Use EntityUID for all ghost warps (#11113)
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@@ -103,8 +103,7 @@ namespace Content.Client.Ghost
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if (window != null)
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{
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window.Locations = msg.Locations;
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window.Players = msg.Players;
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window.UpdateWarps(msg.Warps);
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window.Populate();
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}
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}
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@@ -1,14 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using Content.Shared.Ghost;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Client.Ghost.UI
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{
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@@ -17,9 +12,7 @@ namespace Content.Client.Ghost.UI
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{
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private readonly IEntityNetworkManager _netManager;
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public List<string> Locations { get; set; } = new();
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public Dictionary<EntityUid, string> Players { get; set; } = new();
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private List<(string, EntityUid)> _warps = new();
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public GhostTargetWindow(IEntityNetworkManager netManager)
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{
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@@ -28,58 +21,37 @@ namespace Content.Client.Ghost.UI
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_netManager = netManager;
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}
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public void UpdateWarps(IEnumerable<GhostWarp> warps)
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{
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// Server COULD send these sorted but how about we just use the client to do it instead
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_warps = warps
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.OrderBy(w => w.IsWarpPoint)
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.ThenBy(w => w.DisplayName, Comparer<string>.Create(
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(x, y) => string.Compare(x, y, StringComparison.Ordinal)))
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.Select(w =>
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{
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var name = w.IsWarpPoint
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? Loc.GetString("ghost-target-window-current-button", ("name", w.DisplayName))
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: w.DisplayName;
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return (name, w.Entity);
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})
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.ToList();
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}
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public void Populate()
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{
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ButtonContainer.DisposeAllChildren();
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AddButtonPlayers();
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AddButtonLocations();
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AddButtons();
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}
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private void AddButtonPlayers()
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private void AddButtons()
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{
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var sortedPlayers = new List<(string, EntityUid)>(Players.Count);
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foreach (var (key, player) in Players)
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{
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sortedPlayers.Add((player, key));
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}
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sortedPlayers.Sort((x, y) => string.Compare(x.Item1, y.Item1, StringComparison.Ordinal));
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foreach (var (key, player) in sortedPlayers)
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foreach (var (name, warp) in _warps)
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{
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var currentButtonRef = new Button
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{
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Text = key,
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TextAlign = Label.AlignMode.Right,
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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SizeFlagsStretchRatio = 1,
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MinSize = (340, 20),
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ClipText = true,
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};
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currentButtonRef.OnPressed += (_) =>
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{
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var msg = new GhostWarpToTargetRequestEvent(player);
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_netManager.SendSystemNetworkMessage(msg);
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};
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ButtonContainer.AddChild(currentButtonRef);
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}
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}
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private void AddButtonLocations()
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{
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// Server COULD send these sorted but how about we just use the client to do it instead.
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var sortedLocations = new List<string>(Locations);
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sortedLocations.Sort((x, y) => string.Compare(x, y, StringComparison.Ordinal));
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foreach (var name in sortedLocations)
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{
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var currentButtonRef = new Button
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{
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Text = Loc.GetString("ghost-target-window-current-button", ("name", name)),
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Text = name,
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TextAlign = Label.AlignMode.Right,
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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@@ -90,7 +62,7 @@ namespace Content.Client.Ghost.UI
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currentButtonRef.OnPressed += _ =>
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{
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var msg = new GhostWarpToLocationRequestEvent(name);
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var msg = new GhostWarpToTargetRequestEvent(warp);
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_netManager.SendSystemNetworkMessage(msg);
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};
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@@ -48,7 +48,6 @@ namespace Content.Server.Ghost
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SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
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SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
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SubscribeNetworkEvent<GhostWarpToLocationRequestEvent>(OnGhostWarpToLocationRequest);
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SubscribeNetworkEvent<GhostWarpToTargetRequestEvent>(OnGhostWarpToTargetRequest);
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SubscribeLocalEvent<GhostComponent, BooActionEvent>(OnActionPerform);
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@@ -157,7 +156,7 @@ namespace Content.Server.Ghost
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return;
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}
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var response = new GhostWarpsResponseEvent(GetLocationNames().ToList(), GetPlayerWarps(entity));
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var response = new GhostWarpsResponseEvent(GetPlayerWarps(entity).Concat(GetLocationWarps()).ToList());
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RaiseNetworkEvent(response, args.SenderSession.ConnectedClient);
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}
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@@ -175,37 +174,6 @@ namespace Content.Server.Ghost
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actor.PlayerSession.ContentData()!.Mind?.UnVisit();
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}
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private void OnGhostWarpToLocationRequest(GhostWarpToLocationRequestEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {Valid: true} attached ||
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!EntityManager.TryGetComponent(attached, out GhostComponent? ghost))
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{
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Logger.Warning($"User {args.SenderSession.Name} tried to warp to {msg.Name} without being a ghost.");
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return;
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}
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// TODO: why the fuck is this using the name instead of an entity id or something?
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// at least it makes sense for the warp command to need to use names, but not this.
