhh good luck
|
|
// Pick earliest map?
|
|
var maps = EntityQuery<MapComponent>().Select(o => o.MapId).ToList();
|
|
var map = maps.Min(o => o.GetHashCode());
|
|
|
|
mapId = new MapId(map);
|
|
TryFTLProximity(uid, _mapSystem.GetMap(mapId));
|
|
}
|
|
// Docking FTL
|
|
else if (HasComp<MapGridComponent>(target.EntityId) &&
|
|
!HasComp<MapComponent>(target.EntityId))
|
|
{
|
|
var config = _dockSystem.GetDockingConfigAt(uid, target.EntityId, target, entity.Comp1.TargetAngle);
|
|
var mapCoordinates = _transform.ToMapCoordinates(target);
|
|
|
|
// Couldn't dock somehow so just fallback to regular position FTL.
|
|
if (config == null)
|
|
{
|
|
TryFTLProximity(uid, target.EntityId);
|
|
}
|
|
else
|
|
{
|
|
FTLDock((uid, xform), config);
|
|
}
|
|
|
|
mapId = mapCoordinates.MapId;
|
|
}
|
|
// Position ftl
|
|
else
|
|
{
|
|
// TODO: This should now use tryftlproximity
|
|
mapId = _transform.GetMapId(target);
|
|
_transform.SetCoordinates(uid, xform, target, rotation: entity.Comp1.TargetAngle);
|
|
}
|
|
|
|
if (_physicsQuery.TryGetComponent(uid, out body))
|
|
{
|
|
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
|
|
_physics.SetAngularVelocity(uid, 0f, body: body);
|
|
|
|
// Disable shuttle if it's on a planet; unfortunately can't do this in parent change messages due
|
|
// to event ordering and awake body shenanigans (at least for now).
|
|
if (HasComp<MapGridComponent>(xform.MapUid))
|
|
{
|
|
Disable(uid, component: body);
|
|
}
|
|
else
|
|
{
|
|
Enable(uid, component: body, shuttle: entity.Comp2);
|
|
}
|
|
}
|
|
|
|
_thruster.DisableLinearThrusters(entity.Comp2);
|
|
|
|
comp.TravelStream = _audio.Stop(comp.TravelStream);
|
|
var audio = _audio.PlayPvs(_arrivalSound, uid);
|
|
_audio.SetGridAudio(audio);
|
|
|
|
if (TryComp<FTLDestinationComponent>(uid, out var dest))
|
|
{
|
|
dest.Enabled = true;
|
|
}
|
|
|
|
comp.State = FTLState.Cooldown;
|
|
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, FTLCooldown);
|
|
_console.RefreshShuttleConsoles(uid);
|
|
_mapManager.SetMapPaused(mapId, false);
|
|
Smimsh(uid, xform: xform);
|
|
|
|
var ftlEvent = new FTLCompletedEvent(uid, _mapSystem.GetMap(mapId));
|
|
RaiseLocalEvent(uid, ref ftlEvent, true);
|
|
}
|
|
|
|
private void UpdateFTLCooldown(Entity<FTLComponent, ShuttleComponent> entity)
|
|
{
|
|
RemCompDeferred<FTLComponent>(entity);
|
|
_console.RefreshShuttleConsoles(entity);
|
|
}
|
|
|
|
private void UpdateHyperspace()
|
|
{
|
|
var curTime = _gameTiming.CurTime;
|
|
var query = EntityQueryEnumerator<FTLComponent, ShuttleComponent>();
|
|
|
|
while (query.MoveNext(out var uid, out var comp, out var shuttle))
|
|
{
|
|
if (curTime < comp.StateTime.End)
|
|
continue;
|
|
|
|
var entity = (uid, comp, shuttle);
|
|
|
|
switch (comp.State)
|
|
{
|
|
// Startup time has elapsed and in hyperspace.
|
|
case FTLState.Starting:
|
|
UpdateFTLStarting(entity);
|
|
break;
|
|
// Arriving, play effects
|
|
case FTLState.Travelling:
|
|
UpdateFTLTravelling(entity);
|
|
break;
|
|
// Arrived
|
|
case FTLState.Arriving:
|
|
UpdateFTLArriving(entity);
|
|
break;
|
|
case FTLState.Cooldown:
|
|
UpdateFTLCooldown(entity);
|
|
break;
|
|
default:
|
|
Log.Error($"Found invalid FTL state {comp.State} for {uid}");
|
|
RemCompDeferred<FTLComponent>(uid);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private float GetSoundRange(EntityUid uid)
|
|
{
|
|
if (!TryComp<MapGridComponent>(uid, out var grid))
|
|
return 4f;
|
|
|
|
return MathF.Max(grid.LocalAABB.Width, grid.LocalAABB.Height) + 12.5f;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Puts everyone unbuckled on the floor, paralyzed.
