mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
461 lines
17 KiB
C#
461 lines
17 KiB
C#
using System.Numerics;
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using Content.Server.Doors.Systems;
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using Content.Server.NPC.Pathfinding;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Popups;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Events;
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using Content.Shared.Shuttles.Systems;
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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.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Systems
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{
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public sealed partial class DockingSystem : SharedDockingSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly DoorSystem _doorSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly PathfindingSystem _pathfinding = default!;
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[Dependency] private readonly ShuttleConsoleSystem _console = default!;
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[Dependency] private readonly SharedJointSystem _jointSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private const string DockingJoint = "docking";
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private readonly HashSet<Entity<DockingComponent>> _dockingSet = new();
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private readonly HashSet<Entity<DockingComponent, DoorBoltComponent>> _dockingBoltSet = new();
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public override void Initialize()
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{
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base.Initialize();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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SubscribeLocalEvent<DockingComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DockingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<DockingComponent, AnchorStateChangedEvent>(OnAnchorChange);
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SubscribeLocalEvent<DockingComponent, ReAnchorEvent>(OnDockingReAnchor);
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SubscribeLocalEvent<DockingComponent, BeforeDoorAutoCloseEvent>(OnAutoClose);
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// Yes this isn't in shuttle console; it may be used by other systems technically.
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// in which case I would also add their subs here.
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SubscribeLocalEvent<ShuttleConsoleComponent, DockRequestMessage>(OnRequestDock);
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SubscribeLocalEvent<ShuttleConsoleComponent, UndockRequestMessage>(OnRequestUndock);
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}
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public void UndockDocks(EntityUid gridUid)
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{
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_dockingSet.Clear();
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_lookup.GetChildEntities(gridUid, _dockingSet);
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foreach (var dock in _dockingSet)
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{
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Undock(dock);
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}
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}
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public void SetDockBolts(EntityUid gridUid, bool enabled)
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{
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_dockingBoltSet.Clear();
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_lookup.GetChildEntities(gridUid, _dockingBoltSet);
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foreach (var entity in _dockingBoltSet)
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{
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_doorSystem.TryClose(entity);
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_doorSystem.SetBoltsDown((entity.Owner, entity.Comp2), enabled);
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}
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}
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private void OnAutoClose(EntityUid uid, DockingComponent component, BeforeDoorAutoCloseEvent args)
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{
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// We'll just pin the door open when docked.
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if (component.Docked)
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args.Cancel();
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}
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private void OnShutdown(EntityUid uid, DockingComponent component, ComponentShutdown args)
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{
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if (component.DockedWith == null ||
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Comp<MetaDataComponent>(uid).EntityLifeStage > EntityLifeStage.MapInitialized)
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{
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return;
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}
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var gridUid = Transform(uid).GridUid;
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if (gridUid != null && !Terminating(gridUid.Value))
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{
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_console.RefreshShuttleConsoles();
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}
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Cleanup(uid, component);
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}
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private void Cleanup(EntityUid dockAUid, DockingComponent dockA)
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{
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_pathfinding.RemovePortal(dockA.PathfindHandle);
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if (dockA.DockJoint != null)
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_jointSystem.RemoveJoint(dockA.DockJoint);
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var dockBUid = dockA.DockedWith;
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if (dockBUid == null ||
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!TryComp(dockBUid, out DockingComponent? dockB))
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{
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DebugTools.Assert(false);
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Log.Error($"Tried to cleanup {dockAUid} but not docked?");
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dockA.DockedWith = null;
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return;
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}
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dockB.DockedWith = null;
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dockB.DockJoint = null;
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dockB.DockJointId = null;
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dockA.DockJoint = null;
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dockA.DockedWith = null;
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dockA.DockJointId = null;
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// If these grids are ever null then need to look at fixing ordering for unanchored events elsewhere.
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var gridAUid = Comp<TransformComponent>(dockAUid).GridUid;
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var gridBUid = Comp<TransformComponent>(dockBUid.Value).GridUid;
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var msg = new UndockEvent
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{
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DockA = dockA,
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DockB = dockB,
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GridAUid = gridAUid!.Value,
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GridBUid = gridBUid!.Value,
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};
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RaiseLocalEvent(dockAUid, msg);
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RaiseLocalEvent(dockBUid.Value, msg);
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RaiseLocalEvent(msg);
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}
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private void OnStartup(Entity<DockingComponent> entity, ref ComponentStartup args)
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{
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var uid = entity.Owner;
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var component = entity.Comp;
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// Use startup so transform already initialized
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if (!Comp<TransformComponent>(uid).Anchored)
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return;
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// This little gem is for docking deserialization
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if (component.DockedWith != null)
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{
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// They're still initialising so we'll just wait for both to be ready.
