mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 08:37:26 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
181 lines
7.9 KiB
C#
181 lines
7.9 KiB
C#
using Content.Server.Administration;
|
|
using Content.Shared.Administration;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Hands.EntitySystems;
|
|
using Content.Shared.Labels.EntitySystems;
|
|
using Content.Shared.Shuttles.Components;
|
|
using Content.Shared.Storage;
|
|
using Content.Shared.Storage.EntitySystems;
|
|
using Robust.Shared.Console;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Shuttles.Commands;
|
|
|
|
/// <summary>
|
|
/// Creates FTL disks, to maps, grids, or entities.
|
|
/// </summary>
|
|
[AdminCommand(AdminFlags.Fun)]
|
|
|
|
public sealed class FTLDiskCommand : LocalizedCommands
|
|
{
|
|
[Dependency] private readonly IEntityManager _entManager = default!;
|
|
[Dependency] private readonly IEntitySystemManager _entSystemManager = default!;
|
|
|
|
public override string Command => "ftldisk";
|
|
|
|
public static readonly EntProtoId CoordinatesDisk = "CoordinatesDisk";
|
|
public static readonly EntProtoId DiskCase = "DiskCase";
|
|
public override void Execute(IConsoleShell shell, string argStr, string[] args)
|
|
{
|
|
if (args.Length == 0)
|
|
{
|
|
shell.WriteError(Loc.GetString("shell-need-minimum-one-argument"));
|
|
return;
|
|
}
|
|
|
|
var player = shell.Player;
|
|
|
|
if (player == null)
|
|
{
|
|
shell.WriteLine(Loc.GetString("shell-only-players-can-run-this-command"));
|
|
return;
|
|
}
|
|
|
|
if (player.AttachedEntity == null)
|
|
{
|
|
shell.WriteLine(Loc.GetString("shell-must-be-attached-to-entity"));
|
|
return;
|
|
}
|
|
|
|
EntityUid entity = player.AttachedEntity.Value;
|
|
var coords = _entManager.GetComponent<TransformComponent>(entity).Coordinates;
|
|
|
|
var handsSystem = _entSystemManager.GetEntitySystem<SharedHandsSystem>();
|
|
var labelSystem = _entSystemManager.GetEntitySystem<LabelSystem>();
|
|
var mapSystem = _entSystemManager.GetEntitySystem<SharedMapSystem>();
|
|
var storageSystem = _entSystemManager.GetEntitySystem<SharedStorageSystem>();
|
|
|
|
foreach (var destinations in args)
|
|
{
|
|
DebugTools.AssertNotNull(destinations);
|
|
|
|
// make sure destination is an id.
|
|
EntityUid dest;
|
|
|
|
if (_entManager.TryParseNetEntity(destinations, out var nullableDest))
|
|
{
|
|
DebugTools.AssertNotNull(nullableDest);
|
|
|
|
dest = (EntityUid) nullableDest;
|
|
|
|
// we need to go to a map, so check if the EntID is something else then try for its map
|
|
if (!_entManager.HasComponent<MapComponent>(dest))
|
|
{
|
|
if (!_entManager.TryGetComponent<TransformComponent>(dest, out var entTransform))
|
|
{
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-no-transform", ("destination", destinations)));
|
|
continue;
|
|
}
|
|
|
|
if (!mapSystem.TryGetMap(entTransform.MapID, out var mapDest))
|
|
{
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-no-map", ("destination", destinations)));
|
|
continue;
|
|
}
|
|
|
|
DebugTools.AssertNotNull(mapDest);
|
|
dest = mapDest!.Value; // explicit cast here should be fine since the previous if should catch it.
|
|
}
|
|
|
|
// find and verify the map is not somehow unusable.
|
|
if (!_entManager.TryGetComponent<MapComponent>(dest, out var mapComp)) // We have to check for a MapComponent here and above since we could have changed our dest entity.