|
|
/// </summary>
|
|
private void DoTheDinosaur(TransformComponent xform)
|
|
{
|
|
// Get enumeration exceptions from people dropping things if we just paralyze as we go
|
|
var toKnock = new ValueList<EntityUid>();
|
|
KnockOverKids(xform, ref toKnock);
|
|
TryComp<MapGridComponent>(xform.GridUid, out var grid);
|
|
|
|
if (TryComp<PhysicsComponent>(xform.GridUid, out var shuttleBody))
|
|
{
|
|
foreach (var child in toKnock)
|
|
{
|
|
if (!_statusQuery.TryGetComponent(child, out var status))
|
|
continue;
|
|
|
|
if (!HasComp<FTLKnockdownImmuneComponent>(child)) // Frontier: FTL knockdown immunity
|
|
_stuns.TryParalyze(child, _hyperspaceKnockdownTime, true, status);
|
|
|
|
// If the guy we knocked down is on a spaced tile, throw them too
|
|
if (grid != null)
|
|
TossIfSpaced((xform.GridUid.Value, grid, shuttleBody), child);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void LeaveNoFTLBehind(Entity<TransformComponent> grid, Matrix3x2 oldGridMatrix, EntityUid? oldMapUid)
|
|
{
|
|
if (oldMapUid == null)
|
|
return;
|
|
|
|
_noFtls.Clear();
|
|
var oldGridRotation = oldGridMatrix.Rotation();
|
|
_lookup.GetGridEntities(grid.Owner, _noFtls);
|
|
|
|
foreach (var childUid in _noFtls)
|
|
{
|
|
if (!_xformQuery.TryComp(childUid, out var childXform))
|
|
continue;
|
|
|
|
// If we're not parented directly to the grid the matrix may be wrong.
|
|
var relative = _physics.GetRelativePhysicsTransform(childUid.Owner, (grid.Owner, grid.Comp));
|
|
|
|
_transform.SetCoordinates(
|
|
childUid,
|
|
childXform,
|
|
new EntityCoordinates(oldMapUid.Value,
|
|
Vector2.Transform(relative.Position, oldGridMatrix)), rotation: relative.Quaternion2D.Angle + oldGridRotation);
|
|
}
|
|
}
|
|
|
|
private void KnockOverKids(TransformComponent xform, ref ValueList<EntityUid> toKnock)
|
|
{
|
|
// Not recursive because probably not necessary? If we need it to be that's why this method is separate.
|
|
var childEnumerator = xform.ChildEnumerator;
|
|
while (childEnumerator.MoveNext(out var child))
|
|
{
|
|
if (!_buckleQuery.TryGetComponent(child, out var buckle) || buckle.Buckled)
|
|
continue;
|
|
|
|
toKnock.Add(child);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Throws people who are standing on a spaced tile, tries to throw them towards a neighbouring space tile
|
|
/// </summary>
|
|
private void TossIfSpaced(Entity<MapGridComponent, PhysicsComponent> shuttleEntity, EntityUid tossed)
|
|
{
|
|
var shuttleGrid = shuttleEntity.Comp1;
|
|
var shuttleBody = shuttleEntity.Comp2;
|
|
if (!_xformQuery.TryGetComponent(tossed, out var childXform))
|
|
return;
|
|
|
|
// only toss if its on lattice/space
|
|
var tile = _mapSystem.GetTileRef(shuttleEntity, shuttleGrid, childXform.Coordinates);
|
|
|
|
if (!tile.IsSpace(_tileDefManager))
|
|
return;
|
|
|
|
var throwDirection = childXform.LocalPosition - shuttleBody.LocalCenter;
|
|
|
|
if (throwDirection == Vector2.Zero)
|
|
return;
|
|
|
|
_throwing.TryThrow(tossed, throwDirection.Normalized() * 10.0f, 50.0f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to dock with the target grid, otherwise falls back to proximity.
|
|
/// This bypasses FTL travel time.
