* Format DockingSystem.Shuttle * arrivals system * docking system * shuttle console system * emergency shuttle system * shuttle system * thruster system * Fix compile error --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
425 lines
16 KiB
C#
425 lines
16 KiB
C#
using System.Threading;
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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.DeviceNetwork;
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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 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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/// <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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[ValidatePrototypeId<AccessLevelPrototype>]
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private const string 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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}
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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 SetAuthorizeTime(float obj)
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{
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_authorizeTime = obj;
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}
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private void SetMinTransitTime(float obj)
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{
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MinimumTransitTime = obj;
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MaximumTransitTime = Math.Max(MaximumTransitTime, MinimumTransitTime);
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}
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private void SetMaxTransitTime(float obj)
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{
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MaximumTransitTime = Math.Max(MinimumTransitTime, obj);
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}
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private void OnEmergencyStartup(EntityUid uid, EmergencyShuttleConsoleComponent component, ComponentStartup args)
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{
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UpdateConsoleState(uid, component);
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}
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private void UpdateEmergencyConsole(float frameTime)
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{
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// Add some buffer time so eshuttle always first.
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var minTime = -(TransitTime - (_shuttle.DefaultStartupTime + _shuttle.DefaultTravelTime + 1f));
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// TODO: I know this is shit but I already just cleaned up a billion things.
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// This is very cursed spaghetti code. I don't even know what the fuck this is doing or why it exists.
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// But I think it needs to be less than or equal to zero or the shuttle might never leave???
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// TODO Shuttle AAAAAAAAAAAAAAAAAAAAAAAAA
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// Clean this up, just have a single timer with some state system.
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// I.e., dont infer state from the current interval that the accumulator is in???
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minTime = Math.Min(0, minTime); // ????
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if (_consoleAccumulator < minTime)
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{
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return;
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}
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_consoleAccumulator -= frameTime;
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// No early launch but we're under the timer.
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if (!_launchedShuttles && _consoleAccumulator <= _authorizeTime)
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{
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if (!EarlyLaunchAuthorized)
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AnnounceLaunch();
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}
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// Imminent departure
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if (!_launchedShuttles && _consoleAccumulator <= _shuttle.DefaultStartupTime)
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{
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_launchedShuttles = true;
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var dataQuery = AllEntityQuery<StationEmergencyShuttleComponent>();
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while (dataQuery.MoveNext(out var stationUid, out var comp))
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{
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if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle) ||
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!TryComp<StationCentcommComponent>(stationUid, out var centcomm))
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{
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continue;
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}
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if (!Deleted(centcomm.Entity))
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{
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_shuttle.FTLToDock(comp.EmergencyShuttle.Value, shuttle,
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centcomm.Entity.Value, _consoleAccumulator, TransitTime);
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continue;
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}
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if (!Deleted(centcomm.MapEntity))
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{
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// TODO: Need to get non-overlapping positions.
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_shuttle.FTLToCoordinates(comp.EmergencyShuttle.Value, shuttle,
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new EntityCoordinates(centcomm.MapEntity.Value,
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_random.NextVector2(1000f)), _consoleAccumulator, TransitTime);
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}
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}
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var podQuery = AllEntityQuery<EscapePodComponent>();
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// Stagger launches coz funny
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while (podQuery.MoveNext(out _, out var pod))
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{
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pod.LaunchTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(0.05f, 0.75f));
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}
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}
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var podLaunchQuery = EntityQueryEnumerator<EscapePodComponent, ShuttleComponent>();
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while (podLaunchQuery.MoveNext(out var uid, out var pod, out var shuttle))
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{
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var stationUid = _station.GetOwningStation(uid);
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if (!TryComp<StationCentcommComponent>(stationUid, out var centcomm) ||
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Deleted(centcomm.Entity) ||
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pod.LaunchTime == null ||
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pod.LaunchTime > _timing.CurTime)
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{
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continue;
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}
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// Don't dock them. If you do end up doing this then stagger launch.
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_shuttle.FTLToDock(uid, shuttle, centcomm.Entity.Value, hyperspaceTime: TransitTime);
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RemCompDeferred<EscapePodComponent>(uid);
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}
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// Departed
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if (!ShuttlesLeft && _consoleAccumulator <= 0f)
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{
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ShuttlesLeft = true;
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_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-left", ("transitTime", $"{TransitTime:0}")));
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Timer.Spawn((int)(TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(), _roundEndCancelToken?.Token ?? default);
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}
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// All the others.
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if (_consoleAccumulator < minTime)
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{
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var query = AllEntityQuery<StationCentcommComponent, TransformComponent>();
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// Guarantees that emergency shuttle arrives first before anyone else can FTL.