|
|
{
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-no-map-comp", ("destination", destinations), ("map", dest)));
|
|
continue;
|
|
}
|
|
if (mapComp.MapInitialized == false)
|
|
{
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-map-not-init", ("destination", destinations), ("map", dest)));
|
|
continue;
|
|
}
|
|
if (mapComp.MapPaused == true)
|
|
{
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-map-paused", ("destination", destinations), ("map", dest)));
|
|
continue;
|
|
}
|
|
|
|
// check if our destination works already, if not, make it.
|
|
if (!_entManager.TryGetComponent<FTLDestinationComponent>(dest, out var ftlDestComp))
|
|
{
|
|
FTLDestinationComponent ftlDest = _entManager.AddComponent<FTLDestinationComponent>(dest);
|
|
ftlDest.RequireCoordinateDisk = true;
|
|
|
|
if (_entManager.HasComponent<MapGridComponent>(dest))
|
|
{
|
|
ftlDest.BeaconsOnly = true;
|
|
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-planet", ("destination", destinations), ("map", dest)));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// we don't do these automatically, since it isn't clear what the correct resolution is. Instead we provide feedback to the user and carry on like they know what theyre doing.
|
|
if (ftlDestComp.Enabled == false)
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-already-dest-not-enabled", ("destination", destinations), ("map", dest)));
|
|
|
|
if (ftlDestComp.BeaconsOnly == true)
|
|
shell.WriteLine(Loc.GetString("cmd-ftldisk-requires-ftl-point", ("destination", destinations), ("map", dest)));
|
|
}
|
|
|
|
// create the FTL disk
|
|
EntityUid cdUid = _entManager.SpawnEntity(CoordinatesDisk, coords);
|
|
var cd = _entManager.EnsureComponent<ShuttleDestinationCoordinatesComponent>(cdUid);
|
|
cd.Destination = dest;
|
|
_entManager.Dirty(cdUid, cd);
|
|
|
|
// create disk case
|
|
EntityUid cdCaseUid = _entManager.SpawnEntity(DiskCase, coords);
|
|
|
|
// apply labels
|
|
if (_entManager.TryGetComponent<MetaDataComponent>(dest, out var meta) && meta != null && meta.EntityName != null)
|
|
{
|
|
labelSystem.Label(cdUid, meta.EntityName);
|
|
labelSystem.Label(cdCaseUid, meta.EntityName);
|
|
}
|
|
|
|
// if the case has a storage, try to place the disk in there and then the case inhand
|
|
|
|
if (_entManager.TryGetComponent<StorageComponent>(cdCaseUid, out var storage) && storageSystem.Insert(cdCaseUid, cdUid, out _, storageComp: storage, playSound: false))
|
|
{
|
|
if (_entManager.TryGetComponent<HandsComponent>(entity, out var handsComponent) && handsSystem.TryGetEmptyHand((entity, handsComponent), out var emptyHand))
|
|
{
|
|
handsSystem.TryPickup(entity, cdCaseUid, emptyHand, checkActionBlocker: false, handsComp: handsComponent);
|
|
}
|
|
}
|
|
else // the case was messed up, put disk inhand
|
|
{
|
|
_entManager.DeleteEntity(cdCaseUid); // something went wrong so just yeet the chaf
|
|
|
|
if (_entManager.TryGetComponent<HandsComponent>(entity, out var handsComponent) && handsSystem.TryGetEmptyHand((entity, handsComponent), out var emptyHand))
|
|
{
|
|
handsSystem.TryPickup(entity, cdUid, emptyHand, checkActionBlocker: false, handsComp: handsComponent);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shell.WriteLine(Loc.GetString("shell-invalid-entity-uid", ("uid", destinations)));
|
|
}
|
|
}
|
|
}
|
|
|
|
public override CompletionResult GetCompletion(IConsoleShell shell, string[] args)
|
|
{
|
|
if (args.Length >= 1)
|
|
return CompletionResult.FromHintOptions(CompletionHelper.MapUids(_entManager), Loc.GetString("cmd-ftldisk-hint"));
|
|
return CompletionResult.Empty;
|
|
}
|
|
}
|