using System.Linq; using System.Numerics; using Content.Server.Administration; using Content.Server.Chat.Managers; using Content.Server.DeviceNetwork.Components; using Content.Server.DeviceNetwork.Systems; using Content.Server.GameTicking; using Content.Server.GameTicking.Events; using Content.Server.Parallax; using Content.Server.Screens.Components; using Content.Server.Shuttles.Components; using Content.Server.Shuttles.Events; using Content.Server.Spawners.Components; using Content.Server.Spawners.EntitySystems; using Content.Server.Station.Components; using Content.Server.Station.Events; using Content.Server.Station.Systems; using Content.Shared.Administration; using Content.Shared.CCVar; using Content.Shared.Damage.Components; using Content.Shared.DeviceNetwork; using Content.Shared.GameTicking; using Content.Shared.Mobs.Components; using Content.Shared.Movement.Components; using Content.Shared.Parallax.Biomes; using Content.Shared.Salvage; using Content.Shared.Shuttles.Components; using Content.Shared.Tiles; using Robust.Server.GameObjects; using Robust.Shared.Collections; using Robust.Shared.Configuration; using Robust.Shared.Console; using Robust.Shared.EntitySerialization; using Robust.Shared.EntitySerialization.Systems; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Player; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; using Robust.Shared.Utility; using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent; namespace Content.Server.Shuttles.Systems; /// /// If enabled spawns players on a separate arrivals station before they can transfer to the main station. /// public sealed class ArrivalsSystem : EntitySystem { [Dependency] private readonly IChatManager _chat = default!; [Dependency] private readonly IConfigurationManager _cfgManager = default!; [Dependency] private readonly IConsoleHost _console = default!; [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IPrototypeManager _protoManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly ActorSystem _actor = default!; [Dependency] private readonly BiomeSystem _biomes = default!; [Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!; [Dependency] private readonly GameTicker _ticker = default!; [Dependency] private readonly MapLoaderSystem _loader = default!; [Dependency] private readonly MetaDataSystem _metaData = default!; [Dependency] private readonly SharedMapSystem _mapSystem = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly ShuttleSystem _shuttles = default!; [Dependency] private readonly StationSpawningSystem _stationSpawning = default!; [Dependency] private readonly StationSystem _station = default!; private EntityQuery _pendingQuery; private EntityQuery _blacklistQuery; private EntityQuery _mobQuery; /// /// If enabled then spawns players on an alternate map so they can take a shuttle to the station. /// public bool Enabled { get; private set; } /// /// Flags if all players spawning at the departure terminal have godmode until they leave the terminal. /// public bool ArrivalsGodmode { get; private set; } /// /// The first arrival is a little early, to save everyone 10s /// private const float RoundStartFTLDuration = 10f; private readonly List> _arrivalsBiomeOptions = new() { "Grasslands", "LowDesert", "Snow", }; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandlePlayerSpawning, before: new []{ typeof(SpawnPointSystem)}, after: new [] { typeof(ContainerSpawnPointSystem)}); SubscribeLocalEvent(OnStationPostInit); SubscribeLocalEvent(OnShuttleStartup); SubscribeLocalEvent(OnShuttleTag); SubscribeLocalEvent(OnRoundStarting); SubscribeLocalEvent(OnArrivalsFTL); SubscribeLocalEvent(OnArrivalsDocked); SubscribeLocalEvent(SendDirections); _pendingQuery = GetEntityQuery(); _blacklistQuery = GetEntityQuery(); _mobQuery = GetEntityQuery(); // Don't invoke immediately as it will get set in the natural course of things. Enabled = _cfgManager.GetCVar(CCVars.ArrivalsShuttles); ArrivalsGodmode = _cfgManager.GetCVar(CCVars.GodmodeArrivals); _cfgManager.OnValueChanged(CCVars.ArrivalsShuttles, SetArrivals); _cfgManager.OnValueChanged(CCVars.GodmodeArrivals, b => ArrivalsGodmode = b); // Command so admins can set these for funsies _console.RegisterCommand("arrivals", ArrivalsCommand, ArrivalsCompletion); } private void OnShuttleTag(EntityUid uid, ArrivalsShuttleComponent