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

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

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

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

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

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

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

Cleanup prototype instantiation in DamageTest

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

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

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

* Added directional beacons (#38284)

* Added directional beacons

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

* Fixed names

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

---------

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

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

* commit

* requested changes.

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

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

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

* fixed icon

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

---------

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

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

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

* Apply suggestions from code review

---------

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

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

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

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

* Check EventComponents too

---------

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

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

* Add test of objective add/list/remove commands

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

* We don't need a map

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

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

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

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

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

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

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

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

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

* Fix

* Apply suggestions from code review

---------

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

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

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

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

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

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

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

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

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

* Implement DirtyField prediction

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

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

* More cleanup and comments

* Remove TODO comment on bulldozing window title

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

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

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

* improve visuals logic

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

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

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

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

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

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

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

* Fix TextLinkTag (#32203)

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

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

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

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

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

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

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

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

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

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

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

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

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

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

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

* Convert string literals to protoids in Content.Tests

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

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

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

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

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

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

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

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

---------

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

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

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

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

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

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

* fixed changes

---------

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

* Minor escape menu UX improvements (#38650)

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

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

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

350 lines
13 KiB
C#

using System.Globalization;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
using Content.Server.Ghost;
using Content.Server.Hands.Systems;
using Content.Server.Inventory;
using Content.Server.Popups;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Server.StationRecords;
using Content.Server.StationRecords.Systems;
using Content.Shared.Access.Systems;
using Content.Shared.Bed.Cryostorage;
using Content.Shared.Chat;
using Content.Shared.Climbing.Systems;
using Content.Shared.Database;
using Content.Shared.GameTicking;
using Content.Shared.Hands.Components;
using Content.Shared.Mind.Components;
using Content.Shared.StationRecords;
using Content.Shared.UserInterface;
using Robust.Server.Audio;
using Robust.Server.Containers;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Containers;
using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Content.Server.Bed.Cryostorage;
/// <inheritdoc/>
public sealed class CryostorageSystem : SharedCryostorageSystem
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly AccessReaderSystem _accessReader = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly ClimbSystem _climb = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly GhostSystem _ghostSystem = default!;
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly ServerInventorySystem _inventory = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly StationJobsSystem _stationJobs = default!;
[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CryostorageComponent, BeforeActivatableUIOpenEvent>(OnBeforeUIOpened);
SubscribeLocalEvent<CryostorageComponent, CryostorageRemoveItemBuiMessage>(OnRemoveItemBuiMessage);
SubscribeLocalEvent<CryostorageContainedComponent, PlayerSpawnCompleteEvent>(OnPlayerSpawned);
SubscribeLocalEvent<CryostorageContainedComponent, MindRemovedMessage>(OnMindRemoved);
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
}
private void OnBeforeUIOpened(Entity<CryostorageComponent> ent, ref BeforeActivatableUIOpenEvent args)
{
UpdateCryostorageUIState(ent);
}
private void OnRemoveItemBuiMessage(Entity<CryostorageComponent> ent, ref CryostorageRemoveItemBuiMessage args)
{
var (_, comp) = ent;
var attachedEntity = args.Actor;
var cryoContained = GetEntity(args.StoredEntity);
if (!comp.StoredPlayers.Contains(cryoContained) || !IsInPausedMap(cryoContained))
return;
if (!HasComp<HandsComponent>(attachedEntity))
return;
if (!_accessReader.IsAllowed(attachedEntity, ent))
{
_popup.PopupEntity(Loc.GetString("cryostorage-popup-access-denied"), attachedEntity, attachedEntity);
return;
}
EntityUid? entity = null;
if (args.Type == CryostorageRemoveItemBuiMessage.RemovalType.Hand)
{
entity = _hands.GetHeldItem(cryoContained, args.Key);
}
else
{
if (_inventory.TryGetSlotContainer(cryoContained, args.Key, out var slot, out _))
entity = slot.ContainedEntity;
}
if (entity == null)
return;
AdminLog.Add(LogType.Action, LogImpact.High,
$"{ToPrettyString(attachedEntity):player} removed item {ToPrettyString(entity)} from cryostorage-contained player " +
$"{ToPrettyString(cryoContained):player}, stored in cryostorage {ToPrettyString(ent)}");
_container.TryRemoveFromContainer(entity.Value);
_transform.SetCoordinates(entity.Value, Transform(attachedEntity).Coordinates);
_hands.PickupOrDrop(attachedEntity, entity.Value);
UpdateCryostorageUIState(ent);
}
private void UpdateCryostorageUIState(Entity<CryostorageComponent> ent)
{
var state = new CryostorageBuiState(GetAllContainedData(ent));
_ui.SetUiState(ent.Owner, CryostorageUIKey.Key, state);
}
private void OnPlayerSpawned(Entity<CryostorageContainedComponent> ent, ref PlayerSpawnCompleteEvent args)
{
// if you spawned into cryostorage, we're not gonna round-remove you.
ent.Comp.GracePeriodEndTime = null;
}
private void OnMindRemoved(Entity<CryostorageContainedComponent> ent, ref MindRemovedMessage args)
{
var comp = ent.Comp;
if (!TryComp<CryostorageComponent>(comp.Cryostorage, out var cryostorageComponent))
return;
if (comp.GracePeriodEndTime != null)
comp.GracePeriodEndTime = Timing.CurTime + cryostorageComponent.NoMindGracePeriod;
comp.AllowReEnteringBody = false;
comp.UserId = args.Mind.Comp.UserId;
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
if (args.Session.AttachedEntity is not { } entity)
return;
if (!TryComp<CryostorageContainedComponent>(entity, out var containedComponent))
return;
if (args.NewStatus is SessionStatus.Disconnected or SessionStatus.Zombie)
{
containedComponent.AllowReEnteringBody = true;
var delay = CompOrNull<CryostorageComponent>(containedComponent.Cryostorage)?.NoMindGracePeriod ?? TimeSpan.Zero;
containedComponent.GracePeriodEndTime = Timing.CurTime + delay;
containedComponent.UserId = args.Session.UserId;
}
else if (args.NewStatus == SessionStatus.InGame)
{
HandleCryostorageReconnection((entity, containedComponent));
}
}
public void HandleEnterCryostorage(Entity<CryostorageContainedComponent> ent, NetUserId? userId)