|
|
/// </summary>
|
|
public bool TryFTLDock(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityUid targetUid,
|
|
string? priorityTag = null)
|
|
{
|
|
return TryFTLDock(shuttleUid, component, targetUid, out _, priorityTag);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to dock with the target grid, otherwise falls back to proximity.
|
|
/// This bypasses FTL travel time.
|
|
/// </summary>
|
|
public bool TryFTLDock(
|
|
EntityUid shuttleUid,
|
|
ShuttleComponent component,
|
|
EntityUid targetUid,
|
|
[NotNullWhen(true)] out DockingConfig? config,
|
|
string? priorityTag = null)
|
|
{
|
|
config = null;
|
|
|
|
if (!_xformQuery.TryGetComponent(shuttleUid, out var shuttleXform) ||
|
|
!_xformQuery.TryGetComponent(targetUid, out var targetXform) ||
|
|
targetXform.MapUid == null ||
|
|
!targetXform.MapUid.Value.IsValid())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
config = _dockSystem.GetDockingConfig(shuttleUid, targetUid, priorityTag);
|
|
|
|
if (config != null)
|
|
{
|
|
FTLDock((shuttleUid, shuttleXform), config);
|
|
return true;
|
|
}
|
|
|
|
TryFTLProximity(shuttleUid, targetUid, shuttleXform, targetXform);
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces an FTL dock.
|
|
/// </summary>
|
|
public void FTLDock(Entity<TransformComponent> shuttle, DockingConfig config)
|
|
{
|
|
// Set position
|
|
var mapCoordinates = _transform.ToMapCoordinates(config.Coordinates);
|
|
var mapUid = _mapSystem.GetMap(mapCoordinates.MapId);
|
|
_transform.SetCoordinates(shuttle.Owner, shuttle.Comp, new EntityCoordinates(mapUid, mapCoordinates.Position), rotation: config.Angle + _transform.GetWorldRotation(config.Coordinates.EntityId));
|
|
|
|
// Connect everything
|
|
foreach (var (dockAUid, dockBUid, dockA, dockB) in config.Docks)
|
|
{
|
|
_dockSystem.Dock((dockAUid, dockA), (dockBUid, dockB));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to get the target position to FTL near the target coordinates.
|
|
/// If the target coordinates have a mapgrid then will try to offset the AABB.
|
|
/// </summary>
|
|
/// <param name="minOffset">Min offset for the final FTL.</param>
|
|
/// <param name="maxOffset">Max offset for the final FTL from the box we spawn.</param>
|
|
private bool TryGetFTLProximity(
|
|
EntityUid shuttleUid,
|
|
EntityCoordinates targetCoordinates,
|
|
out EntityCoordinates coordinates, out Angle angle,
|
|
float minOffset = 0f, float maxOffset = 64f,
|
|
TransformComponent? xform = null, TransformComponent? targetXform = null)
|
|
{
|
|
DebugTools.Assert(minOffset < maxOffset);
|
|
coordinates = EntityCoordinates.Invalid;
|
|
angle = Angle.Zero;
|
|
|
|
if (!Resolve(targetCoordinates.EntityId, ref targetXform) ||
|
|
targetXform.MapUid == null ||
|
|
!targetXform.MapUid.Value.IsValid() ||
|
|
!Resolve(shuttleUid, ref xform))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// We essentially expand the Box2 of the target area until nothing else is added then we know it's valid.
|
|
// Can't just get an AABB of every grid as we may spawn very far away.
|
|
var nearbyGrids = new HashSet<EntityUid>();
|
|
var shuttleAABB = Comp<MapGridComponent>(shuttleUid).LocalAABB;
|
|
|
|
// Start with small point.
|
|
// If our target pos is offset we mot even intersect our target's AABB so we don't include it.
|
|
var targetLocalAABB = Box2.CenteredAround(targetCoordinates.Position, Vector2.One);
|
|
|
|
// How much we expand the target AABB be.
|
|
// We half it because we only need the width / height in each direction if it's placed at a particular spot.
|
|
var expansionAmount = MathF.Max(shuttleAABB.Width / 2f, shuttleAABB.Height / 2f);
|
|
|
|
// Expand the starter AABB so we have something to query to start with.
