# 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
663 lines
27 KiB
C#
663 lines
27 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server._Sunrise.Ghost;
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using Content.Server._Sunrise.NewLife;
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using Content.Server.Administration.Logs;
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using Content.Server.Chat.Managers;
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using Content.Server.EUI;
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using Content.Server.GameTicking;
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using Content.Server.Ghost.Components;
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using Content.Server.Mind;
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using Content.Server.Roles.Jobs;
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using Content.Shared.Actions;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Eye;
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using Content.Shared.FixedPoint;
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using Content.Shared.Follower;
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using Content.Shared.Ghost;
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using Content.Shared.Humanoid;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.Popups;
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using Content.Shared.Roles;
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using Content.Shared.SSDIndicator;
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using Content.Shared.Storage.Components;
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using Content.Shared.Tag;
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using Content.Shared.Warps;
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using Robust.Server.GameObjects;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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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.Timing;
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namespace Content.Server.Ghost
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{
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public sealed partial class GhostSystem : SharedGhostSystem
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{
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[Dependency] private readonly SharedActionsSystem _actions = default!;
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly SharedEyeSystem _eye = default!;
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[Dependency] private readonly FollowerSystem _followerSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly JobSystem _jobs = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly ISharedPlayerManager _player = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly NameModifierSystem _nameMod = default!;
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[Dependency] private readonly NewLifeSystem _newLifeSystem = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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private EntityQuery<GhostComponent> _ghostQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private static readonly ProtoId<TagPrototype> AllowGhostShownByEventTag = "AllowGhostShownByEvent";
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private static readonly ProtoId<DamageTypePrototype> AsphyxiationDamageType = "Asphyxiation";
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private readonly Dictionary<ICommonSession, AcceptGhostEui> _openAcceptUis = new();
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public override void Initialize()
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{
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base.Initialize();
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_ghostQuery = GetEntityQuery<GhostComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<GhostComponent, ComponentStartup>(OnGhostStartup);
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SubscribeLocalEvent<GhostComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<GhostComponent, ComponentShutdown>(OnGhostShutdown);
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SubscribeLocalEvent<GhostComponent, ExaminedEvent>(OnGhostExamine);
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SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
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SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
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SubscribeLocalEvent<GhostComponent, PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<GhostOnMoveComponent, MoveInputEvent>(OnRelayMoveInput);
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SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
|
|
SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
|
|
SubscribeNetworkEvent<GhostWarpToTargetRequestEvent>(OnGhostWarpToTargetRequest);
|
|
SubscribeNetworkEvent<GhostnadoRequestEvent>(OnGhostnadoRequest);
|
|
|
|
SubscribeLocalEvent<GhostComponent, BooActionEvent>(OnActionPerform);
|
|
SubscribeLocalEvent<GhostComponent, ToggleGhostHearingActionEvent>(OnGhostHearingAction);
|
|
SubscribeLocalEvent<GhostComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
|
|
|
|
SubscribeLocalEvent<RoundEndTextAppendEvent>(_ => MakeVisible(true));
|
|
SubscribeLocalEvent<ToggleGhostVisibilityToAllEvent>(OnToggleGhostVisibilityToAll);
|
|
|
|
SubscribeLocalEvent<GhostComponent, GetVisMaskEvent>(OnGhostVis);
|
|
}
|
|
|
|
private void OnGhostVis(Entity<GhostComponent> ent, ref GetVisMaskEvent args)
|
|
{
|
|
// If component not deleting they can see ghosts.