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if (FindLocation(msg.Name) is not { } warp)
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{
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Logger.Warning($"User {args.SenderSession.Name} tried to warp to an invalid warp: {msg.Name}");
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return;
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}
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if (warp.Follow)
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{
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_followerSystem.StartFollowingEntity(attached, warp.Owner);
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return;
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}
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var xform = Transform(attached);
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xform.Coordinates = Transform(warp.Owner).Coordinates;
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xform.AttachToGridOrMap();
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if (TryComp(attached, out PhysicsComponent? physics))
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physics.LinearVelocity = Vector2.Zero;
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}
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private void OnGhostWarpToTargetRequest(GhostWarpToTargetRequestEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {Valid: true} attached ||
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@@ -221,7 +189,18 @@ namespace Content.Server.Ghost
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return;
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}
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_followerSystem.StartFollowingEntity(ghost.Owner, msg.Target);
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if (TryComp(msg.Target, out WarpPointComponent? warp) && warp.Follow
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|| HasComp<MobStateComponent>(msg.Target))
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{
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_followerSystem.StartFollowingEntity(ghost.Owner, msg.Target);
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return;
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}
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var xform = Transform(ghost.Owner);
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xform.Coordinates = Transform(msg.Target).Coordinates;
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xform.AttachToGridOrMap();
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if (TryComp(attached, out PhysicsComponent? physics))
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physics.LinearVelocity = Vector2.Zero;
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}
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private void DeleteEntity(EntityUid uid)
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@@ -234,50 +213,33 @@ namespace Content.Server.Ghost
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EntityManager.DeleteEntity(uid);
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}
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private IEnumerable<string> GetLocationNames()
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private IEnumerable<GhostWarp> GetLocationWarps()
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{
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foreach (var warp in EntityManager.EntityQuery<WarpPointComponent>(true))
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{
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if (warp.Location != null)
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{
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yield return warp.Location;
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yield return new GhostWarp(warp.Owner, warp.Location, true);
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}
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}
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}
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private WarpPointComponent? FindLocation(string name)
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private IEnumerable<GhostWarp> GetPlayerWarps(EntityUid except)
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{
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foreach (var warp in EntityManager.EntityQuery<WarpPointComponent>(true))
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{
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if (warp.Location == name)
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{
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return warp;
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}
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}
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return null;
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}
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private Dictionary<EntityUid, string> GetPlayerWarps(EntityUid except)
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{
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var players = new Dictionary<EntityUid, string>();
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foreach (var player in _playerManager.Sessions)
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{
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if (player.AttachedEntity is {Valid: true} attached)
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{
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if (attached == except) continue;
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TryComp<MindComponent>(attached, out var mind);
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string playerInfo = $"{EntityManager.GetComponent<MetaDataComponent>(attached).EntityName} ({mind?.Mind?.CurrentJob?.Name ?? "Unknown"})";
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if (TryComp<MobStateComponent>(attached, out var state) && !state.IsDead())
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players.Add(attached, playerInfo);
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yield return new GhostWarp(attached, playerInfo, false);
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}
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}
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players.Remove(except);
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return players;
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}
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public void OnEntityStorageInsertAttempt(EntityUid uid, GhostComponent comp, InsertIntoEntityStorageAttemptEvent args)
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@@ -43,6 +43,35 @@ namespace Content.Shared.Ghost
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{
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}
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/// <summary>
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/// An individual place a ghost can warp to.
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/// This is used as part of <see cref="GhostWarpsResponseEvent"/>
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/// </summary>
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[Serializable, NetSerializable]
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public struct GhostWarp
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{
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public GhostWarp(EntityUid entity, string displayName, bool isWarpPoint)
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{
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Entity = entity;
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DisplayName = displayName;
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IsWarpPoint = isWarpPoint;
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}
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/// <summary>
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/// The entity representing the warp point.
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/// This is passed back to the server in <see cref="GhostWarpToTargetRequestEvent"/>
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/// </summary>
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public EntityUid Entity { get; }
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/// <summary>
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/// The display name to be surfaced in the ghost warps menu
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/// </summary>
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public string DisplayName { get; }
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/// <summary>
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/// Whether this warp represents a warp point or a player
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/// </summary>
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public bool IsWarpPoint { get; }
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}
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/// <summary>
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/// A server to client response for a <see cref="GhostWarpsRequestEvent"/>.
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/// Contains players, and locations a ghost can warp to
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@@ -50,38 +79,15 @@ namespace Content.Shared.Ghost
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[Serializable, NetSerializable]
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public sealed class GhostWarpsResponseEvent : EntityEventArgs
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{
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public GhostWarpsResponseEvent(List<string> locations, Dictionary<EntityUid, string> players)
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public GhostWarpsResponseEvent(List<GhostWarp> warps)
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{
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Locations = locations;
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Players = players;
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Warps = warps;
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}
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/// <summary>
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/// A list of location names that can be warped to.
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/// A list of warp points.
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/// </summary>
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public List<string> Locations { get; }
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/// <summary>
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/// A dictionary containing the entity id, and name of players that can be warped to.
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/// </summary>
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public Dictionary<EntityUid, string> Players { get; }
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}
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/// <summary>
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/// A client to server request for their ghost to be warped to a location
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostWarpToLocationRequestEvent : EntityEventArgs
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{
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/// <summary>
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/// The location name to warp to.
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/// </summary>
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public string Name { get; }
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public GhostWarpToLocationRequestEvent(string locationName)
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{
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Name = locationName;
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}
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public List<GhostWarp> Warps { get; }
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}
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/// <summary>
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