# 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
1089 lines
40 KiB
C#
1089 lines
40 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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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.Station.Events;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Ghost;
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using Content.Shared.Maps;
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using Content.Shared.Parallax;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Timing;
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using Content.Shared.Whitelist;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Components;
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using Robust.Shared.Collections;
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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.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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using FTLMapComponent = Content.Shared.Shuttles.Components.FTLMapComponent;
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namespace Content.Server.Shuttles.Systems;
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public sealed partial class ShuttleSystem
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{
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/*
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* This is a way to move a shuttle from one location to another, via an intermediate map for fanciness.
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*/
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private readonly SoundSpecifier _startupSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_begin.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f),
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};
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private readonly SoundSpecifier _arrivalSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_end.ogg")
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{
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Params = AudioParams.Default.WithVolume(-5f),
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};
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public float DefaultStartupTime;
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public float DefaultTravelTime;
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public float DefaultArrivalTime;
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private float FTLCooldown;
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public float FTLMassLimit;
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private TimeSpan _hyperspaceKnockdownTime = TimeSpan.FromSeconds(5);
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private const float _ftlThrowForce = 20.0f;
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/// <summary>
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/// Left-side of the station we're allowed to use
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/// </summary>
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private float _index;
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/// <summary>
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/// Space between grids within hyperspace.
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/// </summary>
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private const float Buffer = 5f;
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/// <summary>
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/// How many times we try to proximity warp close to something before falling back to map-wideAABB.
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/// </summary>
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private const int FTLProximityIterations = 5;
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private readonly HashSet<EntityUid> _lookupEnts = new();
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private readonly HashSet<EntityUid> _immuneEnts = new();
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private readonly HashSet<Entity<NoFTLComponent>> _noFtls = new();
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private EntityQuery<BodyComponent> _bodyQuery;
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private EntityQuery<FTLSmashImmuneComponent> _immuneQuery;
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private EntityQuery<StatusEffectsComponent> _statusQuery;
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private EntityQuery<MovedByPressureComponent> _movedByPressureQuery;
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private void InitializeFTL()
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{
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SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit);
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SubscribeLocalEvent<FTLComponent, ComponentShutdown>(OnFtlShutdown);
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_bodyQuery = GetEntityQuery<BodyComponent>();
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_immuneQuery = GetEntityQuery<FTLSmashImmuneComponent>();
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_statusQuery = GetEntityQuery<StatusEffectsComponent>();
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_movedByPressureQuery = GetEntityQuery<MovedByPressureComponent>();
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_cfg.OnValueChanged(CCVars.FTLStartupTime, time => DefaultStartupTime = time, true);
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_cfg.OnValueChanged(CCVars.FTLTravelTime, time => DefaultTravelTime = time, true);
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_cfg.OnValueChanged(CCVars.FTLArrivalTime, time => DefaultArrivalTime = time, true);
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_cfg.OnValueChanged(CCVars.FTLCooldown, time => FTLCooldown = time, true);
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_cfg.OnValueChanged(CCVars.FTLMassLimit, time => FTLMassLimit = time, true);
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_cfg.OnValueChanged(CCVars.HyperspaceKnockdownTime, time => _hyperspaceKnockdownTime = TimeSpan.FromSeconds(time), true);
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}
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private void OnFtlShutdown(Entity<FTLComponent> ent, ref ComponentShutdown args)
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{
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QueueDel(ent.Comp.VisualizerEntity);
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ent.Comp.VisualizerEntity = null;
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}
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private void OnStationPostInit(ref StationPostInitEvent ev)
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{
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// Add all grid maps as ftl destinations that anyone can FTL to.
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foreach (var gridUid in ev.Station.Comp.Grids)
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{
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var gridXform = _xformQuery.GetComponent(gridUid);
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if (gridXform.MapUid == null)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
TryAddFTLDestination(gridXform.MapID, true, false, false, out _);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Ensures the FTL map exists and returns it.
|
||
/// </summary>
|
||
public EntityUid EnsureFTLMap()
|
||
{
|
||
var query = AllEntityQuery<FTLMapComponent>();
|
||
|
||
while (query.MoveNext(out var uid, out _))
|
||
{
|
||
return uid;
|
||
}
|
||
|
||
var mapUid = _mapSystem.CreateMap(out var mapId);
|
||
var ftlMap = AddComp<FTLMapComponent>(mapUid);
|
||
|
||
_metadata.SetEntityName(mapUid, "FTL");
|
||
Log.Debug($"Setup hyperspace map at {mapUid}");
|
||
DebugTools.Assert(!_mapSystem.IsPaused(mapId));
|
||
var parallax = EnsureComp<ParallaxComponent>(mapUid);
|
||
parallax.Parallax = ftlMap.Parallax;
|
||
|
||
return mapUid;
|
||
}
|
||
|
||
public StartEndTime GetStateTime(FTLComponent component)
|
||
{
|
||
var state = component.State;
|
||
|
||
switch (state)
|
||
{
|
||
case FTLState.Starting:
|
||
case FTLState.Travelling:
|
||
case FTLState.Arriving:
|
||
case FTLState.Cooldown:
|
||
return component.StateTime;
|
||
case FTLState.Available:
|
||
return default;
|
||
default:
|
||
throw new NotImplementedException();
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Updates the whitelist for this FTL destination.
|
||
/// </summary>
|
||
/// <param name="entity"></param>
|
||
/// <param name="whitelist"></param>
|
||
public void SetFTLWhitelist(Entity<FTLDestinationComponent?> entity, EntityWhitelist? whitelist)
|
||
{
|
||
if (!Resolve(entity, ref entity.Comp))
|
||
return;
|
||
|
||
if (entity.Comp.Whitelist == whitelist)
|
||
return;
|
||
|
||
entity.Comp.Whitelist = whitelist;
|
||
_console.RefreshShuttleConsoles();
|
||
Dirty(entity);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Adds the target map as available for FTL.
