# 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
489 lines
17 KiB
C#
489 lines
17 KiB
C#
using Content.Server.Administration.Logs;
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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.Station.Systems;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.Localizations;
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using Content.Shared.Maps;
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using Content.Shared.Pinpointer;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Warps;
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namespace Content.Server.Pinpointer;
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/// <summary>
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/// Handles data to be used for in-grid map displays.
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/// </summary>
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public sealed partial class NavMapSystem : SharedNavMapSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly TurfSystem _turfSystem = default!;
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public const float CloseDistance = 15f;
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public const float FarDistance = 30f;
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private EntityQuery<AirtightComponent> _airtightQuery;
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private EntityQuery<MapGridComponent> _gridQuery;
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private EntityQuery<NavMapComponent> _navQuery;
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public override void Initialize()
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{
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base.Initialize();
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var categories = Enum.GetNames(typeof(NavMapChunkType)).Length - 1; // -1 due to "Invalid" entry.
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if (Categories != categories)
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throw new Exception($"{nameof(Categories)} must be equal to the number of chunk types");
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_airtightQuery = GetEntityQuery<AirtightComponent>();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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_navQuery = GetEntityQuery<NavMapComponent>();
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// Initialization events
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SubscribeLocalEvent<StationGridAddedEvent>(OnStationInit);
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// Grid change events
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SubscribeLocalEvent<GridSplitEvent>(OnNavMapSplit);
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SubscribeLocalEvent<TileChangedEvent>(OnTileChanged);
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SubscribeLocalEvent<AirtightChanged>(OnAirtightChange);
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// Beacon events
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SubscribeLocalEvent<NavMapBeaconComponent, MapInitEvent>(OnNavMapBeaconMapInit);
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SubscribeLocalEvent<NavMapBeaconComponent, AnchorStateChangedEvent>(OnNavMapBeaconAnchor);
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SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, NavMapBeaconConfigureBuiMessage>(OnConfigureMessage);
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SubscribeLocalEvent<ConfigurableNavMapBeaconComponent, MapInitEvent>(OnConfigurableMapInit);
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}
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private void OnStationInit(StationGridAddedEvent ev)
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{
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var comp = EnsureComp<NavMapComponent>(ev.GridId);
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RefreshGrid(ev.GridId, comp, Comp<MapGridComponent>(ev.GridId));
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}
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#region: Grid change event handling
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private void OnNavMapSplit(ref GridSplitEvent args)
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{
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if (!_navQuery.TryComp(args.Grid, out var comp))
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return;
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foreach (var grid in args.NewGrids)
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{
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var newComp = EnsureComp<NavMapComponent>(grid);
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RefreshGrid(grid, newComp, _gridQuery.GetComponent(grid));
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}
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RefreshGrid(args.Grid, comp, _gridQuery.GetComponent(args.Grid));
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}
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private NavMapChunk EnsureChunk(NavMapComponent component, Vector2i origin)
