* Content changes for engine delta-state PR (#28134)

* Update GasTileOverlayState

* Update DecalGridState

* Update NavMapState

* poke

* poke2

* poke3

* Poke dem tests

* Update engine to v223.0.0 (#28239)

* Update RobustToolbox

* Improve InteractionSystem range & BUI checks (#27999)

* Improve InteractionSystem range & BUI checks

* Ghost fixes

* AAA

* Fix test

* fix nullable

* revert to broadcast event

* Fixes for eengine PR

* Ah buckle code

* )

* Update engine to v223.0.0

* Update engine to v223.1.0

* Update engine to v223.1.1

* Hotfix for crashes from bad item names (#28256)

* Fix weapon error logs (#28264)

* Update engine to v223.1.2 (#28273)

* Update RobustToolbox

* Update RobustToolbox

* Fix dud modular grenade visuals (#28265)

* Fix not networking whitelist and blacklist in storage component (#28238)

* fix id card console not updating records (#28237)

* fix id card console not updating records

* test

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Remove the network tab (#28231)

It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command.

* antag objective issuing refactor (#28216)

* add AntagObjectives from GenericAntag

* add AntagRandomObjectives that traitor and thief can use

* make ObjectivesSystem use initial character name which AntagSelection passes

* make thief and traitor use AntagRandomObjectives

* remove now unused locale

* make sleeper agents rule use baseTraitorRule

* restore dragon rule oop

* bandaid for genericantag

* real

* typo

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* move nukie profile loading into its own rule (#28208)

* move profile loading out of nukeops rule

* make BaseNukeopsRule and use AntagLoadProfileRule

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* fix antagSelect

* Objects ordered through cargo system shouldn't start anchored (#28115)

* Order normal space heater instead of anchored variant

* Make sure ordered objects don't spawn anchored

* Order space heater flatpack instead of a regular space heater

* Remove obsolete TODO

* Remove unnecessary name

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Move PendingZombieComponent to Shared (#28143)

* Move PendingZombieComponent to Shared

* network me boy

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Make it possible to hide full health bars below a total damage threshold (#28127)

* Make it possible to hide full health bars below a total damage threshold

* Fix not setting state

* Fix storage UI interactions (#28291)

* Fix storage UI interactions

* Add VV support

* Fix stripping not marking interactions as handled (#28292)

* Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293)

* Fix hypodarts not injecting with people that have ANY outerclothing (#28301)

Update darts.yml

* fix borg ui mispredict opening (#28305)

move borg ui junk to shared

* Add loadout group check (#28311)

Forgot to add it back in one of the rewrites.

* fix mirror server crashes (#28318)

* Remove bogus C# finalizers (#28315)

Begging people to learn how this programming language works before throwing random syntax into a file.

None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine.

* Cleans up some entity-related spawnmenu stuff (#28234)

* cleans up a lot of stuff in the spawnmenu

* skibidi dode

* spawners update

* Revert "spawners update"

This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0.

* fix antag selection being evil (#28197)

* fix antag selection being evil

* fix test

* untroll the other tests

* remove role timer troll

* Allow tests to modify antag preferences

* Fix antag selection

* Misc test fixes

* Add AntagPreferenceTest

* Fix lazy mistakes

* Test cleanup

* Try stop players in lobbies from being assigned mid-round antags

* ranting

* I am going insane

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>

* Revert "fix mirror server crashes (#28318)"

This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be.

