# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
671 lines
25 KiB
C#
671 lines
25 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server._Sunrise.ImmortalGrid;
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using Content.Server.Administration;
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using Content.Server.Chat.Managers;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Events;
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using Content.Server.Parallax;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Server.Spawners.Components;
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using Content.Server.Spawners.EntitySystems;
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using Content.Server.Station.Events;
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using Content.Server.Station.Systems;
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using Content.Shared._Sunrise.UnbuildableGrid;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Content.Shared.Damage.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.GameTicking;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Preferences;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Roles;
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using Content.Shared.Salvage;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Tiles;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Spawners;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Systems;
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/// <summary>
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/// If enabled spawns players on a separate arrivals station before they can transfer to the main station.
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/// </summary>
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public sealed class ArrivalsSystem : EntitySystem
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{
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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[Dependency] private readonly IConsoleHost _console = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ActorSystem _actor = default!;
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[Dependency] private readonly BiomeSystem _biomes = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly MapLoaderSystem _loader = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly ShuttleSystem _shuttles = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawning = default!;
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[Dependency] private readonly StationSystem _station = default!;
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private EntityQuery<PendingClockInComponent> _pendingQuery;
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private EntityQuery<ArrivalsBlacklistComponent> _blacklistQuery;
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private EntityQuery<MobStateComponent> _mobQuery;
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/// <summary>
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/// If enabled then spawns players on an alternate map so they can take a shuttle to the station.
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/// </summary>
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public bool Enabled { get; private set; }
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/// <summary>
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/// Flags if all players spawning at the departure terminal have godmode until they leave the terminal.
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/// </summary>
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public bool ArrivalsGodmode { get; private set; }
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/// <summary>
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/// The first arrival is a little early, to save everyone 10s
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/// </summary>
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private const float RoundStartFTLDuration = 10f;
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private readonly List<ProtoId<BiomeTemplatePrototype>> _arrivalsBiomeOptions = new()
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{
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"Grasslands",
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"LowDesert",
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"Snow",
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};
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawningEvent>(HandlePlayerSpawning, before: new []{ typeof(SpawnPointSystem)}, after: new [] { typeof(ContainerSpawnPointSystem)});
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SubscribeLocalEvent<StationArrivalsComponent, StationPostInitEvent>(OnStationPostInit);
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SubscribeLocalEvent<ArrivalsShuttleComponent, ComponentStartup>(OnShuttleStartup);
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SubscribeLocalEvent<ArrivalsShuttleComponent, FTLTagEvent>(OnShuttleTag);
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SubscribeLocalEvent<RoundStartingEvent>(OnRoundStarting);
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SubscribeLocalEvent<ArrivalsShuttleComponent, FTLStartedEvent>(OnArrivalsFTL);
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SubscribeLocalEvent<ArrivalsShuttleComponent, FTLCompletedEvent>(OnArrivalsDocked);
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|
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(SendDirections);
|
|
|
|
_pendingQuery = GetEntityQuery<PendingClockInComponent>();
|
|
_blacklistQuery = GetEntityQuery<ArrivalsBlacklistComponent>();
|
|
_mobQuery = GetEntityQuery<MobStateComponent>();
|
|
|
|
// Don't invoke immediately as it will get set in the natural course of things.