|
|
if (ent.Comp.LifeStage <= ComponentLifeStage.Running)
|
|
{
|
|
args.VisibilityMask |= (int)VisibilityFlags.Ghost;
|
|
}
|
|
}
|
|
|
|
// Sunrise-Start
|
|
public void OpenAcceptEui(EntityUid mindId, ICommonSession session)
|
|
{
|
|
if (session.AttachedEntity is not { Valid: true } attached)
|
|
return;
|
|
|
|
if (_openAcceptUis.ContainsKey(session))
|
|
CloseAcceptEui(session);
|
|
|
|
var eui = _openAcceptUis[session] = new AcceptGhostEui(mindId, this);
|
|
_euiManager.OpenEui(eui, session);
|
|
}
|
|
|
|
public void CloseAcceptEui(ICommonSession session)
|
|
{
|
|
if (!_openAcceptUis.ContainsKey(session))
|
|
return;
|
|
|
|
_openAcceptUis.Remove(session, out var eui);
|
|
|
|
eui?.Close();
|
|
}
|
|
// Sunrise-End
|
|
|
|
private void OnGhostHearingAction(EntityUid uid, GhostComponent component, ToggleGhostHearingActionEvent args)
|
|
{
|
|
args.Handled = true;
|
|
|
|
if (HasComp<GhostHearingComponent>(uid))
|
|
{
|
|
RemComp<GhostHearingComponent>(uid);
|
|
_actions.SetToggled(component.ToggleGhostHearingActionEntity, true);
|
|
}
|
|
else
|
|
{
|
|
AddComp<GhostHearingComponent>(uid);
|
|
_actions.SetToggled(component.ToggleGhostHearingActionEntity, false);
|
|
}
|
|
|
|
var str = HasComp<GhostHearingComponent>(uid)
|
|
? Loc.GetString("ghost-gui-toggle-hearing-popup-on")
|
|
: Loc.GetString("ghost-gui-toggle-hearing-popup-off");
|
|
|
|
Popup.PopupEntity(str, uid, uid);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
private void OnActionPerform(EntityUid uid, GhostComponent component, BooActionEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
var entities = _lookup.GetEntitiesInRange(args.Performer, component.BooRadius).ToList();
|
|
// Shuffle the possible targets so we don't favor any particular entities
|
|
_random.Shuffle(entities);
|
|
|
|
var booCounter = 0;
|
|
foreach (var ent in entities)
|
|
{
|
|
var handled = DoGhostBooEvent(ent);
|
|
|
|
if (handled)
|
|
booCounter++;
|
|
|
|
if (booCounter >= component.BooMaxTargets)
|
|
break;
|
|
}
|
|
|
|
if (booCounter == 0)
|
|
_popup.PopupEntity(Loc.GetString("ghost-component-boo-action-failed"), uid, uid);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, ref MoveInputEvent args)
|
|
{
|
|
// If they haven't actually moved then ignore it.
|
|
if ((args.Entity.Comp.HeldMoveButtons &
|
|
(MoveButtons.Down | MoveButtons.Left | MoveButtons.Up | MoveButtons.Right)) == 0x0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Let's not ghost if our mind is visiting...
|
|
if (HasComp<VisitingMindComponent>(uid))
|
|
return;
|
|
|
|
if (!_minds.TryGetMind(uid, out var mindId, out var mind) || mind.IsVisitingEntity)
|
|
return;
|
|
|
|
if (component.MustBeDead && (_mobState.IsAlive(uid) || _mobState.IsCritical(uid)))
|
|
return;
|
|
|
|
//OnGhostAttempt(mindId, component.CanReturn, mind: mind);
|
|
// Sunrise-Edit
|
|
if (_player.TryGetSessionById(mind.UserId, out var session))
|
|
OpenAcceptEui(mindId, session);
|
|
}
|
|
|
|
private void OnGhostStartup(EntityUid uid, GhostComponent component, ComponentStartup args)
|
|
{
|
|
// Allow this entity to be seen by other ghosts.
|
|
var visibility = EnsureComp<VisibilityComponent>(uid);
|
|
|
|
if (_gameTicker.RunLevel != GameRunLevel.PostRound)
|
|
{
|
|
_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
|
|
_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
|
|
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
|
|
}
|
|
|
|
_eye.RefreshVisibilityMask(uid);
|
|
var time = _gameTiming.CurTime;
|
|
component.TimeOfDeath = time;
|
|
}
|
|
|
|
private void OnGhostShutdown(EntityUid uid, GhostComponent component, ComponentShutdown args)
|
|
{
|
|
// Perf: If the entity is deleting itself, no reason to change these back.
|
|
if (Terminating(uid))
|
|
return;
|
|
|
|
// Entity can't be seen by ghosts anymore.
