* Add admin logging, models, migrations * Add logging damage changes * Add Log admin flag, LogFilter, Logs admin menu tab, message Refactor admin logging API * Change admin log get method names * Fix the name again * Minute amount of reorganization * Reset Postgres db snapshot * Reset Sqlite db snapshot * Make AdminLog have a composite primary key of round, id * Minute cleanup * Change admin system to do a type check instead of index check * Make admin logs use C# 10 interpolated string handlers * Implement UI on its own window Custom controls Searching Add admin log converters * Implement limits into the query * Change logs to be put into an OutputPanel instead for text wrapping * Add log <-> player m2m relationship back * UI improvements, make text wrap, add separators * Remove entity prefix from damaged log * Add explicit m2m model, fix any players filter * Add debug command to test bulk adding logs * Admin logs now just kinda go * Add histogram for database update time * Make admin log system update run every 5 seconds * Add a cap to the log queue and a metric for how many times it has been reached * Add metric for logs sent in a round * Make cvars out of admin logs queue send delay and cap * Merge fixes * Reset some changes * Add test for adding and getting a single log * Add tests for bulk adding logs * Add test for querying logs * Add CallerArgumentExpression to LogStringHandler methods and test * Improve UI, fix SQLite, add searching by round * Add entities to admin logs * Move distinct after orderby * Add migrations * ef core eat my ass * Add cvar for client logs batch size * Sort logs from newest to oldest by default * Merge fixes * Reorganize tests and add one for date ordering * Add note to log types to not change their numeric values * Add impacts to logs, better UI filtering * Make log add callable from shared for convenience * Get current round id directly from game ticker * Revert namespace change for DamageableSystem
473 lines
18 KiB
C#
473 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using Content.Server.Audio;
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using Content.Server.Damage.Systems;
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using Content.Server.Power.Components;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Shuttles.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.EntitySystems
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{
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public sealed class ThrusterSystem : EntitySystem
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{
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[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
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[Robust.Shared.IoC.Dependency] private readonly AmbientSoundSystem _ambient = default!;
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[Robust.Shared.IoC.Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Robust.Shared.IoC.Dependency] private readonly DamageableSystem _damageable = default!;
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// Essentially whenever thruster enables we update the shuttle's available impulses which are used for movement.
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// This is done for each direction available.
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public const string BurnFixture = "thruster-burn";
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private readonly HashSet<ThrusterComponent> _activeThrusters = new();
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// Used for accumulating burn if someone touches a firing thruster.
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private float _accumulator;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ThrusterComponent, ActivateInWorldEvent>(OnActivateThruster);
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SubscribeLocalEvent<ThrusterComponent, ComponentInit>(OnThrusterInit);
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SubscribeLocalEvent<ThrusterComponent, ComponentShutdown>(OnThrusterShutdown);
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SubscribeLocalEvent<ThrusterComponent, PowerChangedEvent>(OnPowerChange);
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SubscribeLocalEvent<ThrusterComponent, AnchorStateChangedEvent>(OnAnchorChange);
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SubscribeLocalEvent<ThrusterComponent, RotateEvent>(OnRotate);
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SubscribeLocalEvent<ThrusterComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<ThrusterComponent, EndCollideEvent>(OnEndCollide);
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_mapManager.TileChanged += OnTileChange;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_mapManager.TileChanged -= OnTileChange;
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}
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private void OnTileChange(object? sender, TileChangedEventArgs e)
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{
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// If the old tile was space but the new one isn't then disable all adjacent thrusters
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if (e.NewTile.IsSpace() || !e.OldTile.IsSpace()) return;
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var tilePos = e.NewTile.GridIndices;
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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if (x != 0 && y != 0) continue;
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var checkPos = tilePos + new Vector2i(x, y);
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foreach (var ent in _mapManager.GetGrid(e.NewTile.GridIndex).GetAnchoredEntities(checkPos))
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{
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if (!EntityManager.TryGetComponent(ent, out ThrusterComponent? thruster) || thruster.Type == ThrusterType.Angular) continue;
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// Work out if the thruster is facing this direction
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var direction = EntityManager.GetComponent<TransformComponent>(ent).LocalRotation.ToWorldVec();
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if (new Vector2i((int) direction.X, (int) direction.Y) != new Vector2i(x, y)) continue;
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DisableThruster(ent, thruster);
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}
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}
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}
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}
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private void OnActivateThruster(EntityUid uid, ThrusterComponent component, ActivateInWorldEvent args)
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{
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component.Enabled ^= true;
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}
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/// <summary>
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/// If the thruster rotates change the direction where the linear thrust is applied
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/// </summary>
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private void OnRotate(EntityUid uid, ThrusterComponent component, ref RotateEvent args)
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{
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// TODO: Disable visualizer for old direction
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if (!component.IsOn ||
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component.Type != ThrusterType.Linear ||
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!EntityManager.TryGetComponent(uid, out TransformComponent? xform) ||
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!_mapManager.TryGetGrid(xform.GridID, out var grid) ||
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!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) return;
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var oldDirection = (int) args.OldRotation.GetCardinalDir() / 2;
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var direction = (int) args.NewRotation.GetCardinalDir() / 2;
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shuttleComponent.LinearThrusterImpulse[oldDirection] -= component.Impulse;
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DebugTools.Assert(shuttleComponent.LinearThrusters[oldDirection].Contains(component));
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shuttleComponent.LinearThrusters[oldDirection].Remove(component);
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shuttleComponent.LinearThrusterImpulse[direction] += component.Impulse;
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DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(component));
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shuttleComponent.LinearThrusters[direction].Add(component);
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}
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private void OnAnchorChange(EntityUid uid, ThrusterComponent component, ref AnchorStateChangedEvent args)
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{
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if (args.Anchored && CanEnable(uid, component))
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{
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EnableThruster(uid, component);
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}
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else
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{
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DisableThruster(uid, component);
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}
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}
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private void OnThrusterInit(EntityUid uid, ThrusterComponent component, ComponentInit args)
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{
