Files
OldThink/Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# Conflicts:
#	Content.Client/Administration/Managers/ClientAdminManager.cs
#	Content.Client/Administration/Systems/BwoinkSystem.cs
#	Content.Client/Alerts/ClientAlertsSystem.cs
#	Content.Client/Audio/BackgroundAudioSystem.cs
#	Content.Client/CardboardBox/CardboardBoxSystem.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml
#	Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs
#	Content.Client/Clothing/ClientClothingSystem.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs
#	Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs
#	Content.Client/Decals/Overlays/DecalOverlay.cs
#	Content.Client/DoAfter/DoAfterOverlay.cs
#	Content.Client/Doors/AirlockSystem.cs
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml
#	Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs
#	Content.Client/Launcher/LauncherConnectingGui.xaml
#	Content.Client/Launcher/LauncherConnectingGui.xaml.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/MainMenu/UI/MainMenuControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml
#	Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml
#	Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs
#	Content.Client/Options/UI/Tabs/MiscTab.xaml
#	Content.Client/Options/UI/Tabs/MiscTab.xaml.cs
#	Content.Client/Outline/InteractionOutlineSystem.cs
#	Content.Client/Overlays/ShowSecurityIconsSystem.cs
#	Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs
#	Content.Client/Popups/PopupOverlay.cs
#	Content.Client/Popups/PopupSystem.cs
#	Content.Client/Preferences/ClientPreferencesManager.cs
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml
#	Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/BanCommand.cs
#	Content.Server/Administration/Notes/AdminMessageEui.cs
#	Content.Server/Administration/Notes/AdminNotesSystem.cs
#	Content.Server/Administration/Notes/IAdminNotesManager.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs
#	Content.Server/Administration/Systems/BwoinkSystem.cs
#	Content.Server/Administration/UI/PermissionsEui.cs
#	Content.Server/Antag/AntagSelectionSystem.cs
#	Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
#	Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Chemistry/EntitySystems/InjectorSystem.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs
#	Content.Server/Database/DatabaseRecords.cs
#	Content.Server/Database/ServerDbBase.cs
#	Content.Server/Database/ServerDbManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Doors/Systems/DoorSystem.cs
#	Content.Server/Execution/ExecutionSystem.cs
#	Content.Server/Explosion/EntitySystems/ExplosionSystem.cs
#	Content.Server/Fax/FaxSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs
#	Content.Server/GameTicking/GameTicker.Replays.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs
#	Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
#	Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
#	Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs
#	Content.Server/GameTicking/Rules/ThiefRuleSystem.cs
#	Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
#	Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
#	Content.Server/Hands/Systems/HandsSystem.cs
#	Content.Server/Holosign/HolosignSystem.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Info/InfoSystem.cs
#	Content.Server/Kitchen/EntitySystems/SharpSystem.cs
#	Content.Server/Magic/MagicSystem.cs
#	Content.Server/MagicMirror/MagicMirrorSystem.cs
#	Content.Server/Mapping/MappingSystem.cs
#	Content.Server/MassMedia/Systems/NewsSystem.cs
#	Content.Server/Medical/Components/HealthAnalyzerComponent.cs
#	Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs
#	Content.Server/Medical/CryoPodSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Nutrition/EntitySystems/OpenableSystem.cs
#	Content.Server/Preferences/Managers/ServerPreferencesManager.cs
#	Content.Server/Remotes/DoorRemoteSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs
#	Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
#	Content.Server/Species/Systems/NymphSystem.cs
#	Content.Server/StationEvents/Components/GasLeakRuleComponent.cs
#	Content.Server/StationEvents/EventManagerSystem.cs
#	Content.Server/Store/Systems/StoreSystem.Ui.cs
#	Content.Server/Strip/StrippableSystem.cs
#	Content.Server/VendingMachines/VendingMachineSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared.Database/LogType.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Administration/AdminFlags.cs
#	Content.Shared/Administration/SharedBwoinkSystem.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Buckle/SharedBuckleSystem.Strap.cs
#	Content.Shared/Chat/ChatChannel.cs
#	Content.Shared/Chemistry/Components/InjectorComponent.cs
#	Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs
#	Content.Shared/Chemistry/SharedReagentDispenser.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs
#	Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs
#	Content.Shared/Cuffs/SharedCuffableSystem.cs
#	Content.Shared/Doors/Systems/SharedDoorSystem.cs
#	Content.Shared/Friction/TileFrictionController.cs
#	Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Implants/SharedImplanterSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs
#	Content.Shared/Nutrition/Components/OpenableComponent.cs
#	Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs
#	Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Preferences/ICharacterProfile.cs
#	Content.Shared/Projectiles/SharedProjectileSystem.cs
#	Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs
#	Content.Shared/Security/SecurityStatus.cs
#	Content.Shared/Security/Systems/DeployableBarrierSystem.cs
#	Content.Shared/Slippery/SlipperySystem.cs
#	Content.Shared/Species/Systems/ReformSystem.cs
#	Content.Shared/Standing/StandingStateSystem.