|
||
/// </summary>
|
||
public bool TryAddFTLDestination(MapId mapId, bool enabled, [NotNullWhen(true)] out FTLDestinationComponent? component)
|
||
{
|
||
return TryAddFTLDestination(mapId, enabled, true, false, out component);
|
||
}
|
||
|
||
public bool TryAddFTLDestination(MapId mapId, bool enabled, bool requireDisk, bool beaconsOnly, [NotNullWhen(true)] out FTLDestinationComponent? component)
|
||
{
|
||
var mapUid = _mapSystem.GetMapOrInvalid(mapId);
|
||
component = null;
|
||
|
||
if (!Exists(mapUid))
|
||
return false;
|
||
|
||
component = EnsureComp<FTLDestinationComponent>(mapUid);
|
||
|
||
if (component.Enabled == enabled && component.RequireCoordinateDisk == requireDisk && component.BeaconsOnly == beaconsOnly)
|
||
return true;
|
||
|
||
component.Enabled = enabled;
|
||
component.RequireCoordinateDisk = requireDisk;
|
||
component.BeaconsOnly = beaconsOnly;
|
||
|
||
_console.RefreshShuttleConsoles();
|
||
Dirty(mapUid, component);
|
||
return true;
|
||
}
|
||
|
||
[PublicAPI]
|
||
public void RemoveFTLDestination(EntityUid uid)
|
||
{
|
||
if (!RemComp<FTLDestinationComponent>(uid))
|
||
return;
|
||
|
||
_console.RefreshShuttleConsoles();
|
||
}
|
||
|
||
/// <summary>
|
||
/// Returns true if the grid can FTL. Used to block protected shuttles like the emergency shuttle.
|
||
/// </summary>
|
||
public bool CanFTL(EntityUid shuttleUid, [NotNullWhen(false)] out string? reason)
|
||
{
|
||
// Currently in FTL already
|
||
if (HasComp<FTLComponent>(shuttleUid))
|
||
{
|
||
reason = Loc.GetString("shuttle-console-in-ftl");
|
||
return false;
|
||
}
|
||
|
||
if (TryComp<PhysicsComponent>(shuttleUid, out var shuttlePhysics))
|
||
{
|
||
|
||
// Too large to FTL
|
||
if (FTLMassLimit > 0 && shuttlePhysics.Mass > FTLMassLimit)
|
||
{
|
||
reason = Loc.GetString("shuttle-console-mass");
|
||
return false;
|
||
}
|
||
}
|
||
|
||
if (HasComp<PreventPilotComponent>(shuttleUid) || HasComp<PreventFTLComponent>(shuttleUid))
|
||
{
|
||
reason = Loc.GetString("shuttle-console-prevent");
|
||
return false;
|
||
}
|
||
|
||
var ev = new ConsoleFTLAttemptEvent(shuttleUid, false, string.Empty);
|
||
RaiseLocalEvent(shuttleUid, ref ev, true);
|
||
|
||
if (ev.Cancelled)
|
||
{
|
||
reason = ev.Reason;
|
||
return false;
|
||
}
|
||
|
||
reason = null;
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Moves a shuttle from its current position to the target one without any checks. Goes through the hyperspace map while the timer is running.
|
||
/// </summary>
|
||
public void FTLToCoordinates(
|
||
EntityUid shuttleUid,
|
||
ShuttleComponent component,
|
||
EntityCoordinates coordinates,
|
||
Angle angle,
|
||
float? startupTime = null,
|
||
float? hyperspaceTime = null,
|
||
string? priorityTag = null)
|
||
{
|
||
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
|
||
return;
|
||
|
||
startupTime ??= DefaultStartupTime;
|
||
hyperspaceTime ??= DefaultTravelTime;
|
||
|
||
hyperspace.StartupTime = startupTime.Value;
|
||
hyperspace.TravelTime = hyperspaceTime.Value;
|
||
hyperspace.StateTime = StartEndTime.FromStartDuration(
|
||
_gameTiming.CurTime,
|
||
TimeSpan.FromSeconds(hyperspace.StartupTime));
|
||
hyperspace.TargetCoordinates = coordinates;
|
||
hyperspace.TargetAngle = angle;
|
||
hyperspace.PriorityTag = priorityTag;
|
||
|
||
_console.RefreshShuttleConsoles(shuttleUid);
|
||
|
||
var mapId = _transform.GetMapId(coordinates);
|
||
var mapUid = _mapSystem.GetMap(mapId);
|
||
var ev = new FTLRequestEvent(mapUid);
|
||
RaiseLocalEvent(shuttleUid, ref ev, true);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Moves a shuttle from its current position to docked on the target one.
|
||
/// If no docks are free when FTLing it will arrive in proximity
|
||
/// </summary>
|
||
public void FTLToDock(
|
||
EntityUid shuttleUid,
|
||
ShuttleComponent component,
|
||
EntityUid target,
|
||
float? startupTime = null,
|
||
float? hyperspaceTime = null,
|
||
string? priorityTag = null,
|
||
bool ignored = false, // Sunrise-Edit
|
||
bool deletedTrash = false) // Sunrise-Edit
|
||
{
|
||
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
|
||
return;
|
||
|
||
startupTime ??= DefaultStartupTime;
|
||
hyperspaceTime ??= DefaultTravelTime;
|
||
|
||
var config = _dockSystem.GetDockingConfig(shuttleUid, target, priorityTag, ignored);
|
||
hyperspace.StartupTime = startupTime.Value;
|
||
hyperspace.TravelTime = hyperspaceTime.Value;
|
||
hyperspace.StateTime = StartEndTime.FromStartDuration(
|
||
_gameTiming.CurTime,
|
||
TimeSpan.FromSeconds(hyperspace.StartupTime));
|
||
hyperspace.PriorityTag = priorityTag;
|
||
hyperspace.Ignored = ignored; // Sunrise-Edit
|
||
hyperspace.DeleteTrash = deletedTrash; // Sunrise-Edit
|
||
|
||
_console.RefreshShuttleConsoles(shuttleUid);
|
||
|
||
// Valid dock for now time so just use that as the target.
