Arrivals tweaks (#14773)
Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com>
This commit is contained in:
@@ -1,11 +0,0 @@
|
||||
namespace Content.Server.Shuttles.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Added to players after having been spawned onto the station.
|
||||
/// Prevents them from taking the arrivals shuttle.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class ClockedInComponent : Component
|
||||
{
|
||||
|
||||
}
|
||||
@@ -11,6 +11,7 @@ using Content.Server.Station.Components;
|
||||
using Content.Server.Station.Systems;
|
||||
using Content.Shared.Administration;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Shuttles.Components;
|
||||
using Content.Shared.Spawners.Components;
|
||||
using Content.Shared.Tiles;
|
||||
@@ -141,21 +142,13 @@ public sealed class ArrivalsSystem : EntitySystem
|
||||
|
||||
private void OnArrivalsFTL(EntityUid uid, ArrivalsShuttleComponent component, ref FTLStartedEvent args)
|
||||
{
|
||||
// Anyone already clocked in yeet them off the shuttle.
|
||||
// Any mob then yeet them off the shuttle.
|
||||
if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null)
|
||||
{
|
||||
var clockedQuery = AllEntityQuery<ClockedInComponent, TransformComponent>();
|
||||
|
||||
// Clock them in when they FTL
|
||||
while (clockedQuery.MoveNext(out var cUid, out _, out var xform))
|
||||
{
|
||||
if (xform.GridUid != uid)
|
||||
continue;
|
||||
|
||||
var rotation = xform.LocalRotation;
|
||||
_transform.SetCoordinates(cUid, new EntityCoordinates(args.FromMapUid.Value, args.FTLFrom.Transform(xform.LocalPosition)));
|
||||
_transform.SetWorldRotation(cUid, args.FromRotation + rotation);
|
||||
}
|
||||
var pendingEntQuery = GetEntityQuery<PendingClockInComponent>();
|
||||
var mobQuery = GetEntityQuery<MobStateComponent>();
|
||||
var xformQuery = GetEntityQuery<TransformComponent>();
|
||||
DumpChildren(uid, ref args, pendingEntQuery, mobQuery, xformQuery);
|
||||
}
|
||||
|
||||
var pendingQuery = AllEntityQuery<PendingClockInComponent, TransformComponent>();
|
||||
@@ -163,10 +156,38 @@ public sealed class ArrivalsSystem : EntitySystem
|
||||
// Clock them in when they FTL
|
||||
while (pendingQuery.MoveNext(out var pUid, out _, out var xform))
|
||||
{
|
||||
// Cheaper to iterate pending arrivals than all children
|
||||
if (xform.GridUid != uid)
|
||||
continue;
|
||||
|
||||
EnsureComp<ClockedInComponent>(pUid);
|
||||
RemCompDeferred<PendingClockInComponent>(pUid);
|
||||
}
|
||||
}
|
||||
|
||||
private void DumpChildren(EntityUid uid,
|
||||
ref FTLStartedEvent args,
|
||||
EntityQuery<PendingClockInComponent> pendingEntQuery,
|
||||
EntityQuery<MobStateComponent> mobQuery,
|
||||
EntityQuery<TransformComponent> xformQuery)
|
||||
{
|
||||
if (pendingEntQuery.HasComponent(uid))
|
||||
return;
|
||||
|
||||
var xform = xformQuery.GetComponent(uid);
|
||||
|
||||
if (mobQuery.HasComponent(uid))
|
||||
{
|
||||
var rotation = xform.LocalRotation;
|
||||
_transform.SetCoordinates(uid, new EntityCoordinates(args.FromMapUid!.Value, args.FTLFrom.Transform(xform.LocalPosition)));
|
||||
_transform.SetWorldRotation(uid, args.FromRotation + rotation);
|
||||
return;
|
||||
}
|
||||
|
||||
var children = xform.ChildEnumerator;
|
||||
|
||||
while (children.MoveNext(out var child))
|
||||
{
|
||||
DumpChildren(child.Value, ref args, pendingEntQuery, mobQuery, xformQuery);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -41,7 +41,6 @@ public sealed class SpawnPointSystem : EntitySystem
|
||||
args.HumanoidCharacterProfile,
|
||||
args.Station);
|
||||
|
||||
EnsureComp<ClockedInComponent>(args.SpawnResult.Value);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -53,7 +52,6 @@ public sealed class SpawnPointSystem : EntitySystem
|
||||
args.HumanoidCharacterProfile,
|
||||
args.Station);
|
||||
|
||||
EnsureComp<ClockedInComponent>(args.SpawnResult.Value);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -69,7 +67,6 @@ public sealed class SpawnPointSystem : EntitySystem
|
||||
args.HumanoidCharacterProfile,
|
||||
args.Station);
|
||||
|
||||
EnsureComp<ClockedInComponent>(args.SpawnResult.Value);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -37,6 +37,7 @@ This is the "short" form of the rules, which has all the information any regular
|
||||
- Do not intentionally make other players' lives hell for your own amusement.
|
||||
- Antagonists have lots of leeway with this rule and may kill/sabotage as they see fit, but if it degrades the experience for majority of the rest of the server you will be told to stop.
|
||||
- [color=#ff0000]THE ROUND IS NOT OVER UNTIL THE END-ROUND SUMMARY APPEARS. KILLING SOMEONE FOR NO REASON BEFORE THIS WILL BE HANDLED ACCORDINGLY.[/color]
|
||||
- Do not grief / spawnkill players on the arrivals station, arrivals shuttle, or other newly spawned areas. This applies if you are an antagonist.
|
||||
|
||||
[color=#a4885c]12.[/color] Don't harass or target players across rounds for actions in prior rounds or for actions outside of the game (this is referred to as "Metagrudging".)
|
||||
- Annoying players for IC reasons in the current round is fine; doing it across rounds or as a ghost role after they kill you is not.
|
||||
|
||||
Reference in New Issue
Block a user