|
|
if (TryComp(uid, out VisibilityComponent? visibility))
|
|
{
|
|
_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ghost, false);
|
|
_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
|
|
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: visibility);
|
|
}
|
|
|
|
// Entity can't see ghosts anymore.
|
|
_eye.RefreshVisibilityMask(uid);
|
|
_actions.RemoveAction(uid, component.BooActionEntity);
|
|
}
|
|
|
|
private void OnMapInit(EntityUid uid, GhostComponent component, MapInitEvent args)
|
|
{
|
|
_actions.AddAction(uid, ref component.BooActionEntity, component.BooAction);
|
|
_actions.AddAction(uid, ref component.ToggleGhostHearingActionEntity, component.ToggleGhostHearingAction);
|
|
_actions.AddAction(uid, ref component.ToggleLightingActionEntity, component.ToggleLightingAction);
|
|
_actions.AddAction(uid, ref component.ToggleFoVActionEntity, component.ToggleFoVAction);
|
|
_actions.AddAction(uid, ref component.ToggleGhostsActionEntity, component.ToggleGhostsAction);
|
|
// Sunrise-Start
|
|
_actions.AddAction(uid, ref component.GhostsThemeActionEntity, component.GhostsThemeAction);
|
|
// Sunrise-End
|
|
}
|
|
|
|
private void OnGhostExamine(EntityUid uid, GhostComponent component, ExaminedEvent args)
|
|
{
|
|
var timeSinceDeath = _gameTiming.RealTime.Subtract(component.TimeOfDeath);
|
|
var deathTimeInfo = timeSinceDeath.Minutes > 0
|
|
? Loc.GetString("comp-ghost-examine-time-minutes", ("minutes", timeSinceDeath.Minutes))
|
|
: Loc.GetString("comp-ghost-examine-time-seconds", ("seconds", timeSinceDeath.Seconds));
|
|
|
|
args.PushMarkup(deathTimeInfo);
|
|
}
|
|
|
|
#region Ghost Deletion
|
|
|
|
private void OnMindRemovedMessage(EntityUid uid, GhostComponent component, MindRemovedMessage args)
|
|
{
|
|
DeleteEntity(uid);
|
|
}
|
|
|
|
private void OnMindUnvisitedMessage(EntityUid uid, GhostComponent component, MindUnvisitedMessage args)
|
|
{
|
|
DeleteEntity(uid);
|
|
}
|
|
|
|
private void OnPlayerDetached(EntityUid uid, GhostComponent component, PlayerDetachedEvent args)
|
|
{
|
|
DeleteEntity(uid);
|
|
}
|
|
|
|
private void DeleteEntity(EntityUid uid)
|
|
{
|
|
if (Deleted(uid) || Terminating(uid))
|
|
return;
|
|
|
|
QueueDel(uid);
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void OnGhostReturnToBodyRequest(GhostReturnToBodyRequest msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {Valid: true} attached
|
|
|| !_ghostQuery.TryComp(attached, out var ghost)
|
|
|| !ghost.CanReturnToBody
|
|
|| !TryComp(attached, out ActorComponent? actor))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} sent an invalid {nameof(GhostReturnToBodyRequest)}");
|
|
return;
|
|
}
|
|
|
|
_mind.UnVisit(actor.PlayerSession);
|
|
}
|
|
|
|
#region Warp
|
|
|
|
private void OnGhostWarpsRequest(GhostWarpsRequestEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {Valid: true} entity
|
|
|| !_ghostQuery.HasComp(entity))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} sent a {nameof(GhostWarpsRequestEvent)} without being a ghost.");
|
|
return;
|
|
}
|
|
|
|
// Sunrise edit start - для красивой гост меню
|
|
var response = new GhostWarpsResponseEvent(GetPlayerWarps().ToList(),
|
|
GetLocationWarps().ToList(),