|
||
if (config != null)
|
||
{
|
||
hyperspace.TargetCoordinates = config.Coordinates;
|
||
hyperspace.TargetAngle = config.Angle;
|
||
}
|
||
else if (TryGetFTLProximity(shuttleUid, new EntityCoordinates(target, Vector2.Zero), out var coords, out var targAngle))
|
||
{
|
||
hyperspace.TargetCoordinates = coords;
|
||
hyperspace.TargetAngle = targAngle;
|
||
}
|
||
else
|
||
{
|
||
// FTL back to its own position.
|
||
hyperspace.TargetCoordinates = Transform(shuttleUid).Coordinates;
|
||
Log.Error($"Unable to FTL grid {ToPrettyString(shuttleUid)} to target properly?");
|
||
}
|
||
}
|
||
|
||
private bool TrySetupFTL(EntityUid uid, ShuttleComponent shuttle, [NotNullWhen(true)] out FTLComponent? component)
|
||
{
|
||
component = null;
|
||
|
||
if (HasComp<FTLComponent>(uid))
|
||
{
|
||
Log.Warning($"Tried queuing {ToPrettyString(uid)} which already has {nameof(FTLComponent)}?");
|
||
return false;
|
||
}
|
||
|
||
_thruster.DisableLinearThrusters(shuttle);
|
||
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
|
||
_thruster.SetAngularThrust(shuttle, false);
|
||
_dockSystem.UndockDocks(uid);
|
||
|
||
component = AddComp<FTLComponent>(uid);
|
||
component.State = FTLState.Starting;
|
||
var audio = _audio.PlayPvs(_startupSound, uid);
|
||
_audio.SetGridAudio(audio);
|
||
component.StartupStream = audio?.Entity;
|
||
|
||
// Make sure the map is setup before we leave to avoid pop-in (e.g. parallax).
|
||
EnsureFTLMap();
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Transitions shuttle to FTL map.
|
||
/// </summary>
|
||
private void UpdateFTLStarting(Entity<FTLComponent, ShuttleComponent> entity)
|
||
{
|
||
var uid = entity.Owner;
|
||
var comp = entity.Comp1;
|
||
var xform = _xformQuery.GetComponent(entity);
|
||
// Sunrise-Edit
|
||
//DoTheDinosaur(xform);
|
||
|
||
comp.State = FTLState.Travelling;
|
||
var fromMapUid = xform.MapUid;
|
||
var fromMatrix = _transform.GetWorldMatrix(xform);
|
||
var fromRotation = _transform.GetWorldRotation(xform);
|
||
|
||
var grid = Comp<MapGridComponent>(uid);
|
||
var width = grid.LocalAABB.Width;
|
||
var ftlMap = EnsureFTLMap();
|
||
var body = _physicsQuery.GetComponent(entity);
|
||
var shuttleCenter = grid.LocalAABB.Center;
|
||
|
||
// Leave audio at the old spot
|
||
// Just so we don't clip
|
||
if (fromMapUid != null && TryComp(comp.StartupStream, out AudioComponent? startupAudio))
|
||
{
|
||
var clippedAudio = _audio.PlayStatic(_startupSound, Filter.Broadcast(),
|
||
new EntityCoordinates(fromMapUid.Value, _mapSystem.GetGridPosition(entity.Owner)), true, startupAudio.Params);
|
||
|
||
_audio.SetPlaybackPosition(clippedAudio, entity.Comp1.StartupTime);
|
||
if (clippedAudio != null)
|
||
clippedAudio.Value.Component.Flags |= AudioFlags.NoOcclusion;
|
||
}
|
||
|
||
// Offset the start by buffer range just to avoid overlap.
|
||
var ftlStart = new EntityCoordinates(ftlMap, new Vector2(_index + width / 2f, 0f) - shuttleCenter);
|
||
|
||
// Store the matrix for the grid prior to movement. This means any entities we need to leave behind we can make sure their positions are updated.
|
||
// Setting the entity to map directly may run grid traversal (at least at time of writing this).
|
||
var oldMapUid = xform.MapUid;
|
||
var oldGridMatrix = _transform.GetWorldMatrix(xform);
|
||
_transform.SetCoordinates(entity.Owner, ftlStart);
|
||
LeaveNoFTLBehind((entity.Owner, xform), oldGridMatrix, oldMapUid);
|
||
|
||
// Reset rotation so they always face the same direction.