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Store/ListingPrototype.cs
#	Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	README.md
#	Resources/Audio/Ambience/Antag/pirate_start.ogg
#	Resources/Changelog/Changelog.yml
#	Resources/Credits/GitHub.txt
#	Resources/Locale/en-US/criminal-records/criminal-records.ftl
#	Resources/Locale/en-US/escape-menu/ui/options-menu.ftl
#	Resources/Locale/en-US/medical/components/health-analyzer-component.ftl
#	Resources/Locale/en-US/reagents/meta/biological.ftl
#	Resources/Locale/en-US/reagents/meta/fun.ftl
#	Resources/Locale/en-US/reagents/meta/physical-desc.ftl
#	Resources/Locale/en-US/seeds/seeds.ftl
#	Resources/Locale/en-US/wires/wire-names.ftl
#	Resources/Maps/Shuttles/cargo_fland.yml
#	Resources/Maps/core.yml
#	Resources/Maps/europa.yml
#	Resources/Maps/fland.yml
#	Resources/Maps/origin.yml
#	Resources/Maps/saltern.yml
#	Resources/Maps/train.yml
#	Resources/Prototypes/Actions/diona.yml
#	Resources/Prototypes/Atmospherics/gases.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_engines.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_fun.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_security.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_service.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/general.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml
#	Resources/Prototypes/Catalog/Fills/Crates/engines.yml
#	Resources/Prototypes/Catalog/Fills/Items/briefcases.yml
#	Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml
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#	Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml
#	Resources/Prototypes/Catalog/uplink_catalog.yml
#	Resources/Prototypes/Datasets/Names/first_male.yml
#	Resources/Prototypes/Datasets/tips.yml
#	Resources/Prototypes/Entities/Clothing/Hands/colored.yml
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#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
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#	Resources/Prototypes/Entities/Mobs/NPCs/animals.yml
#	Resources/Prototypes/Entities/Mobs/Player/silicon.yml
#	Resources/Prototypes/Entities/Mobs/Species/base.yml
#	Resources/Prototypes/Entities/Mobs/Species/slime.yml
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#	Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml
#	Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml
#	Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml
#	Resources/Prototypes/Entities/Objects/Devices/nuke.yml
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#	Resources/Prototypes/Entities/Objects/Fun/toys.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml
#	Resources/Prototypes/Entities/Objects/Materials/parts.yml
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#	Resources/Prototypes/Entities/Objects/Misc/implanters.yml
#	Resources/Prototypes/Entities/Objects/Misc/kudzu.yml
#	Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml
#	Resources/Prototypes/Entities/Objects/Shields/shields.yml
#	Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml
#	Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml
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#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Structures/Decoration/curtains.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml
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#	Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml
#	Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml
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#	Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml
#	Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
#	Resources/Prototypes/Entities/Structures/Storage/glass_box.yml
#	Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml
#	Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml
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#	Resources/Prototypes/Entities/Structures/Windows/window.yml
#	Resources/Prototypes/Entities/Structures/stairs.yml
#	Resources/Prototypes/GameRules/events.yml
#	Resources/Prototypes/Hydroponics/seeds.yml
#	Resources/Prototypes/Maps/saltern.yml
#	Resources/Prototypes/Reagents/biological.yml
#	Resources/Prototypes/Reagents/fun.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml
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#	Resources/Prototypes/Species/human.yml
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#	Resources/Prototypes/Stacks/Materials/materials.yml
#	Resources/Prototypes/StatusEffects/health.yml
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#	Resources/Prototypes/explosion.yml
#	Resources/Prototypes/game_presets.yml
#	Resources/Prototypes/lobbyscreens.yml
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#	Resources/Prototypes/tags.yml
#	Resources/ServerInfo/Guidebook/Jobs.xml
#	Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
#	Resources/Textures/Clothing/Belt/emt.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json
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#	Resources/clientCommandPerms.yml
#	Resources/migration.yml
2024-03-26 15:52:23 +07:00

461 lines
16 KiB
C#

using System.Threading;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Components;
using Content.Server.Screens.Components;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Shared.UserInterface;
using Content.Shared.Access;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork;
using Content.Shared.Emag.Systems;
using Content.Shared.Popups;
using Content.Shared.Shuttles.BUIStates;
using Content.Shared.Shuttles.Events;
using Content.Shared.Shuttles.Systems;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Shuttles.Systems;
public sealed partial class EmergencyShuttleSystem
{
/*
* Handles the emergency shuttle's console and early launching.
