# 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
438 lines
17 KiB
C#
438 lines
17 KiB
C#
using System.Threading;
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using Content.Server._Sunrise.TransitHub;
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using Content.Server.DeviceNetwork.Components;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Shared.Access;
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using Content.Shared.CCVar;
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using Content.Shared.Database;
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using Content.Shared.Emag.Systems;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.Popups;
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using Content.Shared.Shuttles.BUIStates;
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using Content.Shared.Shuttles.Events;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.UserInterface;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.Shuttles.Systems;
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// TODO full game saves
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// Move state data into the emergency shuttle component
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public sealed partial class EmergencyShuttleSystem
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{
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/*
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* Handles the emergency shuttle's console and early launching.
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*/
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/// <summary>
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/// Has the emergency shuttle arrived?
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/// </summary>
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public bool EmergencyShuttleArrived { get; private set; }
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public bool EarlyLaunchAuthorized { get; private set; }
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/// <summary>
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/// How much time remaining until the shuttle consoles for emergency shuttles are unlocked?
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/// </summary>
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private float _consoleAccumulator = float.MinValue;
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// Sunrise-start
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public float СonsoleAccumulator => _consoleAccumulator;
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// Sunrise-end
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/// <summary>
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/// How long after the transit is over to end the round.
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/// </summary>
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private readonly TimeSpan _bufferTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// <see cref="CCVars.EmergencyShuttleMinTransitTime"/>
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/// </summary>
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public float MinimumTransitTime { get; private set; }
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/// <summary>
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/// <see cref="CCVars.EmergencyShuttleMaxTransitTime"/>
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/// </summary>
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public float MaximumTransitTime { get; private set; }
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/// <summary>
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/// How long it will take for the emergency shuttle to arrive at CentComm.
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/// </summary>
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public float TransitTime;
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/// <summary>
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/// <see cref="CCVars.EmergencyShuttleAuthorizeTime"/>
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/// </summary>
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private float _authorizeTime;
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private CancellationTokenSource? _roundEndCancelToken;
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private static readonly ProtoId<AccessLevelPrototype> EmergencyRepealAllAccess = "EmergencyShuttleRepealAll";
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private static readonly Color DangerColor = Color.Red;
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/// <summary>
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/// Have the emergency shuttles been authorised to launch at CentCom?
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/// </summary>
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private bool _launchedShuttles;
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/// <summary>
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/// Have the emergency shuttles left for CentCom?
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/// </summary>
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public bool ShuttlesLeft;
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/// <summary>
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/// Have we announced the launch?
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/// </summary>
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private bool _announced;
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private void InitializeEmergencyConsole()
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{
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Subs.CVar(_configManager, CCVars.EmergencyShuttleMinTransitTime, SetMinTransitTime, true);
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Subs.CVar(_configManager, CCVars.EmergencyShuttleMaxTransitTime, SetMaxTransitTime, true);
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Subs.CVar(_configManager, CCVars.EmergencyShuttleAuthorizeTime, SetAuthorizeTime, true);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ComponentStartup>(OnEmergencyStartup);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleAuthorizeMessage>(OnEmergencyAuthorize);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealMessage>(OnEmergencyRepeal);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealAllMessage>(OnEmergencyRepealAll);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ActivatableUIOpenAttemptEvent>(OnEmergencyOpenAttempt);
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SubscribeLocalEvent<EmergencyShuttleConsoleComponent, GotEmaggedEvent>(OnEmagged);
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}
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private void OnEmergencyOpenAttempt(EntityUid uid, EmergencyShuttleConsoleComponent component, ActivatableUIOpenAttemptEvent args)
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{
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// I'm hoping ActivatableUI checks it's open before allowing these messages.