|
||
xform.LocalRotation = Angle.Zero;
|
||
_index += width + Buffer;
|
||
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, comp.TravelTime - DefaultArrivalTime);
|
||
|
||
Enable(uid, component: body);
|
||
_physics.SetLinearVelocity(uid, new Vector2(0f, 20f), body: body);
|
||
_physics.SetAngularVelocity(uid, 0f, body: body);
|
||
|
||
_dockSystem.SetDockBolts(uid, true);
|
||
_console.RefreshShuttleConsoles(uid);
|
||
|
||
var ev = new FTLStartedEvent(uid, comp.TargetCoordinates, fromMapUid, fromMatrix, fromRotation);
|
||
RaiseLocalEvent(uid, ref ev, true);
|
||
|
||
// Audio
|
||
var wowdio = _audio.PlayPvs(comp.TravelSound, uid);
|
||
comp.TravelStream = wowdio?.Entity;
|
||
_audio.SetGridAudio(wowdio);
|
||
|
||
// Sunrise-Start
|
||
DoTheDinosaur(xform, Direction.South.ToVec());
|
||
// Sunrise-End
|
||
}
|
||
|
||
/// <summary>
|
||
/// Shuttle arriving.
|
||
/// </summary>
|
||
private void UpdateFTLTravelling(Entity<FTLComponent, ShuttleComponent> entity)
|
||
{
|
||
var shuttle = entity.Comp2;
|
||
var comp = entity.Comp1;
|
||
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, DefaultArrivalTime);
|
||
comp.State = FTLState.Arriving;
|
||
|
||
// Sunrise-Start
|
||
// Почему оно здесь а не в UpdateFTLArriving?
|
||
// Ну потому что когда шаттл выходит из фтл он телепортируется
|
||
// к докам и меняет угол поворота. А вот брошеная сущность все еще летит
|
||
// в том направлении когда шаттл был в фтл зоне,
|
||
// как итог полет будет не назад или вперед а в бок.
|
||
var xform = _xformQuery.GetComponent(entity.Owner);
|
||
DoTheDinosaur(xform, Direction.North.ToVec());
|
||
// Sunrise-End
|
||
|
||
if (entity.Comp1.VisualizerProto != null)
|
||
{
|
||
comp.VisualizerEntity = SpawnAttachedTo(entity.Comp1.VisualizerProto, entity.Comp1.TargetCoordinates);
|
||
DebugTools.Assert(Transform(comp.VisualizerEntity.Value).ParentUid == entity.Comp1.TargetCoordinates.EntityId);
|
||
var visuals = Comp<FtlVisualizerComponent>(comp.VisualizerEntity.Value);
|
||
visuals.Grid = entity.Owner;
|
||
Dirty(comp.VisualizerEntity.Value, visuals);
|
||
_transform.SetLocalRotation(comp.VisualizerEntity.Value, entity.Comp1.TargetAngle);
|
||
_pvs.AddGlobalOverride(comp.VisualizerEntity.Value);
|
||
}
|
||
|
||
_thruster.DisableLinearThrusters(shuttle);
|
||
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
|
||
|
||
_console.RefreshShuttleConsoles(entity.Owner);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Shuttle arrived.
|
||
/// </summary>
|
||
private void UpdateFTLArriving(Entity<FTLComponent, ShuttleComponent> entity)
|
||
{
|
||
var uid = entity.Owner;
|
||
var xform = _xformQuery.GetComponent(uid);
|
||
var body = _physicsQuery.GetComponent(uid);
|
||
var comp = entity.Comp1;
|
||
// Sunrise-Edit
|
||
//DoTheDinosaur(xform);
|
||
_dockSystem.SetDockBolts(entity, false);
|
||
|
||
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
|
||
_physics.SetAngularVelocity(uid, 0f, body: body);
|
||
|
||
var target = entity.Comp1.TargetCoordinates;
|
||
|
||
MapId mapId;
|
||
|
||
QueueDel(entity.Comp1.VisualizerEntity);
|
||
entity.Comp1.VisualizerEntity = null;
|
||
|
||
if (!Exists(entity.Comp1.TargetCoordinates.EntityId))
|
||
{
|
||
// Uhh good luck
|
||
// Pick earliest map?
|
||
var maps = EntityQuery<MapComponent>().Select(o => o.MapId).ToList();
|
||
var map = maps.Min(o => o.GetHashCode());
|
||
|
||
mapId = new MapId(map);
|
||
TryFTLProximity(uid, _mapSystem.GetMap(mapId));
|
||
}
|
||
// Docking FTL
|
||
else if (HasComp<MapGridComponent>(target.EntityId) &&
|
||
!HasComp<MapComponent>(target.EntityId))
|
||
{
|
||
var config = _dockSystem.GetDockingConfigAt(uid, target.EntityId, target, entity.Comp1.TargetAngle,
|
||
entity.Comp1.Ignored, priorityTag: entity.Comp1.PriorityTag); // Sunrise-Edit
|
||
var mapCoordinates = _transform.ToMapCoordinates(target);
|
||
|
||
// Couldn't dock somehow so just fallback to regular position FTL.
|
||
if (config == null)
|
||
{
|
||
TryFTLProximity(uid, target.EntityId);
|
||
}
|
||
else
|
||
{
|
||
FTLDock((uid, xform), config, entity.Comp1.DeleteTrash);
|
||
}
|
||
|
||
mapId = mapCoordinates.MapId;
|
||
}
|
||
// Position ftl
|
||
else
|
||
{
|
||
// TODO: This should now use tryftlproximity
|
||
mapId = _transform.GetMapId(target);
|
||
_transform.SetCoordinates(uid, xform, target, rotation: entity.Comp1.TargetAngle);
|
||
}
|
||
|
||
if (_physicsQuery.TryGetComponent(uid, out body))
|
||
{
|
||
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
|
||
_physics.SetAngularVelocity(uid, 0f, body: body);
|
||
|
||
// Disable shuttle if it's on a planet; unfortunately can't do this in parent change messages due
|
||
// to event ordering and awake body shenanigans (at least for now).
