Files
Delta-v/Content.Server/Respawn/SpecialRespawnSystem.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>

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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>

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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

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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

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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.

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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

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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

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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

200 lines
7.5 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking;
using Content.Shared.Database;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Respawn;
using Content.Shared.Station.Components;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Respawn;
public sealed class SpecialRespawnSystem : SharedSpecialRespawnSystem
{
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly TurfSystem _turf = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
SubscribeLocalEvent<SpecialRespawnSetupEvent>(OnSpecialRespawnSetup);
SubscribeLocalEvent<SpecialRespawnComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<SpecialRespawnComponent, EntityTerminatingEvent>(OnTermination);
}
private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
{
//Try to compensate for restartroundnow command
if (ev.Old == GameRunLevel.InRound && ev.New == GameRunLevel.PreRoundLobby)
OnRoundEnd();
switch (ev.New)
{
case GameRunLevel.PostRound:
OnRoundEnd();
break;
}
}
private void OnSpecialRespawnSetup(SpecialRespawnSetupEvent ev)
{
if (!TryComp<SpecialRespawnComponent>(ev.Entity, out var comp))
return;
var xform = Transform(ev.Entity);
if (xform.GridUid != null)
comp.StationMap = (xform.MapUid, xform.GridUid);
}
private void OnRoundEnd()
{
var specialRespawnQuery = EntityQuery<SpecialRespawnComponent>();
//Turn respawning off so the entity doesn't respawn during reset
foreach (var entity in specialRespawnQuery)
{
entity.Respawn = false;
}
}
private void OnStartup(EntityUid uid, SpecialRespawnComponent component, ComponentStartup args)
{
var ev = new SpecialRespawnSetupEvent(uid);
QueueLocalEvent(ev);
}
private void OnTermination(EntityUid uid, SpecialRespawnComponent component, ref EntityTerminatingEvent args)
{
var entityMapUid = component.StationMap.Item1;
var entityGridUid = component.StationMap.Item2;
if (!component.Respawn || !HasComp<StationMemberComponent>(entityGridUid) || entityMapUid == null)
return;
if (!TryComp<MapGridComponent>(entityGridUid, out var grid) || MetaData(entityGridUid.Value).EntityLifeStage >= EntityLifeStage.Terminating)
return;
//Invalid prototype
if (!_proto.HasIndex(component.Prototype))
return;
if (TryFindRandomTile(entityGridUid.Value, entityMapUid.Value, 10, out var coords))
Respawn(uid, component.Prototype, coords);
//If the above fails, spawn at the center of the grid on the station
else
{
var xform = Transform(entityGridUid.Value);
var pos = xform.Coordinates;
var mapPos = _transform.GetMapCoordinates(entityGridUid.Value, xform: xform);
var circle = new Circle(mapPos.Position, 2);
var found = false;
foreach (var tile in _map.GetTilesIntersecting(entityGridUid.Value, grid, circle))
{
if (_turf.IsSpace(tile)
|| _turf.IsTileBlocked(tile, CollisionGroup.MobMask)
|| !_atmosphere.IsTileMixtureProbablySafe(entityGridUid, entityMapUid.Value,
_map.TileIndicesFor((entityGridUid.Value, grid), mapPos)))
{
continue;
}
pos = _turf.GetTileCenter(tile);
found = true;
if (found)
break;
}
Respawn(uid, component.Prototype, pos);
}
}
/// <summary>
/// Respawn the entity and log it.
/// </summary>
/// <param name="oldEntity">The entity being deleted</param>
/// <param name="prototype">The prototype being spawned</param>
/// <param name="coords">The place where it will be spawned</param>
private void Respawn(EntityUid oldEntity, string prototype, EntityCoordinates coords)
{
var entity = Spawn(prototype, coords);
_adminLog.Add(LogType.Respawn, LogImpact.Extreme, $"{ToPrettyString(oldEntity)} was deleted and was respawned at {_transform.ToMapCoordinates(coords)} as {ToPrettyString(entity)}");
_chat.SendAdminAlert($"{MetaData(oldEntity).EntityName} was deleted and was respawned as {ToPrettyString(entity)}");
}
/// <summary>
/// Try to find a random safe tile on the supplied grid
/// </summary>
/// <param name="targetGrid">The grid that you're looking for a safe tile on</param>
/// <param name="targetMap">The map that you're looking for a safe tile on</param>
/// <param name="maxAttempts">The maximum amount of attempts it should try before it gives up</param>
/// <param name="targetCoords">If successful, the coordinates of the safe tile</param>
/// <returns></returns>
public bool TryFindRandomTile(EntityUid targetGrid, EntityUid targetMap, int maxAttempts, out EntityCoordinates targetCoords)
{
targetCoords = EntityCoordinates.Invalid;
if (!TryComp<MapGridComponent>(targetGrid, out var grid))
return false;
var xform = Transform(targetGrid);
if (!_map.TryGetTileRef(targetGrid, grid, xform.Coordinates, out var tileRef))
return false;
var tile = tileRef.GridIndices;
var found = false;
var (gridPos, _, gridMatrix) = _transform.GetWorldPositionRotationMatrix(xform);
var gridBounds = gridMatrix.TransformBox(grid.LocalAABB);
//Obviously don't put anything ridiculous in here
for (var i = 0; i < maxAttempts; i++)
{
var randomX = _random.Next((int)gridBounds.Left, (int)gridBounds.Right);
var randomY = _random.Next((int)gridBounds.Bottom, (int)gridBounds.Top);
tile = new Vector2i(randomX - (int)gridPos.X, randomY - (int)gridPos.Y);
var mapPos = _map.GridTileToWorldPos(targetGrid, grid, tile);
var mapTarget = _map.WorldToTile(targetGrid, grid, mapPos);
var circle = new Circle(mapPos, 2);
foreach (var newTileRef in _map.GetTilesIntersecting(targetGrid, grid, circle))
{
if (_turf.IsSpace(newTileRef) || _turf.IsTileBlocked(newTileRef, CollisionGroup.MobMask) || !_atmosphere.IsTileMixtureProbablySafe(targetGrid, targetMap, mapTarget))
continue;
found = true;
targetCoords = _map.GridTileToLocal(targetGrid, grid, tile);
break;
}
//Found a safe tile, no need to continue
if (found)
break;
}
if (!found)
return false;
return true;
}
}