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if (!_configManager.GetCVar(CCVars.EmergencyEarlyLaunchAllowed))
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{
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args.Cancel();
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_popup.PopupEntity(Loc.GetString("emergency-shuttle-console-no-early-launches"), uid, args.User);
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}
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}
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private void OnEmagged(EntityUid uid, EmergencyShuttleConsoleComponent component, ref GotEmaggedEvent args)
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{
|
||
_logger.Add(LogType.EmergencyShuttle, LogImpact.Extreme, $"{ToPrettyString(args.UserUid):player} emagged shuttle console for early launch");
|
||
EarlyLaunch();
|
||
}
|
||
|
||
private void SetAuthorizeTime(float obj)
|
||
{
|
||
_authorizeTime = obj;
|
||
}
|
||
|
||
private void SetMinTransitTime(float obj)
|
||
{
|
||
MinimumTransitTime = obj;
|
||
MaximumTransitTime = Math.Max(MaximumTransitTime, MinimumTransitTime);
|
||
}
|
||
|
||
private void SetMaxTransitTime(float obj)
|
||
{
|
||
MaximumTransitTime = Math.Max(MinimumTransitTime, obj);
|
||
}
|
||
|
||
private void OnEmergencyStartup(EntityUid uid, EmergencyShuttleConsoleComponent component, ComponentStartup args)
|
||
{
|
||
UpdateConsoleState(uid, component);
|
||
}
|
||
|
||
private void UpdateEmergencyConsole(float frameTime)
|
||
{
|
||
// Add some buffer time so eshuttle always first.
|
||
var minTime = -(TransitTime - (_shuttle.DefaultStartupTime + _shuttle.DefaultTravelTime + 1f));
|
||
|
||
// TODO: I know this is shit but I already just cleaned up a billion things.
|
||
|
||
// This is very cursed spaghetti code. I don't even know what the fuck this is doing or why it exists.
|
||
// But I think it needs to be less than or equal to zero or the shuttle might never leave???
|
||
// TODO Shuttle AAAAAAAAAAAAAAAAAAAAAAAAA
|
||
// Clean this up, just have a single timer with some state system.
|
||
// I.e., dont infer state from the current interval that the accumulator is in???
|
||
minTime = Math.Min(0, minTime); // ????
|
||
|
||
if (_consoleAccumulator < minTime)
|
||
{
|
||
return;
|
||
}
|
||
|
||
_consoleAccumulator -= frameTime;
|
||
|
||
// No early launch but we're under the timer.
|
||
if (!_launchedShuttles && _consoleAccumulator <= _authorizeTime)
|
||
{
|
||
if (!EarlyLaunchAuthorized)
|
||
AnnounceLaunch();
|
||
}
|
||
|
||
// Imminent departure
|
||
if (!_launchedShuttles && _consoleAccumulator <= _shuttle.DefaultStartupTime)
|
||
{
|
||
_launchedShuttles = true;
|
||
|
||
var dataQuery = AllEntityQuery<StationEmergencyShuttleComponent>();
|
||
|
||
while (dataQuery.MoveNext(out var stationUid, out var comp))
|
||
{
|
||
if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle) ||
|
||
!TryComp<StationTransitHubComponent>(stationUid, out var transitHub)) // Sunrise-Edit
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (!Deleted(transitHub.Entity)) // Sunrise-Edit
|
||
{
|
||
_shuttle.FTLToDock(comp.EmergencyShuttle.Value, shuttle,
|
||
transitHub.Entity.Value, _consoleAccumulator, TransitTime, priorityTag: "DockEmergency"); // Sunrise-Edit
|
||
continue;
|
||
}
|
||
|
||
if (!Deleted(transitHub.MapEntity)) // Sunrise-Edit
|
||
{
|
||
// TODO: Need to get non-overlapping positions.
|
||
_shuttle.FTLToCoordinates(comp.EmergencyShuttle.Value, shuttle,
|
||
new EntityCoordinates(transitHub.MapEntity.Value, // Sunrise-Edit
|
||
_random.NextVector2(1000f)), _consoleAccumulator, TransitTime);
|
||
}
|
||
}
|
||
|
||
var podQuery = AllEntityQuery<EscapePodComponent>();
|
||
|
||
// Stagger launches coz funny
|
||
while (podQuery.MoveNext(out _, out var pod))
|
||
{
|
||
pod.LaunchTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(0.05f, 0.75f));
|
||
}
|
||
}
|
||
|
||
var podLaunchQuery = EntityQueryEnumerator<EscapePodComponent, ShuttleComponent>();
|
||
|
||
while (podLaunchQuery.MoveNext(out var uid, out var pod, out var shuttle))
|
||
{
|
||
var stationUid = _station.GetOwningStation(uid);
|
||
|
||
if (!TryComp<StationTransitHubComponent>(stationUid, out var centcomm) || // Sunrise-Edit
|
||
Deleted(centcomm.Entity) ||
|
||
pod.LaunchTime == null ||
|
||
pod.LaunchTime > _timing.CurTime)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// Don't dock them. If you do end up doing this then stagger launch.