|
|
Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles);
|
|
ArrivalsGodmode = _cfgManager.GetCVar(CCVars.GodmodeArrivals);
|
|
|
|
_cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals);
|
|
_cfgManager.OnValueChanged(CCVars.GodmodeArrivals, b => ArrivalsGodmode = b);
|
|
|
|
// Command so admins can set these for funsies
|
|
_console.RegisterCommand("arrivals", ArrivalsCommand, ArrivalsCompletion);
|
|
}
|
|
|
|
private void OnShuttleTag(EntityUid uid, ArrivalsShuttleComponent component, ref FTLTagEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
// Just saves mappers forgetting. (v2 boogaloo)
|
|
args.Handled = true;
|
|
args.Tag = "DockArrivals";
|
|
}
|
|
|
|
private CompletionResult ArrivalsCompletion(IConsoleShell shell, string[] args)
|
|
{
|
|
if (args.Length != 1)
|
|
return CompletionResult.Empty;
|
|
|
|
return new CompletionResult(new CompletionOption[]
|
|
{
|
|
// Enables and disable are separate comms in case you don't want to accidentally toggle it, compared to
|
|
// returns which doesn't have an immediate effect
|
|
new("enable", Loc.GetString("cmd-arrivals-enable-hint")),
|
|
new("disable", Loc.GetString("cmd-arrivals-disable-hint")),
|
|
new("returns", Loc.GetString("cmd-arrivals-returns-hint")),
|
|
new ("force", Loc.GetString("cmd-arrivals-force-hint"))
|
|
}, "Option");
|
|
}
|
|
|
|
[AdminCommand(AdminFlags.Fun)]
|
|
private void ArrivalsCommand(IConsoleShell shell, string argstr, string[] args)
|
|
{
|
|
if (args.Length != 1)
|
|
{
|
|
shell.WriteError(Loc.GetString("cmd-arrivals-invalid"));
|
|
return;
|
|
}
|
|
|
|
switch (args[0])
|
|
{
|
|
case "enable":
|
|
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, true);
|
|
break;
|
|
case "disable":
|
|
_cfgManager.SetCVar(CCVars.ArrivalsShuttles, false);
|
|
break;
|
|
case "returns":
|
|
var existing = _cfgManager.GetCVar(CCVars.ArrivalsReturns);
|
|
_cfgManager.SetCVar(CCVars.ArrivalsReturns, !existing);
|
|
shell.WriteLine(Loc.GetString("cmd-arrivals-returns", ("value", !existing)));
|
|
break;
|
|
case "force":
|
|
var query = AllEntityQuery<PendingClockInComponent, TransformComponent>();
|
|
var spawnPoints = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
|
|
|
|
TryGetArrivals(out var arrivalsUid);
|
|
|
|
while (query.MoveNext(out var uid, out _, out var pendingXform))
|
|
{
|
|
_random.Shuffle(spawnPoints);
|
|
|
|
foreach (var (point, xform) in spawnPoints)
|
|
{
|
|
if (point.SpawnType != SpawnPointType.LateJoin || xform.GridUid == arrivalsUid)
|
|
continue;
|
|
|
|
_transform.SetCoordinates(uid, pendingXform, xform.Coordinates);
|
|
break;
|
|
}
|
|
|
|
RemCompDeferred<AutoOrientComponent>(uid);
|
|
RemCompDeferred<PendingClockInComponent>(uid);
|
|
shell.WriteLine(Loc.GetString("cmd-arrivals-forced", ("uid", ToPrettyString(uid))));
|
|
}
|
|
break;
|
|
default:
|
|
shell.WriteError(Loc.GetString($"cmd-arrivals-invalid"));
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// First sends shuttle timer data, then kicks people off the shuttle if it isn't leaving the arrivals terminal
|
|
/// </summary>
|
|
private void OnArrivalsFTL(EntityUid shuttleUid, ArrivalsShuttleComponent component, ref FTLStartedEvent args)
|
|
{
|
|
if (!TryGetArrivals(out EntityUid arrivals))
|
|
return;
|
|
|
|
if (TryComp<DeviceNetworkComponent>(shuttleUid, out var netComp))
|
|
{
|
|
TryComp<FTLComponent>(shuttleUid, out var ftlComp);
|
|
var ftlTime = TimeSpan.FromSeconds(ftlComp?.TravelTime ?? _shuttles.DefaultTravelTime);
|
|
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = shuttleUid,
|
|
[ShuttleTimerMasks.ShuttleTime] = ftlTime
|
|
};
|
|
|
|
// unfortunate levels of spaghetti due to roundstart arrivals ftl behavior
|
|
EntityUid? sourceMap;
|
|
var arrivalsDelay = _cfgManager.GetCVar(CCVars.ArrivalsCooldown);
|
|
|
|
if (component.FirstRun)
|
|
{
|
|
var station = _station.GetLargestGrid(component.Station);
|
|
sourceMap = station == null ? null : Transform(station.Value)?.MapUid;
|
|
arrivalsDelay += RoundStartFTLDuration;
|
|
component.FirstRun = false;
|
|
payload.Add(ShuttleTimerMasks.DestMap, Transform(args.TargetCoordinates.EntityId).MapUid);
|
|
payload.Add(ShuttleTimerMasks.DestTime, ftlTime);
|
|
}
|
|
else
|
|
sourceMap = args.FromMapUid;
|
|
|
|
payload.Add(ShuttleTimerMasks.SourceMap, sourceMap);
|
|
payload.Add(ShuttleTimerMasks.SourceTime, ftlTime + TimeSpan.FromSeconds(arrivalsDelay));
|
|
|
|
_deviceNetworkSystem.QueuePacket(shuttleUid, null, payload, netComp.TransmitFrequency);
|
|
}
|
|
|
|
// Don't do anything here when leaving arrivals.