|
|
GetAntagonistWarps().ToList());
|
|
// Sunrise edit end
|
|
|
|
RaiseNetworkEvent(response, args.SenderSession.Channel);
|
|
}
|
|
|
|
private void OnGhostWarpToTargetRequest(GhostWarpToTargetRequestEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {Valid: true} attached
|
|
|| !_ghostQuery.HasComp(attached))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} tried to warp to {msg.Target} without being a ghost.");
|
|
return;
|
|
}
|
|
|
|
var target = GetEntity(msg.Target);
|
|
|
|
if (!Exists(target))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} tried to warp to an invalid entity id: {msg.Target}");
|
|
return;
|
|
}
|
|
|
|
WarpTo(attached, target);
|
|
}
|
|
|
|
private void OnGhostnadoRequest(GhostnadoRequestEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {} uid
|
|
|| !_ghostQuery.HasComp(uid))
|
|
{
|
|
Log.Warning($"User {args.SenderSession.Name} tried to ghostnado without being a ghost.");
|
|
return;
|
|
}
|
|
|
|
if (_followerSystem.GetMostGhostFollowed() is not {} target)
|
|
return;
|
|
|
|
WarpTo(uid, target);
|
|
}
|
|
|
|
private void WarpTo(EntityUid uid, EntityUid target)
|
|
{
|
|
_adminLog.Add(LogType.GhostWarp, $"{ToPrettyString(uid)} ghost warped to {ToPrettyString(target)}");
|
|
|
|
if ((TryComp(target, out WarpPointComponent? warp) && warp.Follow) || HasComp<MobStateComponent>(target))
|
|
{
|
|
_followerSystem.StartFollowingEntity(uid, target);
|
|
return;
|
|
}
|
|
|
|
var xform = Transform(uid);
|
|
_transformSystem.SetCoordinates(uid, xform, Transform(target).Coordinates);
|
|
_transformSystem.AttachToGridOrMap(uid, xform);
|
|
if (_physicsQuery.TryComp(uid, out var physics))
|
|
_physics.SetLinearVelocity(uid, Vector2.Zero, body: physics);
|
|
}
|
|
|
|
/* SUNRISE EDIT - методы переделаны и вынесены в partial класс для гост панели
|
|
|
|
private IEnumerable<GhostWarp> GetLocationWarps()
|
|
{
|
|
var allQuery = AllEntityQuery<WarpPointComponent>();
|
|
|
|
while (allQuery.MoveNext(out var uid, out var warp))
|
|
{
|
|
yield return new GhostWarp(GetNetEntity(uid), warp.Location ?? Name(uid), true);
|
|
}
|
|
}
|
|
|
|
private IEnumerable<GhostWarp> GetPlayerWarps(EntityUid except)
|
|
{
|
|
foreach (var player in _player.Sessions)
|
|
{
|
|
if (player.AttachedEntity is not {Valid: true} attached)
|
|
continue;
|
|
|
|
if (attached == except) continue;
|
|
|
|
TryComp<MindContainerComponent>(attached, out var mind);
|
|
|
|
var jobName = _jobs.MindTryGetJobName(mind?.Mind);
|
|
var playerInfo = $"{Comp<MetaDataComponent>(attached).EntityName} ({jobName})";
|
|
|
|
if (_mobState.IsAlive(attached) || _mobState.IsCritical(attached))
|
|
yield return new GhostWarp(GetNetEntity(attached), playerInfo, false);
|
|
}
|
|
}
|
|
*/
|
|
|
|
#endregion
|
|
|
|
private void OnEntityStorageInsertAttempt(EntityUid uid, GhostComponent comp, ref InsertIntoEntityStorageAttemptEvent args)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnToggleGhostVisibilityToAll(ToggleGhostVisibilityToAllEvent ev)
|
|
{
|
|
if (ev.Handled)
|
|
return;
|
|
|
|
ev.Handled = true;
|
|
MakeVisible(true);
|
|
}
|
|
|
|
/// <summary>
|
|
/// When the round ends, make all players able to see ghosts.