component, ref FTLTagEvent args) { if (args.Handled) return; // Just saves mappers forgetting. (v2 boogaloo) args.Handled = true; args.Tag = "DockArrivals"; } private CompletionResult ArrivalsCompletion(IConsoleShell shell, string[] args) { if (args.Length != 1) return CompletionResult.Empty; return new CompletionResult(new CompletionOption[] { // Enables and disable are separate comms in case you don't want to accidentally toggle it, compared to // returns which doesn't have an immediate effect new("enable", Loc.GetString("cmd-arrivals-enable-hint")), new("disable", Loc.GetString("cmd-arrivals-disable-hint")), new("returns", Loc.GetString("cmd-arrivals-returns-hint")), new ("force", Loc.GetString("cmd-arrivals-force-hint")) }, "Option"); } [AdminCommand(AdminFlags.Fun)] private void ArrivalsCommand(IConsoleShell shell, string argstr, string[] args) { if (args.Length != 1) { shell.WriteError(Loc.GetString("cmd-arrivals-invalid")); return; } switch (args[0]) { case "enable": _cfgManager.SetCVar(CCVars.ArrivalsShuttles, true); break; case "disable": _cfgManager.SetCVar(CCVars.ArrivalsShuttles, false); break; case "returns": var existing = _cfgManager.GetCVar(CCVars.ArrivalsReturns); _cfgManager.SetCVar(CCVars.ArrivalsReturns, !existing); shell.WriteLine(Loc.GetString("cmd-arrivals-returns", ("value", !existing))); break; case "force": var query = AllEntityQuery(); var spawnPoints = EntityQuery().ToList(); TryGetArrivals(out var arrivalsUid); while (query.MoveNext(out var uid, out _, out var pendingXform)) { _random.Shuffle(spawnPoints); foreach (var (point, xform) in spawnPoints) { if (point.SpawnType != SpawnPointType.LateJoin || xform.GridUid == arrivalsUid) continue; _transform.SetCoordinates(uid, pendingXform, xform.Coordinates); break; } RemCompDeferred(uid); RemCompDeferred(uid); shell.WriteLine(Loc.GetString("cmd-arrivals-forced", ("uid", ToPrettyString(uid)))); } break; default: shell.WriteError(Loc.GetString($"cmd-arrivals-invalid")); break; } } /// /// First sends shuttle timer data, then kicks people off the shuttle if it isn't leaving the arrivals terminal /// private void OnArrivalsFTL(EntityUid shuttleUid, ArrivalsShuttleComponent component, ref FTLStartedEvent args) { if (!TryGetArrivals(out EntityUid arrivals)) return; if (TryComp(shuttleUid, out var netComp)) { TryComp(shuttleUid, out var ftlComp); var ftlTime = TimeSpan.FromSeconds(ftlComp?.TravelTime ?? _shuttles.DefaultTravelTime); var payload = new NetworkPayload { [ShuttleTimerMasks.ShuttleMap] = shuttleUid, [ShuttleTimerMasks.ShuttleTime] = ftlTime }; // unfortunate levels of spaghetti due to roundstart arrivals ftl behavior EntityUid? sourceMap; var arrivalsDelay = _cfgManager.GetCVar(CCVars.ArrivalsCooldown); if (component.FirstRun) { var station = _station.GetLargestGrid(Comp(component.Station)); sourceMap = station == null ? null : Transform(station.Value)?.MapUid; arrivalsDelay += RoundStartFTLDuration; component.FirstRun = false; payload.Add(ShuttleTimerMasks.DestMap, Transform(args.TargetCoordinates.EntityId).MapUid); payload.Add(ShuttleTimerMasks.DestTime, ftlTime); } else sourceMap = args.FromMapUid; payload.Add(ShuttleTimerMasks.SourceMap, sourceMap); payload.Add(ShuttleTimerMasks.SourceTime, ftlTime + TimeSpan.FromSeconds(arrivalsDelay)); _deviceNetworkSystem.QueuePacket(shuttleUid, null, payload, netComp.TransmitFrequency); } // Don't do anything here when leaving arrivals. var arrivalsMapUid = Transform(arrivals).MapUid; if (args.FromMapUid == arrivalsMapUid) return; // Any mob then yeet them off the shuttle. if (!_cfgManager.GetCVar(CCVars.ArrivalsReturns) && args.FromMapUid != null) DumpChildren(shuttleUid, ref args); var pendingQuery = AllEntityQuery(); // We're heading from the station back to arrivals (if leaving arrivals, would have returned above). // Process everyone who holds a PendingClockInComponent // Note, due to way DumpChildren works, anyone who doesn't have a PendingClockInComponent gets left in space // and will not warp. This is intended behavior. while (pendingQuery.MoveNext(out var pUid, out _, out var xform)) { if (xform.GridUid == shuttleUid) { // Warp all players who are still on this shuttle to a spawn point. This doesn't let them return to // arrivals. It also ensures noobs, slow players or AFK players safely leave the