|
|
var targetAABB = _transform.GetWorldMatrix(targetXform)
|
|
.TransformBox(targetLocalAABB)
|
|
.Enlarged(expansionAmount);
|
|
|
|
var iteration = 0;
|
|
var lastCount = nearbyGrids.Count;
|
|
var mapId = targetXform.MapID;
|
|
var grids = new List<Entity<MapGridComponent>>();
|
|
|
|
while (iteration < FTLProximityIterations)
|
|
{
|
|
grids.Clear();
|
|
// We pass in an expanded offset here so we can safely do a random offset later.
|
|
// We don't include this in the actual targetAABB because then we would be double-expanding it.
|
|
// Once in this loop, then again when placing the shuttle later.
|
|
// Note that targetAABB already has expansionAmount factored in already.
|
|
_mapManager.FindGridsIntersecting(mapId, targetAABB.Enlarged(maxOffset), ref grids);
|
|
|
|
foreach (var grid in grids)
|
|
{
|
|
if (!nearbyGrids.Add(grid))
|
|
continue;
|
|
|
|
// Include the other grid's AABB (expanded by ours) as well.
|
|
targetAABB = targetAABB.Union(
|
|
_transform.GetWorldMatrix(grid)
|
|
.TransformBox(Comp<MapGridComponent>(grid).LocalAABB.Enlarged(expansionAmount)));
|
|
}
|
|
|
|
// Can do proximity
|
|
if (nearbyGrids.Count == lastCount)
|
|
{
|
|
break;
|
|
}
|
|
|
|
iteration++;
|
|
lastCount = nearbyGrids.Count;
|
|
|
|
// Mishap moment, dense asteroid field or whatever
|
|
if (iteration != FTLProximityIterations)
|
|
continue;
|
|
|
|
var query = AllEntityQuery<MapGridComponent>();
|
|
while (query.MoveNext(out var uid, out var grid))
|
|
{
|
|
// Don't add anymore as it is irrelevant, but that doesn't mean we need to re-do existing work.
|
|
if (nearbyGrids.Contains(uid))
|
|
continue;
|
|
|
|
targetAABB = targetAABB.Union(
|
|
_transform.GetWorldMatrix(uid)
|
|
.TransformBox(Comp<MapGridComponent>(uid).LocalAABB.Enlarged(expansionAmount)));
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
// Now we have a targetAABB. This has already been expanded to account for our fat ass.
|
|
Vector2 spawnPos;
|
|
|
|
if (TryComp<PhysicsComponent>(shuttleUid, out var shuttleBody))
|
|
{
|
|
_physics.SetLinearVelocity(shuttleUid, Vector2.Zero, body: shuttleBody);
|
|
_physics.SetAngularVelocity(shuttleUid, 0f, body: shuttleBody);
|
|
}
|
|
|
|
// TODO: This should prefer the position's angle instead.
|
|
// TODO: This is pretty crude for multiple landings.
|
|
if (nearbyGrids.Count > 1 || !HasComp<MapComponent>(targetXform.GridUid))
|
|
{
|
|
// Pick a random angle
|
|
var offsetAngle = _random.NextAngle();
|
|
|
|
// Our valid spawn positions are <targetAABB width / height + offset> away.
|
|
var minRadius = MathF.Max(targetAABB.Width / 2f, targetAABB.Height / 2f);
|
|
spawnPos = targetAABB.Center + offsetAngle.RotateVec(new Vector2(_random.NextFloat(minRadius + minOffset, minRadius + maxOffset), 0f));
|
|
}
|
|
else if (shuttleBody != null)
|
|
{
|
|
(spawnPos, angle) = _transform.GetWorldPositionRotation(targetXform);
|
|
}
|
|
else
|
|
{
|
|
spawnPos = _transform.GetWorldPosition(targetXform);
|
|
}
|
|
|
|
var offset = Vector2.Zero;
|
|
|
|
// Offset it because transform does not correspond to AABB position.
|
|
if (TryComp(shuttleUid, out MapGridComponent? shuttleGrid))
|
|
{
|
|
offset = -shuttleGrid.LocalAABB.Center;
|
|
}
|
|
|
|
if (!HasComp<MapComponent>(targetXform.GridUid))
|
|
{
|
|
angle = _random.NextAngle();
|
|
}
|
|
else
|
|
{
|
|
angle = Angle.Zero;
|
|
}
|
|
|
|
// Rotate our localcenter around so we spawn exactly where we "think" we should (center of grid on the dot).
|
|
var transform = new Transform(spawnPos, angle);
|
|
spawnPos = Robust.Shared.Physics.Transform.Mul(transform, offset);
|
|
|
|
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos - offset);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to arrive nearby without overlapping with other grids.