|
|
var arrivalsMapUid = Transform(arrivals).MapUid;
|
|
if (args.FromMapUid == arrivalsMapUid)
|
|
return;
|
|
|
|
// Any mob then yeet them off the shuttle.
|
|
if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null)
|
|
DumpChildren(shuttleUid, ref args);
|
|
|
|
var pendingQuery = AllEntityQuery<PendingClockInComponent, TransformComponent>();
|
|
|
|
// We're heading from the station back to arrivals (if leaving arrivals, would have returned above).
|
|
// Process everyone who holds a PendingClockInComponent
|
|
// Note, due to way DumpChildren works, anyone who doesn't have a PendingClockInComponent gets left in space
|
|
// and will not warp. This is intended behavior.
|
|
while (pendingQuery.MoveNext(out var pUid, out _, out var xform))
|
|
{
|
|
if (xform.GridUid == shuttleUid)
|
|
{
|
|
// Warp all players who are still on this shuttle to a spawn point. This doesn't let them return to
|
|
// arrivals. It also ensures noobs, slow players or AFK players safely leave the shuttle.
|
|
TryTeleportToMapSpawn(pUid, component.Station, xform);
|
|
}
|
|
|
|
// Players who have remained at arrivals keep their warp coupon (PendingClockInComponent) for now.
|
|
if (xform.MapUid == arrivalsMapUid)
|
|
continue;
|
|
|
|
// The player has successfully left arrivals and is also not on the shuttle. Remove their warp coupon.
|
|
RemCompDeferred<PendingClockInComponent>(pUid);
|
|
RemCompDeferred<AutoOrientComponent>(pUid);
|
|
|
|
if (ArrivalsGodmode)
|
|
RemCompDeferred<GodmodeComponent>(pUid);
|
|
}
|
|
}
|
|
|
|
private void OnArrivalsDocked(EntityUid uid, ArrivalsShuttleComponent component, ref FTLCompletedEvent args)
|
|
{
|
|
var dockTime = component.NextTransfer - _timing.CurTime + TimeSpan.FromSeconds(_shuttles.DefaultStartupTime);
|
|
|
|
if (TryComp<DeviceNetworkComponent>(uid, out var netComp))
|
|
{
|
|
var payload = new NetworkPayload
|
|
{
|
|
[ShuttleTimerMasks.ShuttleMap] = uid,
|
|
[ShuttleTimerMasks.ShuttleTime] = dockTime,
|
|
[ShuttleTimerMasks.SourceMap] = args.MapUid,
|
|
[ShuttleTimerMasks.SourceTime] = dockTime,
|
|
[ShuttleTimerMasks.Docked] = true
|
|
};
|
|
_deviceNetworkSystem.QueuePacket(uid, null, payload, netComp.TransmitFrequency);
|
|
}
|
|
}
|
|
|
|
private void DumpChildren(EntityUid uid, ref FTLStartedEvent args)
|
|
{
|
|
var toDump = new List<Entity<TransformComponent>>();
|
|
FindDumpChildren(uid, toDump);
|
|
foreach (var (ent, xform) in toDump)
|
|
{
|
|
var rotation = xform.LocalRotation;
|
|
_transform.SetCoordinates(ent, new EntityCoordinates(args.FromMapUid!.Value, Vector2.Transform(xform.LocalPosition, args.FTLFrom)));
|
|
_transform.SetWorldRotation(ent, args.FromRotation + rotation);
|
|
if (_actor.TryGetSession(ent, out var session))
|
|
{
|
|
_chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-dumped-from-shuttle"));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void FindDumpChildren(EntityUid uid, List<Entity<TransformComponent>> toDump)
|
|
{
|
|
if (_pendingQuery.HasComponent(uid))
|
|
return;
|
|
|
|
var xform = Transform(uid);
|
|
|
|
if (_mobQuery.HasComponent(uid) || _blacklistQuery.HasComponent(uid))
|
|
{
|
|
toDump.Add((uid, xform));
|
|
return;
|
|
}
|
|
|
|
var children = xform.ChildEnumerator;
|
|
while (children.MoveNext(out var child))
|
|
{
|
|
FindDumpChildren(child, toDump);
|
|
}
|
|
}
|
|
|
|
public void HandlePlayerSpawning(PlayerSpawningEvent ev)
|
|
{
|
|
if (ev.SpawnResult != null)
|
|
return;
|
|
|
|
// We use arrivals as the default spawn so don't check for job prio.