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while (query.MoveNext(out var comp, out var centcommXform))
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{
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if (Deleted(comp.Entity))
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continue;
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if (_shuttle.TryAddFTLDestination(centcommXform.MapID, true, out var ftlComp))
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{
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_shuttle.SetFTLWhitelist((centcommXform.MapUid!.Value, ftlComp), null);
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}
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}
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}
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}
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private void OnEmergencyRepealAll(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealAllMessage args)
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{
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var player = args.Actor;
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if (!_reader.FindAccessTags(player).Contains(EmergencyRepealAllAccess))
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{
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_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
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return;
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}
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if (component.AuthorizedEntities.Count == 0)
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return;
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_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL ALL by {args.Actor:user}");
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_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked", ("remaining", component.AuthorizationsRequired)));
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component.AuthorizedEntities.Clear();
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UpdateAllEmergencyConsoles();
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}
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private void OnEmergencyRepeal(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleRepealMessage args)
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{
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var player = args.Actor;
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if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
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{
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_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player, PopupType.Medium);
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return;
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}
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// TODO: This is fucking bad
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if (!component.AuthorizedEntities.Remove(MetaData(idCard).EntityName))
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return;
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_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch REPEAL by {args.Actor:user}");
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var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
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_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked", ("remaining", remaining)));
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CheckForLaunch(component);
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UpdateAllEmergencyConsoles();
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}
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private void OnEmergencyAuthorize(EntityUid uid, EmergencyShuttleConsoleComponent component, EmergencyShuttleAuthorizeMessage args)
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{
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var player = args.Actor;
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if (!_idSystem.TryFindIdCard(player, out var idCard) || !_reader.IsAllowed(idCard, uid))
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{
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_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), args.Actor, PopupType.Medium);
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return;
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}
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// TODO: This is fucking bad
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if (!component.AuthorizedEntities.Add(MetaData(idCard).EntityName))
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return;
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_logger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Emergency shuttle early launch AUTH by {args.Actor:user}");
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var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
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if (remaining > 0)
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_chatSystem.DispatchGlobalAnnouncement(
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Loc.GetString("emergency-shuttle-console-auth-left", ("remaining", remaining)),
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playSound: false, colorOverride: DangerColor);
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if (!CheckForLaunch(component))
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_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
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UpdateAllEmergencyConsoles();
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}
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private void CleanupEmergencyConsole()
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{
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// Realistically most of this shit needs moving to a station component so each station has their own emergency shuttle
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// and timer and all that jazz so I don't really care about debugging if it works on cleanup vs start.
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_announced = false;
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ShuttlesLeft = false;
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_launchedShuttles = false;
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_consoleAccumulator = float.MinValue;
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EarlyLaunchAuthorized = false;
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EmergencyShuttleArrived = false;
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TransitTime = MinimumTransitTime + (MaximumTransitTime - MinimumTransitTime) * _random.NextFloat();
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// Round to nearest 10
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TransitTime = MathF.Round(TransitTime / 10f) * 10f;
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}
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private void UpdateAllEmergencyConsoles()
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{
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var query = AllEntityQuery<EmergencyShuttleConsoleComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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UpdateConsoleState(uid, comp);
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}
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}
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private void UpdateConsoleState(EntityUid uid, EmergencyShuttleConsoleComponent component)
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{
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var auths = new List<string>();
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foreach (var auth in component.AuthorizedEntities)
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{
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auths.Add(auth);
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}
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if (_uiSystem.HasUi(uid, EmergencyConsoleUiKey.Key))
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_uiSystem.SetUiState(
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uid,
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EmergencyConsoleUiKey.Key,
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new EmergencyConsoleBoundUserInterfaceState()
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{
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EarlyLaunchTime = EarlyLaunchAuthorized ? _timing.CurTime + TimeSpan.FromSeconds(_consoleAccumulator) : null,
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Authorizations = auths,
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AuthorizationsRequired = component.AuthorizationsRequired,
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}
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);
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}
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private bool CheckForLaunch(EmergencyShuttleConsoleComponent component)
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{
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if (component.AuthorizedEntities.Count < component.AuthorizationsRequired || EarlyLaunchAuthorized)
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return false;
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EarlyLaunch();
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return true;
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}
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/// <summary>
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/// Attempts to early launch the emergency shuttle if not already done.
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/// </summary>
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public bool EarlyLaunch()
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{
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if (EarlyLaunchAuthorized || !EmergencyShuttleArrived || _consoleAccumulator <= _authorizeTime) return false;
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_logger.Add(LogType.EmergencyShuttle, LogImpact.Extreme, $"Emergency shuttle launch authorized");
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_consoleAccumulator = _authorizeTime;
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EarlyLaunchAuthorized = true;
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RaiseLocalEvent(new EmergencyShuttleAuthorizedEvent());
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AnnounceLaunch();
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UpdateAllEmergencyConsoles();
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var time = TimeSpan.FromSeconds(_authorizeTime);
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var shuttle = GetShuttle();
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if (shuttle != null && TryComp<DeviceNetworkComponent>(shuttle, out var net))
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{
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var payload = new NetworkPayload
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{
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[ShuttleTimerMasks.ShuttleMap] = shuttle,
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[ShuttleTimerMasks.SourceMap] = _roundEnd.GetStation(),
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[ShuttleTimerMasks.DestMap] = _roundEnd.GetCentcomm(),
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[ShuttleTimerMasks.ShuttleTime] = time,
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[ShuttleTimerMasks.SourceTime] = time,
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[ShuttleTimerMasks.DestTime] = time + TimeSpan.FromSeconds(TransitTime),
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[ShuttleTimerMasks.Docked] = true
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};
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_deviceNetworkSystem.QueuePacket(shuttle.Value, null, payload, net.TransmitFrequency);
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}
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return true;
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}
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private void AnnounceLaunch()
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{
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if (_announced) return;
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_announced = true;
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_chatSystem.DispatchGlobalAnnouncement(
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Loc.GetString("emergency-shuttle-launch-time", ("consoleAccumulator", $"{_consoleAccumulator:0}")),
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playSound: false,
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colorOverride: DangerColor);
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_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
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}
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public bool DelayEmergencyRoundEnd()
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{
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if (_roundEndCancelToken == null)
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return false;
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_roundEndCancelToken?.Cancel();
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_roundEndCancelToken = null;
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return true;
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}
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}
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