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_ambient.SetAmbience(uid, false);
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if (!component.Enabled)
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{
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return;
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}
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if (CanEnable(uid, component))
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{
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EnableThruster(uid, component);
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}
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}
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private void OnThrusterShutdown(EntityUid uid, ThrusterComponent component, ComponentShutdown args)
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{
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DisableThruster(uid, component);
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}
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private void OnPowerChange(EntityUid uid, ThrusterComponent component, PowerChangedEvent args)
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{
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if (args.Powered && CanEnable(uid, component))
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{
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EnableThruster(uid, component);
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}
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else
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{
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DisableThruster(uid, component);
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}
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}
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/// <summary>
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/// Tries to enable the thruster and turn it on. If it's already enabled it does nothing.
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/// </summary>
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public void EnableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null)
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{
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if (component.IsOn ||
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!Resolve(uid, ref xform) ||
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!_mapManager.TryGetGrid(xform.GridID, out var grid)) return;
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component.IsOn = true;
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if (!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) return;
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Logger.DebugS("thruster", $"Enabled thruster {uid}");
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switch (component.Type)
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{
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case ThrusterType.Linear:
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var direction = (int) xform.LocalRotation.GetCardinalDir() / 2;
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shuttleComponent.LinearThrusterImpulse[direction] += component.Impulse;
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DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(component));
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shuttleComponent.LinearThrusters[direction].Add(component);
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// Don't just add / remove the fixture whenever the thruster fires because perf
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if (EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent) &&
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component.BurnPoly.Count > 0)
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{
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var shape = new PolygonShape();
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shape.SetVertices(component.BurnPoly);
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var fixture = new Fixture(physicsComponent, shape)
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{
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ID = BurnFixture,
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Hard = false,
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CollisionLayer = (int) CollisionGroup.MobImpassable
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};
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_broadphase.CreateFixture(physicsComponent, fixture);
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}
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break;
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case ThrusterType.Angular:
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shuttleComponent.AngularThrust += component.Impulse;
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DebugTools.Assert(!shuttleComponent.AngularThrusters.Contains(component));
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shuttleComponent.AngularThrusters.Add(component);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (EntityManager.TryGetComponent(uid, out SharedAppearanceComponent? appearanceComponent))
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{
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appearanceComponent.SetData(ThrusterVisualState.State, true);
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}
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_ambient.SetAmbience(uid, true);
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}
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/// <summary>
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/// Tries to disable the thruster.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <param name="xform"></param>
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/// <exception cref="ArgumentOutOfRangeException"></exception>
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public void DisableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null)
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{
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if (!component.IsOn ||
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!Resolve(uid, ref xform) ||
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!_mapManager.TryGetGrid(xform.GridID, out var grid)) return;
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component.IsOn = false;
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if (!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) return;
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Logger.DebugS("thruster", $"Disabled thruster {uid}");
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switch (component.Type)
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{
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case ThrusterType.Linear:
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var direction = ((int) xform.LocalRotation.GetCardinalDir() / 2);
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shuttleComponent.LinearThrusterImpulse[direction] -= component.Impulse;
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DebugTools.Assert(shuttleComponent.LinearThrusters[direction].Contains(component));
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shuttleComponent.LinearThrusters[direction].Remove(component);
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break;
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case ThrusterType.Angular:
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shuttleComponent.AngularThrust -= component.Impulse;
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DebugTools.Assert(shuttleComponent.AngularThrusters.Contains(component));
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shuttleComponent.AngularThrusters.Remove(component);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (EntityManager.TryGetComponent(uid, out SharedAppearanceComponent? appearanceComponent))
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{
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appearanceComponent.SetData(ThrusterVisualState.State, false);
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}
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_ambient.SetAmbience(uid, false);
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if (EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
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{
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_broadphase.DestroyFixture(physicsComponent, BurnFixture);
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}
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_activeThrusters.Remove(component);
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component.Colliding.Clear();
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}
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public bool CanEnable(EntityUid uid, ThrusterComponent component)
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{
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if (!component.Enabled) return false;
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var xform = EntityManager.GetComponent<TransformComponent>(uid);
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if (!xform.Anchored ||
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EntityManager.TryGetComponent(uid, out ApcPowerReceiverComponent? receiver) && !receiver.Powered)
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{
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return false;
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}
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if (component.Type == ThrusterType.Angular)
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return true;
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var (x, y) = xform.LocalPosition + xform.LocalRotation.Opposite().ToWorldVec();
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var tile = _mapManager.GetGrid(xform.GridID).GetTileRef(new Vector2i((int) Math.Floor(x), (int) Math.Floor(y)));