|
|
/// </summary>
|
|
public bool TryFTLProximity(EntityUid shuttleUid, EntityUid targetUid, TransformComponent? xform = null, TransformComponent? targetXform = null)
|
|
{
|
|
if (!Resolve(targetUid, ref targetXform) ||
|
|
targetXform.MapUid == null ||
|
|
!targetXform.MapUid.Value.IsValid() ||
|
|
!Resolve(shuttleUid, ref xform))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!TryGetFTLProximity(shuttleUid, new EntityCoordinates(targetUid, Vector2.Zero), out var coords, out var angle, xform: xform, targetXform: targetXform))
|
|
return false;
|
|
|
|
_transform.SetCoordinates(shuttleUid, xform, coords, rotation: angle);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to FTL to the target coordinates; will move nearby if not possible.
|
|
/// </summary>
|
|
public bool TryFTLProximity(Entity<TransformComponent?> shuttle, EntityCoordinates targetCoordinates)
|
|
{
|
|
if (!Resolve(shuttle.Owner, ref shuttle.Comp) ||
|
|
_transform.GetMap(targetCoordinates)?.IsValid() != true)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!TryGetFTLProximity(shuttle, targetCoordinates, out var coords, out var angle))
|
|
return false;
|
|
|
|
_transform.SetCoordinates(shuttle, shuttle.Comp, coords, rotation: angle);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flattens / deletes everything under the grid upon FTL.
|
|
/// </summary>
|
|
private void Smimsh(EntityUid uid, FixturesComponent? manager = null, MapGridComponent? grid = null, TransformComponent? xform = null)
|
|
{
|
|
if (!Resolve(uid, ref manager, ref grid, ref xform) || xform.MapUid == null)
|
|
return;
|
|
|
|
if (!TryComp(xform.MapUid, out BroadphaseComponent? lookup))
|
|
return;
|
|
|
|
// Flatten anything not parented to a grid.
|
|
var transform = _physics.GetRelativePhysicsTransform((uid, xform), xform.MapUid.Value);
|
|
var aabbs = new List<Box2>(manager.Fixtures.Count);
|
|
var tileSet = new List<(Vector2i, Tile)>();
|
|
|
|
foreach (var fixture in manager.Fixtures.Values)
|
|
{
|
|
if (!fixture.Hard)
|
|
continue;
|
|
|
|
var aabb = fixture.Shape.ComputeAABB(transform, 0);
|
|
|
|
// Shift it slightly
|
|
// Create a small border around it.
|
|
aabb = aabb.Enlarged(0.2f);
|
|
aabbs.Add(aabb);
|
|
|
|
// Handle clearing biome stuff as relevant.
|
|
tileSet.Clear();
|
|
_biomes.ReserveTiles(xform.MapUid.Value, aabb, tileSet);
|
|
_lookupEnts.Clear();
|
|
_immuneEnts.Clear();
|
|
// TODO: Ideally we'd query first BEFORE moving grid but needs adjustments above.
|
|
_lookup.GetLocalEntitiesIntersecting(xform.MapUid.Value, fixture.Shape, transform, _lookupEnts, flags: LookupFlags.Uncontained, lookup: lookup);
|
|
|
|
foreach (var ent in _lookupEnts)
|
|
{
|
|
if (ent == uid || _immuneEnts.Contains(ent))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If it's on our grid ignore it.
|
|
if (!_xformQuery.TryComp(ent, out var childXform) || childXform.GridUid == uid)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If it has the FTLSmashImmuneComponent ignore it.
|
|
if (_immuneQuery.HasComponent(ent))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (_bodyQuery.TryGetComponent(ent, out var mob))
|
|
{
|
|
_logger.Add(LogType.Gib, LogImpact.Extreme, $"{ToPrettyString(ent):player} got gibbed by the shuttle" +
|
|
$" {ToPrettyString(uid)} arriving from FTL at {xform.Coordinates:coordinates}");
|
|
var gibs = _bobby.GibBody(ent, body: mob);
|
|
_immuneEnts.UnionWith(gibs);
|
|
continue;
|
|
}
|
|
|
|
QueueDel(ent);
|
|
}
|
|
}
|
|
|
|
var ev = new ShuttleFlattenEvent(xform.MapUid.Value, aabbs);
|
|
RaiseLocalEvent(ref ev);
|
|
}
|
|
}
|