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{
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if (!component.Chunks.TryGetValue(origin, out var chunk))
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{
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chunk = new(origin);
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component.Chunks[origin] = chunk;
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}
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return chunk;
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}
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private void OnTileChanged(ref TileChangedEvent ev)
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{
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if (!_navQuery.TryComp(ev.Entity, out var navMap))
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return;
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foreach (var change in ev.Changes)
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{
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if (!change.EmptyChanged)
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continue;
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var tile = change.GridIndices;
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var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
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var chunk = EnsureChunk(navMap, chunkOrigin);
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// This could be easily replaced in the future to accommodate diagonal tiles
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var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
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ref var tileData = ref chunk.TileData[GetTileIndex(relative)];
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if (_turfSystem.IsSpace(change.NewTile))
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{
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tileData = 0;
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if (PruneEmpty((ev.Entity, navMap), chunk))
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continue;
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}
|
|
else
|
|
{
|
|
tileData = FloorMask;
|
|
}
|
|
|
|
DirtyChunk((ev.Entity, navMap), chunk);
|
|
}
|
|
}
|
|
|
|
private void DirtyChunk(Entity<NavMapComponent> entity, NavMapChunk chunk)
|
|
{
|
|
if (chunk.LastUpdate == _gameTiming.CurTick)
|
|
return;
|
|
|
|
chunk.LastUpdate = _gameTiming.CurTick;
|
|
Dirty(entity);
|
|
}
|
|
|
|
private void OnAirtightChange(ref AirtightChanged args)
|
|
{
|
|
if (args.AirBlockedChanged)
|
|
return;
|
|
|
|
var gridUid = args.Position.Grid;
|
|
|
|
if (!_navQuery.TryComp(gridUid, out var navMap) ||
|
|
!_gridQuery.TryComp(gridUid, out var mapGrid))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var chunkOrigin = SharedMapSystem.GetChunkIndices(args.Position.Tile, ChunkSize);
|
|
var (newValue, chunk) = RefreshTileEntityContents(gridUid, navMap, mapGrid, chunkOrigin, args.Position.Tile, setFloor: false);
|
|
|
|
if (newValue == 0 && PruneEmpty((gridUid, navMap), chunk))
|
|
return;
|
|
|
|
DirtyChunk((gridUid, navMap), chunk);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region: Beacon event handling
|
|
|
|
private void OnNavMapBeaconMapInit(EntityUid uid, NavMapBeaconComponent component, MapInitEvent args)
|
|
{
|
|
if (component.DefaultText == null || component.Text != null)
|
|
{
|
|
UpdateNavMapBeaconData(uid, component); // Sunrise-edit
|
|
return;
|
|
}
|
|
|
|
component.Text = Loc.GetString(component.DefaultText);
|
|
Dirty(uid, component);
|
|
|
|
UpdateNavMapBeaconData(uid, component);
|
|
}
|
|
|
|
private void OnNavMapBeaconAnchor(EntityUid uid, NavMapBeaconComponent component, ref AnchorStateChangedEvent args)
|
|
{
|
|
UpdateBeaconEnabledVisuals((uid, component));
|
|
UpdateNavMapBeaconData(uid, component);
|
|
}
|
|
|
|
private void OnConfigureMessage(Entity<ConfigurableNavMapBeaconComponent> ent, ref NavMapBeaconConfigureBuiMessage args)
|
|
{
|
|
if (!TryComp<NavMapBeaconComponent>(ent, out var beacon))
|
|
return;
|
|
|
|
if (beacon.Text == args.Text &&
|
|
beacon.Color == args.Color &&
|
|
beacon.Enabled == args.Enabled)
|
|
return;
|
|
|
|
_adminLog.Add(LogType.Action, LogImpact.Medium,
|
|
$"{ToPrettyString(args.Actor):player} configured NavMapBeacon \'{ToPrettyString(ent):entity}\' with text \'{args.Text}\', color {args.Color.ToHexNoAlpha()}, and {(args.Enabled ? "enabled" : "disabled")} it.");
|
|
|
|
if (TryComp<WarpPointComponent>(ent, out var warpPoint))
|
|
{
|
|
warpPoint.Location = args.Text;
|
|
}
|
|
|
|
beacon.Text = args.Text;
|
|
beacon.Color = args.Color;
|
|
beacon.Enabled = args.Enabled;
|
|
Dirty(ent, beacon);
|
|
|
|
UpdateBeaconEnabledVisuals((ent, beacon));
|
|
UpdateNavMapBeaconData(ent, beacon);
|
|
}
|
|
|
|
private void OnConfigurableMapInit(Entity<ConfigurableNavMapBeaconComponent> ent, ref MapInitEvent args)
|
|
{
|
|
if (!TryComp<NavMapBeaconComponent>(ent, out var navMap))
|
|
return;
|
|
|
|
// We set this on mapinit just in case the text was edited via VV or something.