|
||
_shuttle.FTLToDock(uid, shuttle, centcomm.Entity.Value, hyperspaceTime: TransitTime);
|
||
RemCompDeferred<EscapePodComponent>(uid);
|
||
}
|
||
|
||
// Departed
|
||
if (!ShuttlesLeft && _consoleAccumulator <= 0f)
|
||
{
|
||
ShuttlesLeft = true;
|
||
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-left", ("transitTime", $"{TransitTime:0}")));
|
||
|
||
Timer.Spawn((int)(TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken?.Token ?? default);
|
||
}
|
||
|
||
// All the others.
|
||
if (_consoleAccumulator < minTime)
|
||
{
|
||
var query = AllEntityQuery<StationTransitHubComponent, TransformComponent>(); // Sunrise-Edit
|
||
|
||
// Guarantees that emergency shuttle arrives first before anyone else can FTL.
|
||
while (query.MoveNext(out var comp, out var centcommXform))
|
||
{
|
||
if (Deleted(comp.Entity))
|
||
continue;
|
||
|
||
if (_shuttle.TryAddFTLDestination(centcommXform.MapID, true, out var ftlComp))
|
||
{
|
||
_shuttle.SetFTLWhitelist((centcommXform.MapUid!.Value, ftlComp), null);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
private void OnEmergencyRepealAll(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealAllMessage args)
|
||
{
|
||
var player = args.Actor;
|
||
|
||
if (!_reader.FindAccessTags(player).Contains(EmergencyRepealAllAccess))
|
||
{
|
||
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
|
||
return;
|
||
}
|
||
|
||
if (component.AuthorizedEntities.Count == 0)
|
||
return;
|
||
|
||
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL ALL by {args.Actor:user}");
|
||
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked", ("remaining", component.AuthorizationsRequired)));
|
||
component.AuthorizedEntities.Clear();
|
||
UpdateAllEmergencyConsoles();
|
||
}
|
||
|
||
private void OnEmergencyRepeal(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealMessage args)
|
||
{
|
||
var player = args.Actor;
|
||
|
||
if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
|
||
{
|
||
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
|
||
return;
|
||
}
|
||
|
||
// TODO: This is fucking bad
|
||
if (!component.AuthorizedEntities.Remove(MetaData(idCard).EntityName))
|
||
return;
|
||
|
||
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL by {args.Actor:user}");
|
||
var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
|
||
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked", ("remaining", remaining)));
|
||
CheckForLaunch(component);
|
||
UpdateAllEmergencyConsoles();
|
||
}
|
||
|
||
private void OnEmergencyAuthorize(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleAuthorizeMessage args)
|
||
{
|
||
var player = args.Actor;
|
||
|
||
if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
|
||
{
|
||
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), args.Actor, PopupType.Medium);
|
||
return;
|
||
}
|
||
|
||
// TODO: This is fucking bad
|
||
if (!component.AuthorizedEntities.Add(MetaData(idCard).EntityName))
|
||
return;
|
||
|
||
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch AUTH by {args.Actor:user}");
|
||
var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
|
||
|
||
if (remaining > 0)
|
||
_chatSystem.DispatchGlobalAnnouncement(
|
||
Loc.GetString("emergency-shuttle-console-auth-left", ("remaining", remaining)),
|
||
playDefault: false, colorOverride: DangerColor);
|
||
|
||
if (!CheckForLaunch(component))
|
||
_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
|
||
|
||
UpdateAllEmergencyConsoles();
|
||
}
|
||
|
||
private void CleanupEmergencyConsole()
|
||
{
|
||
// Realistically most of this shit needs moving to a station component so each station has their own emergency shuttle
|
||
// and timer and all that jazz so I don't really care about debugging if it works on cleanup vs start.