shuttle. TryTeleportToMapSpawn(pUid, component.Station, xform); } // Players who have remained at arrivals keep their warp coupon (PendingClockInComponent) for now. if (xform.MapUid == arrivalsMapUid) continue; // The player has successfully left arrivals and is also not on the shuttle. Remove their warp coupon. RemCompDeferred(pUid); RemCompDeferred(pUid); if (ArrivalsGodmode) RemCompDeferred(pUid); } } private void OnArrivalsDocked(EntityUid uid, ArrivalsShuttleComponent component, ref FTLCompletedEvent args) { var dockTime = component.NextTransfer - _timing.CurTime + TimeSpan.FromSeconds(_shuttles.DefaultStartupTime); if (TryComp(uid, out var netComp)) { var payload = new NetworkPayload { [ShuttleTimerMasks.ShuttleMap] = uid, [ShuttleTimerMasks.ShuttleTime] = dockTime, [ShuttleTimerMasks.SourceMap] = args.MapUid, [ShuttleTimerMasks.SourceTime] = dockTime, [ShuttleTimerMasks.Docked] = true }; _deviceNetworkSystem.QueuePacket(uid, null, payload, netComp.TransmitFrequency); } } private void DumpChildren(EntityUid uid, ref FTLStartedEvent args) { var toDump = new List>(); FindDumpChildren(uid, toDump); foreach (var (ent, xform) in toDump) { var rotation = xform.LocalRotation; _transform.SetCoordinates(ent, new EntityCoordinates(args.FromMapUid!.Value, Vector2.Transform(xform.LocalPosition, args.FTLFrom))); _transform.SetWorldRotation(ent, args.FromRotation + rotation); if (_actor.TryGetSession(ent, out var session)) { _chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-dumped-from-shuttle")); } } } private void FindDumpChildren(EntityUid uid, List> toDump) { if (_pendingQuery.HasComponent(uid)) return; var xform = Transform(uid); if (_mobQuery.HasComponent(uid) || _blacklistQuery.HasComponent(uid)) { toDump.Add((uid, xform)); return; } var children = xform.ChildEnumerator; while (children.MoveNext(out var child)) { FindDumpChildren(child, toDump); } } public void HandlePlayerSpawning(PlayerSpawningEvent ev) { if (ev.SpawnResult != null) return; // We use arrivals as the default spawn so don't check for job prio. // Only works on latejoin even if enabled. if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound) return; if (!HasComp(ev.Station)) return; TryGetArrivals(out var arrivals); if (!TryComp(arrivals, out TransformComponent? arrivalsXform)) return; var mapId = arrivalsXform.MapID; var points = EntityQueryEnumerator(); var possiblePositions = new List(); while (points.MoveNext(out var uid, out var spawnPoint, out var xform)) { if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId) continue; possiblePositions.Add(xform.Coordinates); } if (possiblePositions.Count <= 0) return; var spawnLoc = _random.Pick(possiblePositions); ev.SpawnResult = _stationSpawning.SpawnPlayerMob( spawnLoc, ev.Job, ev.HumanoidCharacterProfile, ev.Station); EnsureComp(ev.SpawnResult.Value); EnsureComp(ev.SpawnResult.Value); // If you're forced to spawn, you're invincible until you leave wherever you were forced to spawn. if (ArrivalsGodmode) EnsureComp(ev.SpawnResult.Value); } private void SendDirections(PlayerSpawnCompleteEvent ev) { if (!Enabled || !ev.LateJoin || ev.Silent || !_pendingQuery.HasComp(ev.Mob)) return; var arrival = NextShuttleArrival(); var message = arrival is not null ? Loc.GetString("latejoin-arrivals-direction-time", ("time", $"{arrival:mm\\:ss}")) : Loc.GetString("latejoin-arrivals-direction"); _chat.DispatchServerMessage(ev.Player, message); } private bool TryTeleportToMapSpawn(EntityUid player, EntityUid stationId, TransformComponent? transform = null) { if (!Resolve(player, ref transform)) return false; var points = EntityQueryEnumerator(); var possiblePositions = new ValueList(32); // Find a spawnpoint on the same map as the player is already docked with now. while (points.MoveNext(out var uid, out var spawnPoint, out var xform)) { if (spawnPoint.SpawnType == SpawnPointType.LateJoin && _station.GetOwningStation(uid, xform) == stationId) { // Add to list of possible spawn locations possiblePositions.Add(xform.Coordinates); } } if (possiblePositions.Count > 0) { // Move the player to a random late-join spawnpoint. _transform.SetCoordinates(player, transform, _random.Pick(possiblePositions)); if (_actor.TryGetSession(player, out var session)) { _chat.DispatchServerMessage(session!, Loc.GetString("latejoin-arrivals-teleport-to-spawn")); } return