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return tile.Tile.IsSpace();
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}
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#region Burning
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_accumulator += frameTime;
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if (_accumulator < 1) return;
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_accumulator -= 1;
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foreach (var comp in _activeThrusters.ToArray())
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{
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if (!comp.Firing || comp.Damage == null || comp.Paused || comp.Deleted) continue;
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DebugTools.Assert(comp.Colliding.Count > 0);
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foreach (var uid in comp.Colliding.ToArray())
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{
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_damageable.TryChangeDamage(uid, comp.Damage);
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}
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}
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}
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private void OnStartCollide(EntityUid uid, ThrusterComponent component, StartCollideEvent args)
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{
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if (args.OurFixture.ID != BurnFixture) return;
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_activeThrusters.Add(component);
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component.Colliding.Add(args.OtherFixture.Body.OwnerUid);
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}
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private void OnEndCollide(EntityUid uid, ThrusterComponent component, EndCollideEvent args)
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{
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if (args.OurFixture.ID != BurnFixture) return;
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component.Colliding.Remove(args.OtherFixture.Body.OwnerUid);
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if (component.Colliding.Count == 0)
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{
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_activeThrusters.Remove(component);
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}
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}
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/// <summary>
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/// Considers a thrust direction as being active.
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/// </summary>
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public void EnableThrustDirection(ShuttleComponent component, DirectionFlag direction)
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{
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if ((component.ThrustDirections & direction) != 0x0) return;
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component.ThrustDirections |= direction;
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if ((direction & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
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{
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switch (component.Mode)
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{
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case ShuttleMode.Cruise:
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foreach (var comp in component.AngularThrusters)
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{
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
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continue;
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comp.Firing = true;
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appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
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}
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break;
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case ShuttleMode.Docking:
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var index = GetFlagIndex(direction);
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foreach (var comp in component.LinearThrusters[index])
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{
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
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continue;
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comp.Firing = true;
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appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
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}
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break;
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}
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}
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else
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{
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var index = GetFlagIndex(direction);
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foreach (var comp in component.LinearThrusters[index])
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{
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
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continue;
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comp.Firing = true;
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appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
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}
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}
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}
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/// <summary>
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/// Disables a thrust direction.
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/// </summary>
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public void DisableThrustDirection(ShuttleComponent component, DirectionFlag direction)
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{
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if ((component.ThrustDirections & direction) == 0x0) return;
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component.ThrustDirections &= ~direction;
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if ((direction & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
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{
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switch (component.Mode)
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{
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case ShuttleMode.Cruise:
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foreach (var comp in component.AngularThrusters)
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{
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
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continue;
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comp.Firing = false;
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appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
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}
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break;
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case ShuttleMode.Docking:
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var index = GetFlagIndex(direction);
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foreach (var comp in component.LinearThrusters[index])
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{
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
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continue;
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comp.Firing = false;
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appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
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}
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break;
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}
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}
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else
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{
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var index = GetFlagIndex(direction);
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foreach (var comp in component.LinearThrusters[index])
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{
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
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continue;
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comp.Firing = false;
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appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
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}
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}
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}
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public void DisableAllThrustDirections(ShuttleComponent component)
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{
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foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
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{
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DisableThrustDirection(component, dir);
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}
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DebugTools.Assert(component.ThrustDirections == DirectionFlag.None);
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}
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#endregion
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private int GetFlagIndex(DirectionFlag flag)
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{
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return (int) Math.Log2((int) flag);
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}
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}
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}
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