|
|
|
|
// Sunrise-Start
|
|
if (ev.DesiredSpawnPointType == SpawnPointType.Job)
|
|
return;
|
|
// Sunrise-End
|
|
|
|
// We use arrivals as the default spawn so don't check for job prio.
|
|
|
|
// Only works on latejoin even if enabled.
|
|
if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
|
|
if (!HasComp<StationArrivalsComponent>(ev.Station))
|
|
return;
|
|
|
|
var possiblePositions = GetArrivalsSpawnPoints();
|
|
|
|
var spawnLoc = _random.Pick(possiblePositions);
|
|
ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
|
|
spawnLoc,
|
|
ev.Job,
|
|
ev.HumanoidCharacterProfile,
|
|
ev.Station);
|
|
|
|
EnsureComp<PendingClockInComponent>(ev.SpawnResult.Value);
|
|
EnsureComp<AutoOrientComponent>(ev.SpawnResult.Value);
|
|
|
|
// If you're forced to spawn, you're invincible until you leave wherever you were forced to spawn.
|
|
if (ArrivalsGodmode)
|
|
EnsureComp<GodmodeComponent>(ev.SpawnResult.Value);
|
|
}
|
|
|
|
private void SendDirections(PlayerSpawnCompleteEvent ev)
|
|
{
|
|
if (!Enabled || !ev.LateJoin || ev.Silent || !_pendingQuery.HasComp(ev.Mob))
|
|
return;
|
|
|
|
var arrival = NextShuttleArrival();
|
|
|
|
var message = arrival is not null
|
|
? Loc.GetString("latejoin-arrivals-direction-time", ("time", $"{arrival:mm\\:ss}"))
|
|
: Loc.GetString("latejoin-arrivals-direction");
|
|
|
|
_chat.DispatchServerMessage(ev.Player, message);
|
|
}
|
|
|
|
private bool TryTeleportToMapSpawn(EntityUid player, EntityUid stationId, TransformComponent? transform = null)
|
|
{
|
|
if (!Resolve(player, ref transform))
|
|
return false;
|
|
|
|
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
|
|
var possiblePositions = new ValueList<EntityCoordinates>(32);
|
|
|
|
// Find a spawnpoint on the same map as the player is already docked with now.
|
|
while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
|
|
{
|
|
if (spawnPoint.SpawnType == SpawnPointType.LateJoin &&
|
|
_station.GetOwningStation(uid, xform) == stationId)
|
|
{
|
|
// Add to list of possible spawn locations
|
|
possiblePositions.Add(xform.Coordinates);
|
|
}
|
|
}
|
|
|
|
if (possiblePositions.Count > 0)
|
|
{
|
|
// Move the player to a random late-join spawnpoint.