|
||
if (HasComp<MapGridComponent>(xform.MapUid))
|
||
{
|
||
Disable(uid, component: body);
|
||
}
|
||
else
|
||
{
|
||
Enable(uid, component: body, shuttle: entity.Comp2);
|
||
}
|
||
}
|
||
|
||
_thruster.DisableLinearThrusters(entity.Comp2);
|
||
|
||
comp.TravelStream = _audio.Stop(comp.TravelStream);
|
||
var audio = _audio.PlayPvs(_arrivalSound, uid);
|
||
_audio.SetGridAudio(audio);
|
||
|
||
if (TryComp<FTLDestinationComponent>(uid, out var dest))
|
||
{
|
||
dest.Enabled = true;
|
||
}
|
||
|
||
comp.State = FTLState.Cooldown;
|
||
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, FTLCooldown);
|
||
_console.RefreshShuttleConsoles(uid);
|
||
_mapSystem.SetPaused(mapId, false);
|
||
Smimsh(uid, xform: xform);
|
||
|
||
var ftlEvent = new FTLCompletedEvent(uid, _mapSystem.GetMap(mapId));
|
||
RaiseLocalEvent(uid, ref ftlEvent, true);
|
||
}
|
||
|
||
private void UpdateFTLCooldown(Entity<FTLComponent, ShuttleComponent> entity)
|
||
{
|
||
RemCompDeferred<FTLComponent>(entity);
|
||
_console.RefreshShuttleConsoles(entity);
|
||
}
|
||
|
||
private void UpdateHyperspace()
|
||
{
|
||
var curTime = _gameTiming.CurTime;
|
||
var query = EntityQueryEnumerator<FTLComponent, ShuttleComponent>();
|
||
|
||
while (query.MoveNext(out var uid, out var comp, out var shuttle))
|
||
{
|
||
if (curTime < comp.StateTime.End)
|
||
continue;
|
||
|
||
var entity = (uid, comp, shuttle);
|
||
|
||
switch (comp.State)
|
||
{
|
||
// Startup time has elapsed and in hyperspace.
|
||
case FTLState.Starting:
|
||
UpdateFTLStarting(entity);
|
||
break;
|
||
// Arriving, play effects
|
||
case FTLState.Travelling:
|
||
UpdateFTLTravelling(entity);
|
||
break;
|
||
// Arrived
|
||
case FTLState.Arriving:
|
||
UpdateFTLArriving(entity);
|
||
break;
|
||
case FTLState.Cooldown:
|
||
UpdateFTLCooldown(entity);
|
||
break;
|
||
default:
|
||
Log.Error($"Found invalid FTL state {comp.State} for {uid}");
|
||
RemCompDeferred<FTLComponent>(uid);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
private float GetSoundRange(EntityUid uid)
|
||
{
|
||
if (!TryComp<MapGridComponent>(uid, out var grid))
|
||
return 4f;
|
||
|
||
return MathF.Max(grid.LocalAABB.Width, grid.LocalAABB.Height) + 12.5f;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Puts everyone unbuckled on the floor, paralyzed.
|
||
/// </summary>
|
||
private void DoTheDinosaur(TransformComponent xform, Vector2 throwDirection) // Sunrise-Edit
|
||
{
|
||
// Get enumeration exceptions from people dropping things if we just paralyze as we go
|
||
var toKnock = new ValueList<EntityUid>();
|
||
KnockOverKids(xform, ref toKnock);
|
||
TryComp<MapGridComponent>(xform.GridUid, out var grid);
|
||
|
||
if (TryComp<PhysicsComponent>(xform.GridUid, out var shuttleBody))
|
||
{
|
||
foreach (var child in toKnock)
|
||
{
|
||
_stuns.TryUpdateParalyzeDuration(child, _hyperspaceKnockdownTime);
|
||
|
||
// Sunrise-Start
|
||
if (_physicsQuery.TryGetComponent(child, out var physics))
|
||
{
|
||
if ((physics.BodyType & BodyType.Static) != 0)
|
||
continue;
|
||
|
||
_throwing.TryThrow(child,
|
||
throwDirection * _ftlThrowForce,
|
||
physics,
|
||
Transform(child),
|
||
_projQuery,
|
||
_ftlThrowForce,
|
||
playSound: false);
|
||
}
|
||
// Sunrise-End
|
||
|
||
// If the guy we knocked down is on a spaced tile, throw them too
|
||
if (grid != null)
|
||
TossIfSpaced((xform.GridUid.Value, grid, shuttleBody), child);
|
||
}
|
||
}
|
||
}
|
||
|
||
private void LeaveNoFTLBehind(Entity<TransformComponent> grid, Matrix3x2 oldGridMatrix, EntityUid? oldMapUid)
|
||
{
|
||
if (oldMapUid == null)
|
||
return;
|
||
|
||
_noFtls.Clear();
|
||
var oldGridRotation = oldGridMatrix.Rotation();
|
||
_lookup.GetGridEntities(grid.Owner, _noFtls);
|
||
|
||
foreach (var childUid in _noFtls)
|
||
{
|
||
if (!_xformQuery.TryComp(childUid, out var childXform))
|
||
continue;
|
||
|
||
// If we're not parented directly to the grid the matrix may be wrong.
|
||
var relative = _physics.GetRelativePhysicsTransform(childUid.Owner, (grid.Owner, grid.Comp));
|
||
|
||
_transform.SetCoordinates(
|
||
childUid,
|
||
childXform,
|
||
new EntityCoordinates(oldMapUid.Value,
|
||
Vector2.Transform(relative.Position, oldGridMatrix)), rotation: relative.Quaternion2D.Angle + oldGridRotation);
|
||
}
|
||
}
|
||
|
||
private void KnockOverKids(TransformComponent xform, ref ValueList<EntityUid> toKnock)
|
||
{
|
||
// Not recursive because probably not necessary? If we need it to be that's why this method is separate.
