New event: Approaching unknown shuttle (#24490)

* setup codebase

* Add first shuttle

* tak

* sync striker

* sync 2

* pipipi

* Preloaded roundstart shuttles!

* Make it abstract "PreloaderGrid" not "PreloaderShuttle"

* to do

* added china cuisin shuttle

* fixes

* add disaster evacpod

* remove enemy

* final shuttles

* weight 5 -> 10

* move data to component

* remove autotrailer touching

* doc, respath

* fix frozen positioning

* fixes + cvar

* finally

* fix evacpod

* remove blacklistrules

* remove `UnknownShuttleSpawnRule`, refactor `LoadMapRule` to support preloaded grids

* use tryload

* cleanup

* fixes

* use preloadedgrid for loneops

* weight unknown shuttles differently (preliminal)

* leftover

* cleanup and raffling

* partial review

* singleton gridpreloader no station coupling

* fix grid atmoses

* `roleLoadout` support for `LoadoutComponent`, fix missing gear

* weighting changes

* init logic fix

---------

Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
Ed
2024-05-10 14:35:59 +03:00
committed by GitHub
parent d061aa437e
commit e522bbf90d
30 changed files with 8252 additions and 47 deletions

View File

@@ -1,9 +1,11 @@
using Content.Server.Antag;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GridPreloader;
using Content.Server.Spawners.Components;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules;
@@ -11,9 +13,12 @@ namespace Content.Server.GameTicking.Rules;
public sealed class LoadMapRuleSystem : GameRuleSystem<LoadMapRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly MapSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _mapLoader = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly GridPreloaderSystem _gridPreloader = default!;
public override void Initialize()
{
@@ -41,7 +46,9 @@ public sealed class LoadMapRuleSystem : GameRuleSystem<LoadMapRuleComponent>
if (comp.Map != null)
return;
_map.CreateMap(out var mapId);
// grid preloading needs map to init after moving it
var mapUid = comp.PreloadedGrid != null ? _map.CreateMap(out var mapId, false) : _map.CreateMap(out mapId);
_metaData.SetEntityName(mapUid, $"LoadMapRule destination for rule {ToPrettyString(uid)}");
comp.Map = mapId;
if (comp.GameMap != null)
@@ -51,8 +58,29 @@ public sealed class LoadMapRuleSystem : GameRuleSystem<LoadMapRuleComponent>
}
else if (comp.MapPath != null)
{
if (_mapLoader.TryLoad(comp.Map.Value, comp.MapPath.Value.ToString(), out var roots, new MapLoadOptions { LoadMap = true }))
comp.MapGrids.AddRange(roots);
if (!_mapLoader.TryLoad(comp.Map.Value,
comp.MapPath.Value.ToString(),
out var roots,
new MapLoadOptions { LoadMap = true }))
{
_mapManager.DeleteMap(mapId);
return;
}
comp.MapGrids.AddRange(roots);
}
else if (comp.PreloadedGrid != null)
{
// TODO: If there are no preloaded grids left, any rule announcements will still go off!
if (!_gridPreloader.TryGetPreloadedGrid(comp.PreloadedGrid.Value, out var loadedShuttle))
{
_mapManager.DeleteMap(mapId);
return;
}
_transform.SetParent(loadedShuttle.Value, mapUid);
comp.MapGrids.Add(loadedShuttle.Value);
_map.InitializeMap(mapId);
}
else
{