* fix

* Update engine to 223.2.0 (#28329)

* Update RobustToolbox

* Update RobustToolbox

---------

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: eoineoineoin <github@eoinrul.es>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
Jabak
2024-10-22 20:47:03 +03:00
committed by GitHub
parent a9a2e86e92
commit 9f00d4b9aa
96 changed files with 1046 additions and 1079 deletions

View File

@@ -36,14 +36,14 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
// go through each gamerule getting data for the roundend summary.
var summaries = new Dictionary<string, Dictionary<string, List<EntityUid>>>();
var summaries = new Dictionary<string, Dictionary<string, List<(EntityUid, string)>>>();
var query = EntityQueryEnumerator<GameRuleComponent>();
while (query.MoveNext(out var uid, out var gameRule))
{
if (!_gameTicker.IsGameRuleAdded(uid, gameRule))
continue;
var info = new ObjectivesTextGetInfoEvent(new List<EntityUid>(), string.Empty);
var info = new ObjectivesTextGetInfoEvent(new List<(EntityUid, string)>(), string.Empty);
RaiseLocalEvent(uid, ref info);
if (info.Minds.Count == 0)
continue;
@@ -51,7 +51,7 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
// first group the gamerules by their agents, for example 2 different dragons
var agent = info.AgentName;
if (!summaries.ContainsKey(agent))
summaries[agent] = new Dictionary<string, List<EntityUid>>();
summaries[agent] = new Dictionary<string, List<(EntityUid, string)>>();
var prepend = new ObjectivesTextPrependEvent("");
RaiseLocalEvent(uid, ref prepend);
@@ -79,7 +79,7 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
foreach (var (_, minds) in summary)
{
total += minds.Count;
totalInCustody += minds.Where(m => IsInCustody(m)).Count();
totalInCustody += minds.Where(pair => IsInCustody(pair.Item1)).Count();
}
var result = new StringBuilder();
@@ -104,19 +104,16 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
}
}
private void AddSummary(StringBuilder result, string agent, List<EntityUid> minds)
private void AddSummary(StringBuilder result, string agent, List<(EntityUid, string)> minds)
{
var agentSummaries = new List<(string summary, float successRate, int completedObjectives)>();
foreach (var mindId in minds)
foreach (var (mindId, name) in minds)
{
if (!TryComp(mindId, out MindComponent? mind))
continue;
var title = GetTitle(mindId, mind);
if (title == null)
if (!TryComp<MindComponent>(mindId, out var mind))
continue;
var title = GetTitle((mindId, mind), name);
var custody = IsInCustody(mindId, mind) ? Loc.GetString("objectives-in-custody") : string.Empty;
var objectives = mind.Objectives;
@@ -238,34 +235,18 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
/// <summary>
/// Get the title for a player's mind used in round end.
/// Pass in the original entity name which is shown alongside username.
/// </summary>
public string? GetTitle(EntityUid mindId, MindComponent? mind = null)
public string GetTitle(Entity<MindComponent?> mind, string name)
{
if (!Resolve(mindId, ref mind))
return null;
var name = mind.CharacterName;
var username = (string?) null;
if (mind.OriginalOwnerUserId != null &&
_player.TryGetPlayerData(mind.OriginalOwnerUserId.Value, out var sessionData))
if (Resolve(mind, ref mind.Comp) &&
mind.Comp.OriginalOwnerUserId != null &&
_player.TryGetPlayerData(mind.Comp.OriginalOwnerUserId.Value, out var sessionData))
{
username = sessionData.UserName;
var username = sessionData.UserName;
return Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
}
if (username != null)
{
if (name != null)
return Loc.GetString("objectives-player-user-named", ("user", username), ("name", name));
return Loc.GetString("objectives-player-user", ("user", username));
}
// nothing to identify the player by, just give up
if (name == null)
return null;
return Loc.GetString("objectives-player-named", ("name", name));
}
}
@@ -279,7 +260,7 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem
/// The objectives system already checks if the game rule is added so you don't need to check that in this event's handler.
/// </remarks>
[ByRefEvent]
public record struct ObjectivesTextGetInfoEvent(List<EntityUid> Minds, string AgentName);
public record struct ObjectivesTextGetInfoEvent(List<(EntityUid, string)> Minds, string AgentName);
/// <summary>
/// Raised on the game rule before text for each agent's objectives is added, letting you prepend something.