|
||
var childEnumerator = xform.ChildEnumerator;
|
||
while (childEnumerator.MoveNext(out var child))
|
||
{
|
||
if (!_buckleQuery.TryGetComponent(child, out var buckle) || buckle.Buckled)
|
||
continue;
|
||
|
||
// Sunrise-Start
|
||
if (_movedByPressureQuery.TryComp(child, out var moved) && !moved.Enabled)
|
||
continue;
|
||
// Sunrise-End
|
||
|
||
toKnock.Add(child);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Throws people who are standing on a spaced tile, tries to throw them towards a neighbouring space tile
|
||
/// </summary>
|
||
private void TossIfSpaced(Entity<MapGridComponent, PhysicsComponent> shuttleEntity, EntityUid tossed)
|
||
{
|
||
var shuttleGrid = shuttleEntity.Comp1;
|
||
var shuttleBody = shuttleEntity.Comp2;
|
||
if (!_xformQuery.TryGetComponent(tossed, out var childXform))
|
||
return;
|
||
|
||
// only toss if its on lattice/space
|
||
var tile = _mapSystem.GetTileRef(shuttleEntity, shuttleGrid, childXform.Coordinates);
|
||
|
||
if (!_turf.IsSpace(tile))
|
||
return;
|
||
|
||
var throwDirection = childXform.LocalPosition - shuttleBody.LocalCenter;
|
||
|
||
if (throwDirection == Vector2.Zero)
|
||
return;
|
||
|
||
_throwing.TryThrow(tossed, throwDirection.Normalized() * 10.0f, 50.0f);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Tries to dock with the target grid, otherwise falls back to proximity.
|
||
/// This bypasses FTL travel time.
|
||
/// </summary>
|
||
public bool TryFTLDock(
|
||
EntityUid shuttleUid,
|
||
ShuttleComponent component,
|
||
EntityUid targetUid,
|
||
string? priorityTag = null,
|
||
bool ignored = false, // Sunrise-Edit
|
||
bool deletedTrash = false) // Sunrise-Edit
|
||
{
|
||
return TryFTLDock(shuttleUid, component, targetUid, out _, priorityTag, ignored, deletedTrash);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Tries to dock with the target grid, otherwise falls back to proximity.
|
||
/// This bypasses FTL travel time.
|
||
/// </summary>
|
||
public bool TryFTLDock(
|
||
EntityUid shuttleUid,
|
||
ShuttleComponent component,
|
||
EntityUid targetUid,
|
||
[NotNullWhen(true)] out DockingConfig? config,
|
||
string? priorityTag = null,
|
||
bool ignored = false, // Sunrise-Edit
|
||
bool deletedTrash = false) // Sunrise-Edit
|
||
{
|
||
config = null;
|
||
|
||
if (!_xformQuery.TryGetComponent(shuttleUid, out var shuttleXform) ||
|
||
!_xformQuery.TryGetComponent(targetUid, out var targetXform) ||
|
||
targetXform.MapUid == null ||
|
||
!targetXform.MapUid.Value.IsValid())
|
||
{
|
||
return false;
|
||
}
|
||
|
||
config = _dockSystem.GetDockingConfig(shuttleUid, targetUid, priorityTag, ignored); // Sunrise-Edit
|
||
|
||
if (config != null)
|
||
{
|
||
FTLDock((shuttleUid, shuttleXform), config, deletedTrash);
|
||
return true;
|
||
}
|
||
|
||
TryFTLProximity(shuttleUid, targetUid, shuttleXform, targetXform);
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Forces an FTL dock.
|
||
/// </summary>
|
||
public void FTLDock(Entity<TransformComponent> shuttle, DockingConfig config, bool deletedTrash = false)
|
||
{
|
||
// Set position
|
||
var mapCoordinates = _transform.ToMapCoordinates(config.Coordinates);
|
||
var mapUid = _mapSystem.GetMap(mapCoordinates.MapId);
|
||
_transform.SetCoordinates(shuttle.Owner, shuttle.Comp, new EntityCoordinates(mapUid, mapCoordinates.Position), rotation: config.Angle + _transform.GetWorldRotation(config.Coordinates.EntityId));
|
||
|
||
// Connect everything
|
||
foreach (var (dockAUid, dockBUid, dockA, dockB) in config.Docks)
|
||
{
|
||
_dockSystem.Dock((dockAUid, dockA), (dockBUid, dockB));
|
||
}
|
||
|
||
// Sunrise-Start
|
||
if (deletedTrash &&
|
||
TryComp<FixturesComponent>(shuttle.Owner, out var fixtures) &&
|
||
TryComp<MapGridComponent>(shuttle.Owner, out var shuttleGrid))
|
||
{
|
||
var xform = Transform(shuttle.Owner);
|
||
var transform = _physics.GetPhysicsTransform(shuttle.Owner, xform);
|
||
foreach (var fixture in fixtures.Fixtures.Values)
|
||
{
|
||
if (!fixture.Hard)
|
||
continue;
|
||
|
||
var aabb = fixture.Shape.ComputeAABB(transform, 0);
|
||
aabb = aabb.Translated(-shuttleGrid.TileSizeHalfVector);
|
||
var grids = new List<Entity<MapGridComponent>>();
|
||
_mapManager.FindGridsIntersecting(shuttle.Comp.MapID, aabb, ref grids, includeMap: false);
|
||
foreach (var grid in grids)
|
||
{
|
||
if (grid.Owner == config.TargetGrid || grid.Owner == shuttle.Owner)
|
||
continue;
|
||
|
||
QueueDel(grid);
|
||
}
|
||
}
|
||
}
|
||
// Sunrise-End
|
||
}
|
||
|
||
/// <summary>
|
||
/// Tries to get the target position to FTL near the target coordinates.