|
|
/// </summary>
|
|
public void MakeVisible(bool visible)
|
|
{
|
|
var entityQuery = EntityQueryEnumerator<GhostComponent, VisibilityComponent>();
|
|
while (entityQuery.MoveNext(out var uid, out var _, out var vis))
|
|
{
|
|
if (!_tag.HasTag(uid, AllowGhostShownByEventTag))
|
|
continue;
|
|
|
|
if (visible)
|
|
{
|
|
_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Normal, false);
|
|
_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
|
|
}
|
|
else
|
|
{
|
|
_visibilitySystem.AddLayer((uid, vis), (int) VisibilityFlags.Ghost, false);
|
|
_visibilitySystem.RemoveLayer((uid, vis), (int) VisibilityFlags.Normal, false);
|
|
}
|
|
_visibilitySystem.RefreshVisibility(uid, visibilityComponent: vis);
|
|
}
|
|
}
|
|
|
|
public bool DoGhostBooEvent(EntityUid target)
|
|
{
|
|
var ghostBoo = new GhostBooEvent();
|
|
RaiseLocalEvent(target, ghostBoo, true);
|
|
|
|
return ghostBoo.Handled;
|
|
}
|
|
|
|
public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityUid targetEntity,
|
|
bool canReturn = false)
|
|
{
|
|
_transformSystem.TryGetMapOrGridCoordinates(targetEntity, out var spawnPosition);
|
|
return SpawnGhost(mind, spawnPosition, canReturn);
|
|
}
|
|
|
|
private bool IsValidSpawnPosition(EntityCoordinates? spawnPosition)
|
|
{
|
|
if (spawnPosition?.IsValid(EntityManager) != true)
|
|
return false;
|
|
|
|
var mapUid = _transformSystem.GetMap(spawnPosition.Value);
|
|
var gridUid = spawnPosition?.EntityId;
|
|
// Test if the map is being deleted
|
|
if (mapUid == null || TerminatingOrDeleted(mapUid.Value))
|
|
return false;
|
|
// Test if the grid is being deleted
|
|
if (gridUid != null && TerminatingOrDeleted(gridUid.Value))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public EntityUid? SpawnGhost(Entity<MindComponent?> mind, EntityCoordinates? spawnPosition = null,
|
|
bool canReturn = false)
|
|
{
|
|
if (!Resolve(mind, ref mind.Comp))
|
|
return null;
|
|
|
|
// Test if the map or grid is being deleted
|
|
if (!IsValidSpawnPosition(spawnPosition))
|
|
spawnPosition = null;
|
|
|
|
// If it's bad, look for a valid point to spawn
|
|
spawnPosition ??= _gameTicker.GetObserverSpawnPoint();
|
|
|
|
// Make sure the new point is valid too
|
|
if (!IsValidSpawnPosition(spawnPosition))
|
|
{
|
|
Log.Warning($"No spawn valid ghost spawn position found for {mind.Comp.CharacterName}"
|
|
+ $" \"{ToPrettyString(mind)}\"");
|
|
_minds.TransferTo(mind.Owner, null, createGhost: false, mind: mind.Comp);
|
|
return null;
|
|
}
|
|
|
|
var ghost = SpawnAtPosition(GameTicker.ObserverPrototypeName, spawnPosition.Value);
|
|
var ghostComponent = Comp<GhostComponent>(ghost);
|
|
|
|
// Try setting the ghost entity name to either the character name or the player name.
|
|
// If all else fails, it'll default to the default entity prototype name, "observer".
|
|
// However, that should rarely happen.
|
|
if (!string.IsNullOrWhiteSpace(mind.Comp.CharacterName))
|
|
_metaData.SetEntityName(ghost, mind.Comp.CharacterName);
|
|
else if (mind.Comp.UserId is { } userId && _player.TryGetSessionById(userId, out var session))
|
|
_metaData.SetEntityName(ghost, session.Name);
|
|
|
|
if (mind.Comp.TimeOfDeath.HasValue)
|
|
{
|
|
SetTimeOfDeath((ghost, ghostComponent), mind.Comp.TimeOfDeath!.Value);
|
|
}
|
|
|
|
SetCanReturnToBody((ghost, ghostComponent), canReturn);
|
|
|
|
if (canReturn)
|
|
_minds.Visit(mind.Owner, ghost, mind.Comp);
|
|
else
|
|
_minds.TransferTo(mind.Owner, ghost, mind: mind.Comp);
|
|
Log.Debug($"Spawned ghost \"{ToPrettyString(ghost)}\" for {mind.Comp.CharacterName}.");
|
|
|
|
// we changed the entity name above
|
|
// we have to call this after the mind has been transferred since some mind roles modify the ghost's name
|
|
_nameMod.RefreshNameModifiers(ghost);
|
|
return ghost;
|
|
}
|
|
|
|
public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, bool forced = false, MindComponent? mind = null)
|
|
{
|
|
if (!Resolve(mindId, ref mind))
|
|
return false;
|
|
|
|
var playerEntity = mind.CurrentEntity;
|
|
|
|
if (playerEntity != null && viaCommand)
|
|
{
|
|
if (forced)
|
|
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} was forced to ghost via command");
|
|
else
|
|
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} is attempting to ghost via command");
|
|
}
|
|
|
|
var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
|
|
RaiseLocalEvent(handleEv);
|
|
|
|
// Something else has handled the ghost attempt for us! We return its result.