|
|
if (TryComp<WarpPointComponent>(ent, out var warpPoint))
|
|
warpPoint.Location = navMap.Text;
|
|
|
|
UpdateBeaconEnabledVisuals((ent, navMap));
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region: Grid functions
|
|
|
|
private void RefreshGrid(EntityUid uid, NavMapComponent component, MapGridComponent mapGrid)
|
|
{
|
|
// Clear stale data
|
|
component.Chunks.Clear();
|
|
component.Beacons.Clear();
|
|
|
|
// Refresh beacons
|
|
var query = EntityQueryEnumerator<NavMapBeaconComponent, TransformComponent>();
|
|
while (query.MoveNext(out var qUid, out var qNavComp, out var qTransComp))
|
|
{
|
|
if (qTransComp.ParentUid != uid)
|
|
continue;
|
|
|
|
UpdateNavMapBeaconData(qUid, qNavComp);
|
|
}
|
|
|
|
// Loop over all tiles
|
|
var tileRefs = _mapSystem.GetAllTiles(uid, mapGrid);
|
|
|
|
foreach (var tileRef in tileRefs)
|
|
{
|
|
var tile = tileRef.GridIndices;
|
|
var chunkOrigin = SharedMapSystem.GetChunkIndices(tile, ChunkSize);
|
|
|
|
var chunk = EnsureChunk(component, chunkOrigin);
|
|
chunk.LastUpdate = _gameTiming.CurTick;
|
|
RefreshTileEntityContents(uid, component, mapGrid, chunkOrigin, tile, setFloor: true);
|
|
}
|
|
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
private (int NewVal, NavMapChunk Chunk) RefreshTileEntityContents(EntityUid uid,
|
|
NavMapComponent component,
|
|
MapGridComponent mapGrid,
|
|
Vector2i chunkOrigin,
|
|
Vector2i tile,
|
|
bool setFloor)
|
|
{
|
|
var relative = SharedMapSystem.GetChunkRelative(tile, ChunkSize);
|
|
var chunk = EnsureChunk(component, chunkOrigin);
|
|
ref var tileData = ref chunk.TileData[GetTileIndex(relative)];
|
|
|
|
// Clear all data except for floor bits
|
|
if (setFloor)
|
|
tileData = FloorMask;
|
|
else
|
|
tileData &= FloorMask;
|
|
|
|
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(uid, mapGrid, tile);
|
|
while (enumerator.MoveNext(out var ent))
|
|
{
|
|
if (!_airtightQuery.TryComp(ent, out var airtight))
|
|
continue;
|
|
|
|
var category = GetEntityType(ent.Value);
|
|
if (category == NavMapChunkType.Invalid)
|
|
continue;
|
|
|
|
var directions = (int)airtight.AirBlockedDirection;
|
|
tileData |= directions << (int) category;
|
|
}
|
|
|
|
// Remove walls that intersect with doors (unless they can both physically fit on the same tile)
|
|
// TODO NAVMAP why can this even happen?
|
|
// Is this for blast-doors or something?
|
|
|
|
// Shift airlock bits over to the wall bits
|
|
var shiftedAirlockBits = (tileData & AirlockMask) >> ((int) NavMapChunkType.Airlock - (int) NavMapChunkType.Wall);
|
|
|
|
// And then mask door bits
|
|
tileData &= ~shiftedAirlockBits;
|
|
|
|
return (tileData, chunk);
|
|
}
|
|
|
|
private bool PruneEmpty(Entity<NavMapComponent> entity, NavMapChunk chunk)
|
|
{
|
|
foreach (var val in chunk.TileData)
|
|
{
|
|
// TODO NAVMAP SIMD
|
|
if (val != 0)
|
|
return false;
|
|
}
|
|
|
|
entity.Comp.Chunks.Remove(chunk.Origin);
|
|
Dirty(entity);
|
|
return true;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region: Beacon functions
|
|
|
|
private void UpdateNavMapBeaconData(EntityUid uid, NavMapBeaconComponent component, TransformComponent? xform = null)
|
|
{
|
|
if (!Resolve(uid, ref xform))
|
|
return;
|
|
|
|
if (xform.GridUid == null)
|
|
return;
|
|
|
|
if (!_navQuery.TryComp(xform.GridUid, out var navMap))
|
|
return;
|
|
|
|
var meta = MetaData(uid);
|
|
var changed = navMap.Beacons.Remove(meta.NetEntity);
|
|
|
|
if (TryCreateNavMapBeaconData(uid, component, xform, meta, out var beaconData))
|
|
{
|
|
navMap.Beacons.Add(meta.NetEntity, beaconData.Value);
|
|
changed = true;
|
|
}
|
|
|
|
if (changed)
|
|
Dirty(xform.GridUid.Value, navMap);
|
|
}
|
|
|
|
private void UpdateBeaconEnabledVisuals(Entity<NavMapBeaconComponent> ent)
|
|
{
|
|
_appearance.SetData(ent, NavMapBeaconVisuals.Enabled, ent.Comp.Enabled && Transform(ent).Anchored);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the beacon's Enabled field and refreshes the grid.
|
|
/// </summary>
|
|
public void SetBeaconEnabled(EntityUid uid, bool enabled, NavMapBeaconComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp) || comp.Enabled == enabled)
|
|
return;
|
|
|
|
comp.Enabled = enabled;
|
|
UpdateBeaconEnabledVisuals((uid, comp));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggles the beacon's Enabled field and refreshes the grid.