|
||
/// If the target coordinates have a mapgrid then will try to offset the AABB.
|
||
/// </summary>
|
||
/// <param name="minOffset">Min offset for the final FTL.</param>
|
||
/// <param name="maxOffset">Max offset for the final FTL from the box we spawn.</param>
|
||
private bool TryGetFTLProximity(
|
||
EntityUid shuttleUid,
|
||
EntityCoordinates targetCoordinates,
|
||
out EntityCoordinates coordinates, out Angle angle,
|
||
float minOffset = 0f, float maxOffset = 64f,
|
||
TransformComponent? xform = null, TransformComponent? targetXform = null)
|
||
{
|
||
DebugTools.Assert(minOffset < maxOffset);
|
||
coordinates = EntityCoordinates.Invalid;
|
||
angle = Angle.Zero;
|
||
|
||
if (!Resolve(targetCoordinates.EntityId, ref targetXform) ||
|
||
targetXform.MapUid == null ||
|
||
!targetXform.MapUid.Value.IsValid() ||
|
||
!Resolve(shuttleUid, ref xform))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// We essentially expand the Box2 of the target area until nothing else is added then we know it's valid.
|
||
// Can't just get an AABB of every grid as we may spawn very far away.
|
||
var nearbyGrids = new HashSet<EntityUid>();
|
||
var shuttleAABB = Comp<MapGridComponent>(shuttleUid).LocalAABB;
|
||
|
||
// Start with small point.
|
||
// If our target pos is offset we mot even intersect our target's AABB so we don't include it.
|
||
var targetLocalAABB = Box2.CenteredAround(targetCoordinates.Position, Vector2.One);
|
||
|
||
// How much we expand the target AABB be.
|
||
// We half it because we only need the width / height in each direction if it's placed at a particular spot.
|
||
var expansionAmount = MathF.Max(shuttleAABB.Width / 2f, shuttleAABB.Height / 2f);
|
||
|
||
// Expand the starter AABB so we have something to query to start with.
|
||
var targetAABB = _transform.GetWorldMatrix(targetXform)
|
||
.TransformBox(targetLocalAABB)
|
||
.Enlarged(expansionAmount);
|
||
|
||
var iteration = 0;
|
||
var lastCount = nearbyGrids.Count;
|
||
var mapId = targetXform.MapID;
|
||
var grids = new List<Entity<MapGridComponent>>();
|
||
|
||
while (iteration < FTLProximityIterations)
|
||
{
|
||
grids.Clear();
|
||
// We pass in an expanded offset here so we can safely do a random offset later.
|
||
// We don't include this in the actual targetAABB because then we would be double-expanding it.
|
||
// Once in this loop, then again when placing the shuttle later.
|
||
// Note that targetAABB already has expansionAmount factored in already.
|
||
_mapManager.FindGridsIntersecting(mapId, targetAABB.Enlarged(maxOffset), ref grids);
|
||
|
||
foreach (var grid in grids)
|
||
{
|
||
if (!nearbyGrids.Add(grid))
|
||
continue;
|
||
|
||
// Include the other grid's AABB (expanded by ours) as well.
|
||
targetAABB = targetAABB.Union(
|
||
_transform.GetWorldMatrix(grid)
|
||
.TransformBox(Comp<MapGridComponent>(grid).LocalAABB.Enlarged(expansionAmount)));
|
||
}
|
||
|
||
// Can do proximity
|
||
if (nearbyGrids.Count == lastCount)
|
||
{
|
||
break;
|
||
}
|
||
|
||
iteration++;
|
||
lastCount = nearbyGrids.Count;
|
||
|
||
// Mishap moment, dense asteroid field or whatever
|
||
if (iteration != FTLProximityIterations)
|
||
continue;
|
||
|
||
var query = AllEntityQuery<MapGridComponent>();
|
||
while (query.MoveNext(out var uid, out var grid))
|
||
{
|
||
// Don't add anymore as it is irrelevant, but that doesn't mean we need to re-do existing work.
|
||
if (nearbyGrids.Contains(uid))
|
||
continue;
|
||
|
||
targetAABB = targetAABB.Union(
|
||
_transform.GetWorldMatrix(uid)
|
||
.TransformBox(Comp<MapGridComponent>(uid).LocalAABB.Enlarged(expansionAmount)));
|
||
}
|
||
|
||
break;
|
||
}
|
||
|
||
// Now we have a targetAABB. This has already been expanded to account for our fat ass.
|
||
Vector2 spawnPos;
|
||
|
||
if (TryComp<PhysicsComponent>(shuttleUid, out var shuttleBody))
|
||
{
|
||
_physics.SetLinearVelocity(shuttleUid, Vector2.Zero, body: shuttleBody);
|
||
_physics.SetAngularVelocity(shuttleUid, 0f, body: shuttleBody);
|
||
}
|
||
|
||
// TODO: This should prefer the position's angle instead.
|
||
// TODO: This is pretty crude for multiple landings.
|
||
if (nearbyGrids.Count > 1 || !HasComp<MapComponent>(targetXform.GridUid))
|
||
{
|
||
// Pick a random angle
|
||
var offsetAngle = _random.NextAngle();
|
||
|
||
// Our valid spawn positions are <targetAABB width / height + offset> away.