*/
/// <summary>
/// Has the emergency shuttle arrived?
/// </summary>
public bool EmergencyShuttleArrived { get; private set; }
public bool EarlyLaunchAuthorized { get; private set; }
/// <summary>
/// How much time remaining until the shuttle consoles for emergency shuttles are unlocked?
/// </summary>
private float _consoleAccumulator = float.MinValue;
/// <summary>
/// How long after the transit is over to end the round.
/// </summary>
private readonly TimeSpan _bufferTime = TimeSpan.FromSeconds(5);
/// <summary>
/// <see cref="CCVars.EmergencyShuttleMinTransitTime"/>
/// </summary>
public float MinimumTransitTime { get; private set; }
/// <summary>
/// <see cref="CCVars.EmergencyShuttleMaxTransitTime"/>
/// </summary>
public float MaximumTransitTime { get; private set; }
/// <summary>
/// How long it will take for the emergency shuttle to arrive at CentComm.
/// </summary>
public float TransitTime { get; private set; }
/// <summary>
/// <see cref="CCVars.EmergencyShuttleAuthorizeTime"/>
/// </summary>
private float _authorizeTime;
private CancellationTokenSource? _roundEndCancelToken;
[ValidatePrototypeId<AccessLevelPrototype>]
private const string EmergencyRepealAllAccess = "EmergencyShuttleRepealAll";
private static readonly Color DangerColor = Color.Red;
/// <summary>
/// Have the emergency shuttles been authorised to launch at CentCom?
/// </summary>
private bool _launchedShuttles;
/// <summary>
/// Have the emergency shuttles left for CentCom?
/// </summary>
public bool ShuttlesLeft;
/// <summary>
/// Have we announced the launch?
/// </summary>
private bool _announced;
private void InitializeEmergencyConsole()
{
Subs.CVar(_configManager, CCVars.EmergencyShuttleMinTransitTime, SetMinTransitTime, true);
Subs.CVar(_configManager, CCVars.EmergencyShuttleMaxTransitTime, SetMaxTransitTime, true);
Subs.CVar(_configManager, CCVars.EmergencyShuttleAuthorizeTime, SetAuthorizeTime, true);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ComponentStartup>(OnEmergencyStartup);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleAuthorizeMessage>(OnEmergencyAuthorize);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealMessage>(OnEmergencyRepeal);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, EmergencyShuttleRepealAllMessage>(OnEmergencyRepealAll);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, ActivatableUIOpenAttemptEvent>(OnEmergencyOpenAttempt);
SubscribeLocalEvent<EmergencyShuttleConsoleComponent, GotEmaggedEvent>(OnEmag); // WD
}
// ReSharper disable once IdentifierTypo
private void OnEmag(EntityUid uid, EmergencyShuttleConsoleComponent component, ref GotEmaggedEvent args) // WD
{
EarlyLaunch();
}
private void OnEmergencyOpenAttempt(
EntityUid uid,
EmergencyShuttleConsoleComponent component,
ActivatableUIOpenAttemptEvent args)
{
// I'm hoping ActivatableUI checks it's open before allowing these messages.
if (!_configManager.GetCVar(CCVars.EmergencyEarlyLaunchAllowed))
{
args.Cancel();
_popup.PopupEntity(Loc.GetString("emergency-shuttle-console-no-early-launches"), uid, args.User);
}
}
private void SetAuthorizeTime(float obj)
{
_authorizeTime = obj;
}
private void SetMinTransitTime(float obj)
{
MinimumTransitTime = obj;
MaximumTransitTime = Math.Max(MaximumTransitTime, MinimumTransitTime);
}
private void SetMaxTransitTime(float obj)
{
MaximumTransitTime = Math.Max(MinimumTransitTime, obj);
}
private void OnEmergencyStartup(EntityUid uid, EmergencyShuttleConsoleComponent component, ComponentStartup args)
{
UpdateConsoleState(uid, component);
}
private void UpdateEmergencyConsole(float frameTime)
{
// Add some buffer time so eshuttle always first.
var minTime = -(TransitTime - (ShuttleSystem.DefaultStartupTime + ShuttleSystem.DefaultTravelTime + 1f));
// TODO: I know this is shit but I already just cleaned up a billion things.
