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