|
|
_transform.SetCoordinates(player, transform, _random.Pick(possiblePositions));
|
|
if (_actor.TryGetSession(player, out var session))
|
|
{
|
|
_chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-teleport-to-spawn"));
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void OnShuttleStartup(EntityUid uid, ArrivalsShuttleComponent component, ComponentStartup args)
|
|
{
|
|
EnsureComp<PreventPilotComponent>(uid);
|
|
}
|
|
|
|
private bool TryGetArrivals(out EntityUid uid)
|
|
{
|
|
var arrivalsQuery = EntityQueryEnumerator<ArrivalsSourceComponent>();
|
|
|
|
while (arrivalsQuery.MoveNext(out uid, out _))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public TimeSpan? NextShuttleArrival()
|
|
{
|
|
var query = EntityQueryEnumerator<ArrivalsShuttleComponent>();
|
|
var time = TimeSpan.MaxValue;
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.NextArrivalsTime < time)
|
|
time = comp.NextArrivalsTime;
|
|
}
|
|
|
|
var duration = _timing.CurTime;
|
|
return (time < duration) ? null : time - duration;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<ArrivalsShuttleComponent, ShuttleComponent, TransformComponent>();
|
|
var curTime = _timing.CurTime;
|
|
TryGetArrivals(out var arrivals);
|
|
|
|
if (TryComp(arrivals, out TransformComponent? arrivalsXform))
|
|
{
|
|
while (query.MoveNext(out var uid, out var comp, out var shuttle, out var xform))
|
|
{
|
|
if (comp.NextTransfer > curTime)
|
|
continue;
|
|
|
|
var tripTime = _shuttles.DefaultTravelTime + _shuttles.DefaultStartupTime;
|
|
|
|
// Go back to arrivals source
|
|
if (xform.MapUid != arrivalsXform.MapUid)
|
|
{
|
|
if (arrivals.IsValid())
|
|
_shuttles.FTLToDock(uid, shuttle, arrivals, priorityTag: "DockArrivals", ignored: true, deletedTrash: true); // Sunrise-Edit
|
|
|
|
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(tripTime);
|
|
}
|
|
// Go to station
|
|
else
|
|
{
|
|
var targetGrid = _station.GetLargestGrid(comp.Station);
|
|
|
|
if (targetGrid != null)
|
|
_shuttles.FTLToDock(uid, shuttle, targetGrid.Value, priorityTag: "DockArrivals", ignored: true, deletedTrash: true); // Sunrise-Edit
|
|
|
|
// The ArrivalsCooldown includes the trip there, so we only need to add the time taken for
|
|
// the trip back.
|
|
comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(
|
|
_cfgManager.GetCVar(CCVars.ArrivalsCooldown) + tripTime);
|
|
}
|
|
|
|
comp.NextTransfer += TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnRoundStarting(RoundStartingEvent ev)
|
|
{
|
|
// Setup arrivals station
|
|
if (!Enabled)
|
|
return;
|
|
|
|
// Sunrise-Edit
|
|
//SetupArrivalsStation();
|
|
}
|
|
|
|
// private void SetupArrivalsStation()
|
|
// {
|
|
// var path = new ResPath(_cfgManager.GetCVar(CCVars.ArrivalsMap));
|
|
// _mapSystem.CreateMap(out var mapId, runMapInit: false);
|
|
// var mapUid = _mapSystem.GetMap(mapId);
|
|
//
|
|
// if (!_loader.TryLoadGrid(mapId, path, out var grid))
|
|
// return;
|
|
//
|
|
// _metaData.SetEntityName(mapUid, Loc.GetString("map-name-terminal"));
|
|
//
|
|
// EnsureComp<ArrivalsSourceComponent>(grid.Value);
|
|
// EnsureComp<ProtectedGridComponent>(grid.Value);
|
|
// EnsureComp<PreventPilotComponent>(grid.Value);
|
|
//
|
|
// // Setup planet arrivals if relevant
|
|
// if (_cfgManager.GetCVar(CCVars.ArrivalsPlanet))
|
|
// {
|
|
// var template = _random.Pick(_arrivalsBiomeOptions);
|
|
// _biomes.EnsurePlanet(mapUid, _protoManager.Index(template));
|
|
// var restricted = new RestrictedRangeComponent
|
|
// {
|
|
// Range = 32f
|
|
// };
|
|
// AddComp(mapUid, restricted);
|
|
// }
|
|
//
|
|
// _mapSystem.InitializeMap(mapId);
|
|
//
|
|
// // Handle roundstart stations.