|
||
_announced = false;
|
||
ShuttlesLeft = false;
|
||
_launchedShuttles = false;
|
||
_consoleAccumulator = float.MinValue;
|
||
EarlyLaunchAuthorized = false;
|
||
EmergencyShuttleArrived = false;
|
||
TransitTime = MinimumTransitTime + (MaximumTransitTime - MinimumTransitTime) * _random.NextFloat();
|
||
// Round to nearest 10
|
||
TransitTime = MathF.Round(TransitTime / 10f) * 10f;
|
||
}
|
||
|
||
private void UpdateAllEmergencyConsoles()
|
||
{
|
||
var query = AllEntityQuery<EmergencyShuttleConsoleComponent>();
|
||
while (query.MoveNext(out var uid, out var comp))
|
||
{
|
||
UpdateConsoleState(uid, comp);
|
||
}
|
||
}
|
||
|
||
private void UpdateConsoleState(EntityUid uid, EmergencyShuttleConsoleComponent component)
|
||
{
|
||
var auths = new List<string>();
|
||
|
||
foreach (var auth in component.AuthorizedEntities)
|
||
{
|
||
auths.Add(auth);
|
||
}
|
||
|
||
if (_uiSystem.HasUi(uid, EmergencyConsoleUiKey.Key))
|
||
_uiSystem.SetUiState(
|
||
uid,
|
||
EmergencyConsoleUiKey.Key,
|
||
new EmergencyConsoleBoundUserInterfaceState()
|
||
{
|
||
EarlyLaunchTime = EarlyLaunchAuthorized ? _timing.CurTime + TimeSpan.FromSeconds(_consoleAccumulator) : null,
|
||
Authorizations = auths,
|
||
AuthorizationsRequired = component.AuthorizationsRequired,
|
||
}
|
||
);
|
||
}
|
||
|
||
private bool CheckForLaunch(EmergencyShuttleConsoleComponent component)
|
||
{
|
||
if (component.AuthorizedEntities.Count < component.AuthorizationsRequired || EarlyLaunchAuthorized)
|
||
return false;
|
||
|
||
EarlyLaunch();
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Attempts to early launch the emergency shuttle if not already done.
|
||
/// </summary>
|
||
public bool EarlyLaunch()
|
||
{
|
||
if (EarlyLaunchAuthorized || !EmergencyShuttleArrived || _consoleAccumulator <= _authorizeTime) return false;
|
||
|
||
_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle launch authorized");
|
||
_consoleAccumulator = _authorizeTime;
|
||
EarlyLaunchAuthorized = true;
|
||
RaiseLocalEvent(new EmergencyShuttleAuthorizedEvent());
|
||
AnnounceLaunch();
|
||
UpdateAllEmergencyConsoles();
|
||
|
||
var time = TimeSpan.FromSeconds(_authorizeTime);
|
||
var shuttle = GetShuttle();
|
||
if (shuttle != null && TryComp<DeviceNetworkComponent>(shuttle, out var net))
|
||
{
|
||
var payload = new NetworkPayload
|
||
{
|
||
[ShuttleTimerMasks.ShuttleMap] = shuttle,
|
||
[ShuttleTimerMasks.SourceMap] = _roundEnd.GetStation(),
|
||
[ShuttleTimerMasks.DestMap] = _roundEnd.GetTransitHub(), // Sunrise-Edit
|
||
[ShuttleTimerMasks.ShuttleTime] = time,
|
||
[ShuttleTimerMasks.SourceTime] = time,
|
||
[ShuttleTimerMasks.DestTime] = time + TimeSpan.FromSeconds(TransitTime),
|
||
[ShuttleTimerMasks.Docked] = true
|
||
};
|
||
_deviceNetworkSystem.QueuePacket(shuttle.Value, null, payload, net.TransmitFrequency);
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
private void AnnounceLaunch()
|
||
{
|
||
if (_announced) return;
|
||
|
||
_announced = true;
|
||
_chatSystem.DispatchGlobalAnnouncement(
|
||
Loc.GetString("emergency-shuttle-launch-time", ("consoleAccumulator", $"{_consoleAccumulator:0}")),
|
||
playDefault: false,
|
||
colorOverride: DangerColor);
|
||
|
||
_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
|
||
}
|
||
|
||
public bool DelayEmergencyRoundEnd()
|
||
{
|
||
if (_roundEndCancelToken == null)
|
||
return false;
|
||
|
||
_roundEndCancelToken?.Cancel();
|
||
_roundEndCancelToken = null;
|
||
return true;
|
||
}
|
||
}
|