|
|
if (handleEv.Handled)
|
|
return handleEv.Result;
|
|
|
|
if (mind.PreventGhosting && !forced)
|
|
{
|
|
if (_player.TryGetSessionById(mind.UserId, out var session)) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
|
|
{
|
|
_chatManager.DispatchServerMessage(session, Loc.GetString("comp-mind-ghosting-prevented"),
|
|
true);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<GhostComponent>(playerEntity, out var comp) && !comp.CanGhostInteract)
|
|
return false;
|
|
|
|
if (mind.VisitingEntity != default)
|
|
{
|
|
_mind.UnVisit(mindId, mind: mind);
|
|
}
|
|
|
|
var position = Exists(playerEntity)
|
|
? Transform(playerEntity.Value).Coordinates
|
|
: _gameTicker.GetObserverSpawnPoint();
|
|
|
|
if (position == default)
|
|
return false;
|
|
|
|
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
|
|
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
|
|
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
|
|
// Note that we could theoretically be ICly dead and still physically alive and vice versa.
|
|
// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
|
|
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
|
|
// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
|
|
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
|
|
var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
|
|
|
|
if (_configurationManager.GetCVar(CCVars.GhostKillCrit) &&
|
|
canReturnGlobal &&
|
|
TryComp(playerEntity, out MobStateComponent? mobState))
|
|
{
|
|
if (_mobState.IsCritical(playerEntity.Value, mobState))
|
|
{
|
|
canReturn = true;
|
|
|
|
//todo: what if they dont breathe lol
|
|
//cry deeply
|
|
|
|
FixedPoint2 dealtDamage = 200;
|
|
|
|
if (TryComp<DamageableComponent>(playerEntity, out var damageable)
|
|
&& TryComp<MobThresholdsComponent>(playerEntity, out var thresholds))
|
|
{
|
|
var playerDeadThreshold = _mobThresholdSystem.GetThresholdForState(playerEntity.Value, MobState.Dead, thresholds);
|
|
dealtDamage = playerDeadThreshold - damageable.TotalDamage;
|
|
}
|
|
|
|
DamageSpecifier damage = new(_prototypeManager.Index(AsphyxiationDamageType), dealtDamage);
|
|
|
|
_damageable.TryChangeDamage(playerEntity, damage, true, useVariance: false, useModifier: false); // Sunrise-Edit
|
|
}
|
|
}
|
|
|
|
if (playerEntity != null)
|
|
_adminLog.Add(LogType.Mind, $"{ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
|
|
|
|
var ghost = SpawnGhost((mindId, mind), position, canReturn);
|
|
// Sunrise-Start
|
|
if (mind.UserId.HasValue)
|
|
_newLifeSystem.SetNextAllowRespawn(mind.UserId.Value, _gameTiming.CurTime + TimeSpan.FromMinutes(_newLifeSystem.NewLifeTimeout));
|
|
// Sunrise-End
|
|
|
|
if (ghost == null)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public sealed class GhostAttemptHandleEvent(MindComponent mind, bool canReturnGlobal) : HandledEntityEventArgs
|
|
{
|
|
public MindComponent Mind { get; } = mind;
|
|
public bool CanReturnGlobal { get; } = canReturnGlobal;
|
|
public bool Result { get; set; }
|
|
}
|
|
}
|