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if (MetaData(component.DockedWith.Value).EntityLifeStage < EntityLifeStage.Initialized)
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return;
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var otherDock = Comp<DockingComponent>(component.DockedWith.Value);
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DebugTools.Assert(otherDock.DockedWith != null);
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Dock((uid, component), (component.DockedWith.Value, otherDock));
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DebugTools.Assert(component.Docked && otherDock.Docked);
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}
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}
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private void OnAnchorChange(Entity<DockingComponent> entity, ref AnchorStateChangedEvent args)
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{
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if (!args.Anchored)
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{
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Undock(entity);
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}
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}
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private void OnDockingReAnchor(Entity<DockingComponent> entity, ref ReAnchorEvent args)
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{
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var uid = entity.Owner;
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var component = entity.Comp;
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if (!component.Docked)
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return;
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var otherDock = component.DockedWith;
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var other = Comp<DockingComponent>(otherDock!.Value);
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Undock(entity);
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Dock((uid, component), (otherDock.Value, other));
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_console.RefreshShuttleConsoles();
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}
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/// <summary>
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/// Docks 2 ports together and assumes it is valid.
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/// </summary>
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public void Dock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
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{
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var dockAUid = dockA.Owner;
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var dockBUid = dockB.Owner;
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if (dockBUid.GetHashCode() < dockAUid.GetHashCode())
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{
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(dockA, dockB) = (dockB, dockA);
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(dockAUid, dockBUid) = (dockBUid, dockAUid);
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}
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Log.Debug($"Docking between {dockAUid} and {dockBUid}");
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// https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint
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// We could also potentially use a prismatic joint? Depending if we want clamps that can extend or whatever
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var dockAXform = Comp<TransformComponent>(dockAUid);
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var dockBXform = Comp<TransformComponent>(dockBUid);
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DebugTools.Assert(dockAXform.GridUid != null);
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DebugTools.Assert(dockBXform.GridUid != null);
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var gridA = dockAXform.GridUid!.Value;
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var gridB = dockBXform.GridUid!.Value;
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// May not be possible if map or the likes.
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if (HasComp<PhysicsComponent>(gridA) &&
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HasComp<PhysicsComponent>(gridB))
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{
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SharedJointSystem.LinearStiffness(
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2f,
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0.7f,
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Comp<PhysicsComponent>(gridA).Mass,
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Comp<PhysicsComponent>(gridB).Mass,
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out var stiffness,
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out var damping);
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// These need playing around with
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// Could also potentially have collideconnected false and stiffness 0 but it was a bit more suss???
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WeldJoint joint;
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// Pre-existing joint so use that.
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if (dockA.Comp.DockJointId != null)
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{
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DebugTools.Assert(dockB.Comp.DockJointId == dockA.Comp.DockJointId);
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joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, dockA.Comp.DockJointId);
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}
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else
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{
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joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, DockingJoint + dockAUid);
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}
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var gridAXform = Comp<TransformComponent>(gridA);
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var gridBXform = Comp<TransformComponent>(gridB);
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var anchorA = dockAXform.LocalPosition + dockAXform.LocalRotation.ToWorldVec() / 2f;
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var anchorB = dockBXform.LocalPosition + dockBXform.LocalRotation.ToWorldVec() / 2f;
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joint.LocalAnchorA = anchorA;
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joint.LocalAnchorB = anchorB;
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joint.ReferenceAngle = (float)(_transform.GetWorldRotation(gridBXform) - _transform.GetWorldRotation(gridAXform));
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joint.CollideConnected = true;
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joint.Stiffness = stiffness;
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joint.Damping = damping;
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dockA.Comp.DockJoint = joint;
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dockA.Comp.DockJointId = joint.ID;
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dockB.Comp.DockJoint = joint;
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dockB.Comp.DockJointId = joint.ID;
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}
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dockA.Comp.DockedWith = dockBUid;
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dockB.Comp.DockedWith = dockAUid;
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if (TryComp(dockAUid, out DoorComponent? doorA))
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{
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if (_doorSystem.TryOpen(dockAUid, doorA))
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{
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if (TryComp<DoorBoltComponent>(dockAUid, out var airlockA))
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{
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_doorSystem.SetBoltsDown((dockAUid, airlockA), true);
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}
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}
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doorA.ChangeAirtight = false;
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}
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if (TryComp(dockBUid, out DoorComponent? doorB))
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{
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if (_doorSystem.TryOpen(dockBUid, doorB))
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{
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if (TryComp<DoorBoltComponent>(dockBUid, out var airlockB))
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{
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_doorSystem.SetBoltsDown((dockBUid, airlockB), true);
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}
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}
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doorB.ChangeAirtight = false;
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}
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if (_pathfinding.TryCreatePortal(dockAXform.Coordinates, dockBXform.Coordinates, out var handle))
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{
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dockA.Comp.PathfindHandle = handle;
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dockB.Comp.PathfindHandle = handle;
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}
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var msg = new DockEvent
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{
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DockA = dockA,
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DockB = dockB,
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GridAUid = gridA,
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GridBUid = gridB,
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};
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_console.RefreshShuttleConsoles();
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RaiseLocalEvent(dockAUid, msg);
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RaiseLocalEvent(dockBUid, msg);
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RaiseLocalEvent(msg);
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}
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/// <summary>
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/// Attempts to dock 2 ports together and will return early if it's not possible.