|
|
// var query = AllEntityQuery<StationArrivalsComponent>();
|
|
//
|
|
// while (query.MoveNext(out var uid, out var comp))
|
|
// {
|
|
// SetupShuttle(uid, comp);
|
|
// }
|
|
// }
|
|
|
|
private void SetArrivals(bool obj)
|
|
{
|
|
Enabled = obj;
|
|
|
|
if (Enabled)
|
|
{
|
|
// Sunrise-Edit
|
|
//SetupArrivalsStation();
|
|
var query = AllEntityQuery<StationArrivalsComponent>();
|
|
|
|
while (query.MoveNext(out var sUid, out var comp))
|
|
{
|
|
SetupShuttle(sUid, comp);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var sourceQuery = AllEntityQuery<ArrivalsSourceComponent>();
|
|
|
|
while (sourceQuery.MoveNext(out var uid, out _))
|
|
{
|
|
QueueDel(uid);
|
|
}
|
|
|
|
var shuttleQuery = AllEntityQuery<ArrivalsShuttleComponent>();
|
|
|
|
while (shuttleQuery.MoveNext(out var uid, out _))
|
|
{
|
|
QueueDel(uid);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnStationPostInit(EntityUid uid, StationArrivalsComponent component, ref StationPostInitEvent args)
|
|
{
|
|
if (!Enabled)
|
|
return;
|
|
|
|
// If it's a latespawn station then this will fail but that's okey
|
|
SetupShuttle(uid, component);
|
|
}
|
|
|
|
public EntityUid? SpawnPlayersOnArrivals(EntityUid? station, JobPrototype jobPrototype, HumanoidCharacterProfile? profile)
|
|
{
|
|
var possiblePositions = GetArrivalsSpawnPoints();
|
|
|
|
if (possiblePositions.Count == 0)
|
|
{
|
|
Logger.Error("No valid arrival points found!");
|
|
return null;
|
|
}
|
|
|
|
var spawnLoc = _random.Pick(possiblePositions);
|
|
|
|
var playerMob = _stationSpawning.SpawnPlayerMob(
|
|
spawnLoc,
|
|
jobPrototype,
|
|
profile,
|
|
station);
|
|
|
|
return playerMob;
|
|
}
|
|
|
|
public List<EntityCoordinates> GetArrivalsSpawnPoints()
|
|
{
|
|
TryGetArrivalsSource(out var arrivals);
|
|
var possiblePositions = new List<EntityCoordinates>();
|
|
|
|
if (TryComp(arrivals, out TransformComponent? arrivalsXform))
|
|
{
|
|
var mapId = arrivalsXform.MapID;
|
|
|
|
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
|
|
|
|
while (points.MoveNext(out var uid, out var spawnPoint, out var xform))
|
|
{
|
|
if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
|
|
continue;
|
|
|
|
possiblePositions.Add(xform.Coordinates);
|
|
}
|
|
}
|
|
|
|
return possiblePositions;
|
|
}
|
|
|
|
private bool TryGetArrivalsSource(out EntityUid uid)
|
|
{
|
|
var arrivalsSourceQuery = EntityQueryEnumerator<ArrivalsSourceComponent>();
|
|
|
|
while (arrivalsSourceQuery.MoveNext(out uid, out _))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void SetupShuttle(EntityUid uid, StationArrivalsComponent component)
|
|
{
|
|
if (!Deleted(component.Shuttle))
|
|
return;
|
|
|
|
// Spawn arrivals on a dummy map then dock it to the source.
|
|
var dummpMapEntity = _mapSystem.CreateMap(out var dummyMapId);
|
|
|
|
if (TryGetArrivals(out var arrivals) &&
|
|
_loader.TryLoadGrid(dummyMapId, component.ShuttlePath, out var shuttle))
|
|
{
|
|
component.Shuttle = shuttle.Value;
|
|
var shuttleComp = Comp<ShuttleComponent>(component.Shuttle);
|
|
var arrivalsComp = EnsureComp<ArrivalsShuttleComponent>(component.Shuttle);
|
|
arrivalsComp.Station = uid;
|
|
EnsureComp<ProtectedGridComponent>(shuttle.Value); // Sunrise-Edit
|
|
EnsureComp<UnbuildableGridComponent>(shuttle.Value); // Sunrise-edit
|
|
EnsureComp<ImmortalGridComponent>(shuttle.Value); // Sunrise-edit
|
|
_shuttles.FTLToDock(component.Shuttle, shuttleComp, arrivals, hyperspaceTime: RoundStartFTLDuration,
|
|
priorityTag: "DockArrivals", ignored: true, deletedTrash: true); // Sunrise-Edit
|
|
arrivalsComp.NextTransfer = _timing.CurTime + TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown));
|
|
}
|
|
|
|
// Don't start the arrivals shuttle immediately docked so power has a time to stabilise?
|
|
var timer = AddComp<TimedDespawnComponent>(dummpMapEntity);
|
|
timer.Lifetime = 15f;
|
|
}
|
|
}
|