|
||
var minRadius = MathF.Max(targetAABB.Width / 2f, targetAABB.Height / 2f);
|
||
spawnPos = targetAABB.Center + offsetAngle.RotateVec(new Vector2(_random.NextFloat(minRadius + minOffset, minRadius + maxOffset), 0f));
|
||
}
|
||
else if (shuttleBody != null)
|
||
{
|
||
(spawnPos, angle) = _transform.GetWorldPositionRotation(targetXform);
|
||
}
|
||
else
|
||
{
|
||
spawnPos = _transform.GetWorldPosition(targetXform);
|
||
}
|
||
|
||
var offset = Vector2.Zero;
|
||
|
||
// Offset it because transform does not correspond to AABB position.
|
||
if (TryComp(shuttleUid, out MapGridComponent? shuttleGrid))
|
||
{
|
||
offset = -shuttleGrid.LocalAABB.Center;
|
||
}
|
||
|
||
if (!HasComp<MapComponent>(targetXform.GridUid))
|
||
{
|
||
angle = _random.NextAngle();
|
||
}
|
||
else
|
||
{
|
||
angle = Angle.Zero;
|
||
}
|
||
|
||
// Rotate our localcenter around so we spawn exactly where we "think" we should (center of grid on the dot).
|
||
var transform = new Transform(spawnPos, angle);
|
||
spawnPos = Robust.Shared.Physics.Transform.Mul(transform, offset);
|
||
|
||
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos - offset);
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Tries to arrive nearby without overlapping with other grids.
|
||
/// </summary>
|
||
public bool TryFTLProximity(EntityUid shuttleUid, EntityUid targetUid, TransformComponent? xform = null, TransformComponent? targetXform = null)
|
||
{
|
||
if (!Resolve(targetUid, ref targetXform) ||
|
||
targetXform.MapUid == null ||
|
||
!targetXform.MapUid.Value.IsValid() ||
|
||
!Resolve(shuttleUid, ref xform))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (!TryGetFTLProximity(shuttleUid, new EntityCoordinates(targetUid, Vector2.Zero), out var coords, out var angle, xform: xform, targetXform: targetXform))
|
||
return false;
|
||
|
||
_transform.SetCoordinates(shuttleUid, xform, coords, rotation: angle);
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Tries to FTL to the target coordinates; will move nearby if not possible.
|
||
/// </summary>
|
||
public bool TryFTLProximity(Entity<TransformComponent?> shuttle, EntityCoordinates targetCoordinates)
|
||
{
|
||
if (!Resolve(shuttle.Owner, ref shuttle.Comp) ||
|
||
_transform.GetMap(targetCoordinates)?.IsValid() != true)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
if (!TryGetFTLProximity(shuttle, targetCoordinates, out var coords, out var angle))
|
||
return false;
|
||
|
||
_transform.SetCoordinates(shuttle, shuttle.Comp, coords, rotation: angle);
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Flattens / deletes everything under the grid upon FTL.
|
||
/// </summary>
|
||
private void Smimsh(EntityUid uid, FixturesComponent? manager = null, MapGridComponent? grid = null, TransformComponent? xform = null)
|
||
{
|
||
if (!Resolve(uid, ref manager, ref grid, ref xform) || xform.MapUid == null)
|
||
return;
|
||
|
||
if (!TryComp(xform.MapUid, out BroadphaseComponent? lookup))
|
||
return;
|
||
|
||
// Flatten anything not parented to a grid.
|
||
var transform = _physics.GetRelativePhysicsTransform((uid, xform), xform.MapUid.Value);
|
||
var aabbs = new List<Box2>(manager.Fixtures.Count);
|
||
var tileSet = new List<(Vector2i, Tile)>();
|
||
|
||
foreach (var fixture in manager.Fixtures.Values)
|
||
{
|
||
if (!fixture.Hard)
|
||
continue;
|
||
|
||
var aabb = fixture.Shape.ComputeAABB(transform, 0);
|
||
|
||
// Shift it slightly
|
||
// Create a small border around it.
|
||
aabb = aabb.Enlarged(0.2f);
|
||
aabbs.Add(aabb);
|
||
|
||
// Handle clearing biome stuff as relevant.
|
||
tileSet.Clear();
|
||
_biomes.ReserveTiles(xform.MapUid.Value, aabb, tileSet);
|
||
_lookupEnts.Clear();
|
||
_immuneEnts.Clear();
|
||
// TODO: Ideally we'd query first BEFORE moving grid but needs adjustments above.
|
||
_lookup.GetLocalEntitiesIntersecting(xform.MapUid.Value, fixture.Shape, transform, _lookupEnts, flags: LookupFlags.Uncontained, lookup: lookup);
|
||
|
||
foreach (var ent in _lookupEnts)
|
||
{
|
||
if (ent == uid || _immuneEnts.Contains(ent))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// If it's on our grid ignore it.
|
||
if (!_xformQuery.TryComp(ent, out var childXform) || childXform.GridUid == uid)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// If it has the FTLSmashImmuneComponent ignore it.
|
||
if (_immuneQuery.HasComponent(ent))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (_bodyQuery.TryGetComponent(ent, out var mob))
|
||
{
|
||
_logger.Add(LogType.Gib, LogImpact.Extreme, $"{ToPrettyString(ent):player} got gibbed by the shuttle" +
|
||
$" {ToPrettyString(uid)} arriving from FTL at {xform.Coordinates:coordinates}");
|
||
var gibs = _bobby.GibBody(ent, body: mob);
|
||
_immuneEnts.UnionWith(gibs);
|
||
continue;
|
||
}
|
||
|
||
QueueDel(ent);
|
||
}
|
||
}
|
||
|
||
var ev = new ShuttleFlattenEvent(xform.MapUid.Value, aabbs);
|
||
RaiseLocalEvent(ref ev);
|
||
}
|
||
}
|