{
var comp = ent.Comp;
var cryostorageEnt = ent.Comp.Cryostorage;
var station = _station.GetOwningStation(ent);
var name = Name(ent.Owner);
if (!TryComp<CryostorageComponent>(cryostorageEnt, out var cryostorageComponent))
return;
// if we have a session, we use that to add back in all the job slots the player had.
if (userId != null)
{
foreach (var uniqueStation in _station.GetStationsSet())
{
if (!TryComp<StationJobsComponent>(uniqueStation, out var stationJobs))
continue;
if (!_stationJobs.TryGetPlayerJobs(uniqueStation, userId.Value, out var jobs, stationJobs))
continue;
foreach (var job in jobs)
{
_stationJobs.TryAdjustJobSlot(uniqueStation, job, 1, clamp: true);
}
_stationJobs.TryRemovePlayerJobs(uniqueStation, userId.Value, stationJobs);
}
}
_audio.PlayPvs(cryostorageComponent.RemoveSound, ent);
EnsurePausedMap();
if (PausedMap == null)
{
Log.Error("CryoSleep map was unexpectedly null");
return;
}
if (!CryoSleepRejoiningEnabled || !comp.AllowReEnteringBody)
{
if (userId != null && Mind.TryGetMind(userId.Value, out var mind) &&
HasComp<CryostorageContainedComponent>(mind.Value.Comp.CurrentEntity))
{
_ghostSystem.OnGhostAttempt(mind.Value, false);
}
}
comp.AllowReEnteringBody = false;
_transform.SetParent(ent, PausedMap.Value);
cryostorageComponent.StoredPlayers.Add(ent);
Dirty(ent, comp);
UpdateCryostorageUIState((cryostorageEnt.Value, cryostorageComponent));
AdminLog.Add(LogType.Action, LogImpact.High, $"{ToPrettyString(ent):player} was entered into cryostorage inside of {ToPrettyString(cryostorageEnt.Value)}");
if (!TryComp<StationRecordsComponent>(station, out var stationRecords))
return;
var jobName = Loc.GetString("earlyleave-cryo-job-unknown");
var recordId = _stationRecords.GetRecordByName(station.Value, name);
if (recordId != null)
{
var key = new StationRecordKey(recordId.Value, station.Value);
if (_stationRecords.TryGetRecord<GeneralStationRecord>(key, out var entry, stationRecords))
jobName = entry.JobTitle;
_stationRecords.RemoveRecord(key, stationRecords);
}
_chatSystem.DispatchStationAnnouncement(station.Value,
Loc.GetString(
"earlyleave-cryo-announcement",
("character", name),
("entity", ent.Owner), // gender things for supporting downstreams with other languages
("job", CultureInfo.CurrentCulture.TextInfo.ToTitleCase(jobName))
), Loc.GetString("earlyleave-cryo-sender"),
playDefaultSound: false
);
}
private void HandleCryostorageReconnection(Entity<CryostorageContainedComponent> entity)
{
var (uid, comp) = entity;
if (!CryoSleepRejoiningEnabled || !IsInPausedMap(uid))
return;
// how did you destroy these? they're indestructible.
if (comp.Cryostorage is not { } cryostorage ||
TerminatingOrDeleted(cryostorage) ||
!TryComp<CryostorageComponent>(cryostorage, out var cryostorageComponent))
{
QueueDel(entity);
return;
}
var cryoXform = Transform(cryostorage);
_transform.SetParent(uid, cryoXform.ParentUid);
_transform.SetCoordinates(uid, cryoXform.Coordinates);
if (!_container.TryGetContainer(cryostorage, cryostorageComponent.ContainerId, out var container) ||
!_container.Insert(uid, container, cryoXform))
{
_climb.ForciblySetClimbing(uid, cryostorage);
}
comp.GracePeriodEndTime = null;
cryostorageComponent.StoredPlayers.Remove(uid);
AdminLog.Add(LogType.Action, LogImpact.High, $"{ToPrettyString(entity):player} re-entered the game from cryostorage {ToPrettyString(cryostorage)}");
UpdateCryostorageUIState((cryostorage, cryostorageComponent));
}
protected override void OnInsertedContainer(Entity<CryostorageComponent> ent, ref EntInsertedIntoContainerMessage args)
{
var (uid, comp) = ent;
if (args.Container.ID != comp.ContainerId)
return;
base.OnInsertedContainer(ent, ref args);
var locKey = CryoSleepRejoiningEnabled
? "cryostorage-insert-message-temp"
: "cryostorage-insert-message-permanent";
var msg = Loc.GetString(locKey, ("time", comp.GracePeriod.TotalMinutes));
if (TryComp<ActorComponent>(args.Entity, out var actor))
_chatManager.ChatMessageToOne(ChatChannel.Server, msg, msg, uid, false, actor.PlayerSession.Channel);
}
private List<CryostorageContainedPlayerData> GetAllContainedData(Entity<CryostorageComponent> ent)
{
var data = new List<CryostorageContainedPlayerData>();
data.EnsureCapacity(ent.Comp.StoredPlayers.Count);
foreach (var contained in ent.Comp.StoredPlayers)
{
data.Add(GetContainedData(contained));
}
return data;
}
private CryostorageContainedPlayerData GetContainedData(EntityUid uid)
{
var data = new CryostorageContainedPlayerData();
data.PlayerName = Name(uid);
data.PlayerEnt = GetNetEntity(uid);
var enumerator = _inventory.GetSlotEnumerator(uid);
while (enumerator.NextItem(out var item, out var slotDef))
{
data.ItemSlots.Add(slotDef.Name, Name(item));
}
foreach (var hand in _hands.EnumerateHands(uid))
{
if (!_hands.TryGetHeldItem(uid, hand, out var heldEntity))
continue;
data.HeldItems.Add(hand, Name(heldEntity.Value));
}
return data;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<CryostorageContainedComponent>();
while (query.MoveNext(out var uid, out var containedComp))
{
if (containedComp.GracePeriodEndTime == null)
continue;
if (Timing.CurTime < containedComp.GracePeriodEndTime)
continue;
Mind.TryGetMind(uid, out _, out var mindComp);
var id = mindComp?.UserId ?? containedComp.UserId;
HandleEnterCryostorage((uid, containedComp), id);
}
}
}