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/// </summary>
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private void TryDock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
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|
{
|
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if (!CanDock(dockA, dockB))
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return;
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|
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|
Dock(dockA, dockB);
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|
}
|
|
|
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public void Undock(Entity<DockingComponent> dock)
|
|
{
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if (dock.Comp.DockedWith == null)
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return;
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|
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|
OnUndock(dock.Owner);
|
|
OnUndock(dock.Comp.DockedWith.Value);
|
|
Cleanup(dock.Owner, dock);
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_console.RefreshShuttleConsoles();
|
|
}
|
|
|
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private void OnUndock(EntityUid dockUid)
|
|
{
|
|
if (TerminatingOrDeleted(dockUid))
|
|
return;
|
|
|
|
if (TryComp<DoorBoltComponent>(dockUid, out var airlock))
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|
_doorSystem.SetBoltsDown((dockUid, airlock), false);
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|
|
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if (TryComp(dockUid, out DoorComponent? door) && _doorSystem.TryClose(dockUid, door))
|
|
door.ChangeAirtight = true;
|
|
}
|
|
|
|
private void OnRequestUndock(EntityUid uid, ShuttleConsoleComponent component, UndockRequestMessage args)
|
|
{
|
|
if (!TryGetEntity(args.DockEntity, out var dockEnt) ||
|
|
!TryComp(dockEnt, out DockingComponent? dockComp))
|
|
{
|
|
_popup.PopupCursor(Loc.GetString("shuttle-console-undock-fail"));
|
|
return;
|
|
}
|
|
|
|
var dock = (dockEnt.Value, dockComp);
|
|
|
|
if (!CanUndock(dock))
|
|
{
|
|
_popup.PopupCursor(Loc.GetString("shuttle-console-undock-fail"));
|
|
return;
|
|
}
|
|
|
|
Undock(dock);
|
|
}
|
|
|
|
private void OnRequestDock(EntityUid uid, ShuttleConsoleComponent component, DockRequestMessage args)
|
|
{
|
|
var console = _console.GetDroneConsole(uid);
|
|
|
|
if (console == null)
|
|
{
|
|
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
|
|
return;
|
|
}
|
|
|
|
var shuttleUid = Transform(console.Value).GridUid;
|
|
|
|
if (!CanShuttleDock(shuttleUid))
|
|
{
|
|
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
|
|
return;
|
|
}
|
|
|
|
if (!TryGetEntity(args.DockEntity, out var ourDock) ||
|
|
!TryGetEntity(args.TargetDockEntity, out var targetDock) ||
|
|
!TryComp(ourDock, out DockingComponent? ourDockComp) ||
|
|
!TryComp(targetDock, out DockingComponent? targetDockComp))
|
|
{
|
|
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
|
|
return;
|
|
}
|
|
|
|
// Cheating?
|
|
if (!TryComp(ourDock, out TransformComponent? xformA) ||
|
|
xformA.GridUid != shuttleUid)
|
|
{
|
|
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
|
|
return;
|
|
}
|
|
|
|
// TODO: Move the CanDock stuff to the port state and also validate that stuff
|
|
// Also need to check preventpilot + enabled / dockedwith
|
|
if (!CanDock((ourDock.Value, ourDockComp), (targetDock.Value, targetDockComp)))
|
|
{
|
|
_popup.PopupCursor(Loc.GetString("shuttle-console-dock-fail"));
|
|
return;
|
|
}
|
|
|
|
Dock((ourDock.Value, ourDockComp), (targetDock.Value, targetDockComp));
|
|
}
|
|
|
|
public bool CanUndock(Entity<DockingComponent?> dock)
|
|
{
|
|
if (!Resolve(dock, ref dock.Comp) ||
|
|
!dock.Comp.Docked)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns true if both docks can connect. Does not consider whether the shuttle allows it.
|
|
/// </summary>
|
|
public bool CanDock(Entity<DockingComponent> dockA, Entity<DockingComponent> dockB)
|
|
{
|
|
if (dockA.Comp.DockedWith != null ||
|
|
dockB.Comp.DockedWith != null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var xformA = Transform(dockA);
|
|
var xformB = Transform(dockB);
|
|
|
|
if (!xformA.Anchored || !xformB.Anchored)
|
|
return false;
|
|
|
|
var (worldPosA, worldRotA) = XformSystem.GetWorldPositionRotation(xformA);
|
|
var (worldPosB, worldRotB) = XformSystem.GetWorldPositionRotation(xformB);
|
|
|
|
return CanDock(new MapCoordinates(worldPosA, xformA.MapID), worldRotA,
|
|
new MapCoordinates(worldPosB, xformB.MapID), worldRotB);
|
|
}
|
|
}
|
|
}
|