|
|
/// </summary>
|
|
public void ToggleBeacon(EntityUid uid, NavMapBeaconComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp))
|
|
return;
|
|
|
|
SetBeaconEnabled(uid, !comp.Enabled, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
|
|
/// This is used for things like announcements where you want to find the closest "landmark" to something.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public bool TryGetNearestBeacon(Entity<TransformComponent?> ent,
|
|
[NotNullWhen(true)] out Entity<NavMapBeaconComponent>? beacon,
|
|
[NotNullWhen(true)] out MapCoordinates? beaconCoords)
|
|
{
|
|
beacon = null;
|
|
beaconCoords = null;
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
return TryGetNearestBeacon(_transformSystem.GetMapCoordinates(ent, ent.Comp), out beacon, out beaconCoords);
|
|
}
|
|
|
|
/// <summary>
|
|
/// For a given position, tries to find the nearest configurable beacon that is marked as visible.
|
|
/// This is used for things like announcements where you want to find the closest "landmark" to something.
|
|
/// </summary>
|
|
public bool TryGetNearestBeacon(MapCoordinates coordinates,
|
|
[NotNullWhen(true)] out Entity<NavMapBeaconComponent>? beacon,
|
|
[NotNullWhen(true)] out MapCoordinates? beaconCoords)
|
|
{
|
|
beacon = null;
|
|
beaconCoords = null;
|
|
var minDistance = float.PositiveInfinity;
|
|
|
|
var query = EntityQueryEnumerator<ConfigurableNavMapBeaconComponent, NavMapBeaconComponent, TransformComponent>();
|
|
while (query.MoveNext(out var uid, out _, out var navBeacon, out var xform))
|
|
{
|
|
if (!navBeacon.Enabled)
|
|
continue;
|
|
|
|
if (navBeacon.Text == null)
|
|
continue;
|
|
|
|
if (coordinates.MapId != xform.MapID)
|
|
continue;
|
|
|
|
var coords = _transformSystem.GetWorldPosition(xform);
|
|
var distanceSquared = (coordinates.Position - coords).LengthSquared();
|
|
if (!float.IsInfinity(minDistance) && distanceSquared >= minDistance)
|
|
continue;
|
|
|
|
minDistance = distanceSquared;
|
|
beacon = (uid, navBeacon);
|
|
beaconCoords = new MapCoordinates(coords, xform.MapID);
|
|
}
|
|
|
|
return beacon != null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a string describing the rough distance and direction
|
|
/// to the position of <paramref name="ent"/> from the nearest beacon.
|
|
/// </summary>
|
|
[PublicAPI]
|
|
public string GetNearestBeaconString(Entity<TransformComponent?> ent, bool onlyName = false)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return Loc.GetString("nav-beacon-pos-no-beacons");
|
|
|
|
return GetNearestBeaconString(_transformSystem.GetMapCoordinates(ent, ent.Comp), onlyName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a string describing the rough distance and direction
|
|
/// to <paramref name="coordinates"/> from the nearest beacon.
|
|
/// </summary>
|
|
|
|
public string GetNearestBeaconString(MapCoordinates coordinates, bool onlyName = false)
|
|
{
|
|
if (!TryGetNearestBeacon(coordinates, out var beacon, out var pos))
|
|
return Loc.GetString("nav-beacon-pos-no-beacons");
|
|
|
|
if (onlyName)
|
|
return beacon.Value.Comp.Text!;
|
|
|
|
var gridOffset = Angle.Zero;
|
|
if (_mapManager.TryFindGridAt(pos.Value, out var grid, out _))
|
|
gridOffset = Transform(grid).LocalRotation;
|
|
|
|
// get the angle between the two positions, adjusted for the grid rotation so that
|
|
// we properly preserve north in relation to the grid.
|
|
var offset = coordinates.Position - pos.Value.Position;
|
|
var dir = offset.ToWorldAngle();
|
|
var adjustedDir = (dir - gridOffset).GetDir();
|
|
|
|
var length = offset.Length();
|
|
if (length < CloseDistance)
|
|
{
|
|
return Loc.GetString("nav-beacon-pos-format",
|
|
("color", beacon.Value.Comp.Color),
|
|
("marker", beacon.Value.Comp.Text!));
|
|
}
|
|
|
|
var modifier = length > FarDistance
|
|
? Loc.GetString("nav-beacon-pos-format-direction-mod-far")
|
|
: string.Empty;
|
|
|
|
// we can null suppress the text being null because TryGetNearestVisibleStationBeacon always gives us a beacon with not-null text.
|
|
return Loc.GetString("nav-beacon-pos-format-direction",
|
|
("modifier", modifier),
|
|
("direction", ContentLocalizationManager.FormatDirection(adjustedDir).ToLowerInvariant()),
|
|
("color", beacon.Value.Comp.Color),
|
|
("marker", beacon.Value.Comp.Text!));
|
|
}
|
|
|
|
#endregion
|
|
}
|