true; } return false; } private void OnShuttleStartup(EntityUid uid, ArrivalsShuttleComponent component, ComponentStartup args) { EnsureComp(uid); } private bool TryGetArrivals(out EntityUid uid) { var arrivalsQuery = EntityQueryEnumerator(); while (arrivalsQuery.MoveNext(out uid, out _)) { return true; } return false; } public TimeSpan? NextShuttleArrival() { var query = EntityQueryEnumerator(); var time = TimeSpan.MaxValue; while (query.MoveNext(out var uid, out var comp)) { if (comp.NextArrivalsTime < time) time = comp.NextArrivalsTime; } var duration = _timing.CurTime; return (time < duration) ? null : time - duration; } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); var curTime = _timing.CurTime; TryGetArrivals(out var arrivals); if (TryComp(arrivals, out TransformComponent? arrivalsXform)) { while (query.MoveNext(out var uid, out var comp, out var shuttle, out var xform)) { if (comp.NextTransfer > curTime || !TryComp(comp.Station, out var data)) continue; var tripTime = _shuttles.DefaultTravelTime + _shuttles.DefaultStartupTime; // Go back to arrivals source if (xform.MapUid != arrivalsXform.MapUid) { if (arrivals.IsValid()) _shuttles.FTLToDock(uid, shuttle, arrivals); comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds(tripTime); } // Go to station else { var targetGrid = _station.GetLargestGrid(data); if (targetGrid != null) _shuttles.FTLToDock(uid, shuttle, targetGrid.Value); // The ArrivalsCooldown includes the trip there, so we only need to add the time taken for // the trip back. comp.NextArrivalsTime = _timing.CurTime + TimeSpan.FromSeconds( _cfgManager.GetCVar(CCVars.ArrivalsCooldown) + tripTime); } comp.NextTransfer += TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown)); } } } private void OnRoundStarting(RoundStartingEvent ev) { // Setup arrivals station if (!Enabled) return; SetupArrivalsStation(); } private void SetupArrivalsStation() { var path = new ResPath(_cfgManager.GetCVar(CCVars.ArrivalsMap)); _mapSystem.CreateMap(out var mapId, runMapInit: false); var mapUid = _mapSystem.GetMap(mapId); if (!_loader.TryLoadGrid(mapId, path, out var grid)) return; _metaData.SetEntityName(mapUid, Loc.GetString("map-name-terminal")); EnsureComp(grid.Value); EnsureComp(grid.Value); EnsureComp(grid.Value); // Setup planet arrivals if relevant if (_cfgManager.GetCVar(CCVars.ArrivalsPlanet)) { var template = _random.Pick(_arrivalsBiomeOptions); _biomes.EnsurePlanet(mapUid, _protoManager.Index(template)); var restricted = new RestrictedRangeComponent { Range = 32f }; AddComp(mapUid, restricted); } _mapSystem.InitializeMap(mapId); // Handle roundstart stations. var query = AllEntityQuery(); while (query.MoveNext(out var uid, out var comp)) { SetupShuttle(uid, comp); } } private void SetArrivals(bool obj) { Enabled = obj; if (Enabled) { SetupArrivalsStation(); var query = AllEntityQuery(); while (query.MoveNext(out var sUid, out var comp)) { SetupShuttle(sUid, comp); } } else { var sourceQuery = AllEntityQuery(); while (sourceQuery.MoveNext(out var uid, out _)) { QueueDel(uid); } var shuttleQuery = AllEntityQuery(); while (shuttleQuery.MoveNext(out var uid, out _)) { QueueDel(uid); } } } private void OnStationPostInit(EntityUid uid, StationArrivalsComponent component, ref StationPostInitEvent args) { if (!Enabled) return; // If it's a latespawn station then this will fail but that's okey SetupShuttle(uid, component); } private void SetupShuttle(EntityUid uid, StationArrivalsComponent component) { if (!Deleted(component.Shuttle)) return; // Spawn arrivals on a dummy map then dock it to the source. var dummpMapEntity = _mapSystem.CreateMap(out var dummyMapId); if (TryGetArrivals(out var arrivals) && _loader.TryLoadGrid(dummyMapId, component.ShuttlePath, out var shuttle)) { component.Shuttle = shuttle.Value; var shuttleComp = Comp(component.Shuttle); var arrivalsComp = EnsureComp(component.Shuttle); arrivalsComp.Station = uid; EnsureComp(uid); _shuttles.FTLToDock(component.Shuttle, shuttleComp, arrivals, hyperspaceTime: RoundStartFTLDuration); arrivalsComp.NextTransfer = _timing.CurTime + TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.ArrivalsCooldown)); } // Don't start the arrivals shuttle immediately docked so power has a time to stabilise? var timer = AddComp(dummpMapEntity); timer.Lifetime = 15f; } }