if (_consoleAccumulator < minTime)
{
return;
}
_consoleAccumulator -= frameTime;
// No early launch but we're under the timer.
if (!_launchedShuttles && _consoleAccumulator <= _authorizeTime)
{
if (!EarlyLaunchAuthorized)
AnnounceLaunch();
}
// Imminent departure
if (!_launchedShuttles && _consoleAccumulator <= ShuttleSystem.DefaultStartupTime)
{
_launchedShuttles = true;
var dataQuery = AllEntityQuery<StationEmergencyShuttleComponent>();
while (dataQuery.MoveNext(out var stationUid, out var comp))
{
if (!TryComp<ShuttleComponent>(comp.EmergencyShuttle, out var shuttle) ||
!TryComp<StationCentcommComponent>(stationUid, out var centcomm))
{
continue;
}
if (!Deleted(centcomm.Entity))
{
_shuttle.FTLToDock(comp.EmergencyShuttle.Value, shuttle,
centcomm.Entity.Value, _consoleAccumulator, TransitTime);
continue;
}
if (!Deleted(centcomm.MapEntity))
{
// TODO: Need to get non-overlapping positions.
_shuttle.FTLToCoordinates(comp.EmergencyShuttle.Value, shuttle,
new EntityCoordinates(centcomm.MapEntity.Value,
_random.NextVector2(1000f)), _consoleAccumulator, TransitTime);
}
}
var podQuery = AllEntityQuery<EscapePodComponent>();
// Stagger launches coz funny
while (podQuery.MoveNext(out _, out var pod))
{
pod.LaunchTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(0.05f, 0.75f));
}
}
var podLaunchQuery = EntityQueryEnumerator<EscapePodComponent, ShuttleComponent>();
while (podLaunchQuery.MoveNext(out var uid, out var pod, out var shuttle))
{
var stationUid = _station.GetOwningStation(uid);
if (!TryComp<StationCentcommComponent>(stationUid, out var centcomm) ||
Deleted(centcomm.Entity) ||
pod.LaunchTime == null ||
pod.LaunchTime > _timing.CurTime)
{
continue;
}
// Don't dock them. If you do end up doing this then stagger launch.
_shuttle.FTLToDock(uid, shuttle, centcomm.Entity.Value, hyperspaceTime: TransitTime);
RemCompDeferred<EscapePodComponent>(uid);
}
// Departed
if (!ShuttlesLeft && _consoleAccumulator <= 0f)
{
ShuttlesLeft = true;
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-left",
("transitTime", $"{TransitTime:0}")));
Timer.Spawn((int) (TransitTime * 1000) + _bufferTime.Milliseconds, () => _roundEnd.EndRound(),
_roundEndCancelToken?.Token ?? default);
}
// All the others.
if (_consoleAccumulator < minTime)
{
var query = AllEntityQuery<StationCentcommComponent, TransformComponent>();
// Guarantees that emergency shuttle arrives first before anyone else can FTL.
while (query.MoveNext(out var comp, out var centcommXform))
{
if (Deleted(comp.Entity))
continue;
if (_shuttle.TryAddFTLDestination(centcommXform.MapID, true, out var ftlComp))
{
_shuttle.SetFTLWhitelist((centcommXform.MapUid!.Value, ftlComp), null);
}
}
SendRoundStatus(EarlyLaunchAuthorized
? "shuttle_escaped"
: "shuttle_left");
}
}
private void OnEmergencyRepealAll(
EntityUid uid,
EmergencyShuttleConsoleComponent component,
EmergencyShuttleRepealAllMessage args)
{
var player = args.Session.AttachedEntity;
if (player == null) return;
if (!_reader.FindAccessTags(player.Value).Contains(EmergencyRepealAllAccess))
{
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player.Value, PopupType.Medium);
return;
}
if (component.AuthorizedEntities.Count == 0)
return;
_logger.Add(LogType.EmergencyShuttle, LogImpact.High,
$"Emergency shuttle early launch REPEAL ALL by {args.Session:user}");
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked",
("remaining", component.AuthorizationsRequired)));
component.AuthorizedEntities.Clear();
UpdateAllEmergencyConsoles();
}
private void OnEmergencyRepeal(
EntityUid uid,
EmergencyShuttleConsoleComponent component,
EmergencyShuttleRepealMessage args)
{
var player = args.Session.AttachedEntity;
if (player == null)
return;
if (!_idSystem.TryFindIdCard(player.Value, out var idCard) || !_reader.IsAllowed(idCard, uid))
{
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), player.Value, PopupType.Medium);
return;
}
// TODO: This is fucking bad
if (!component.AuthorizedEntities.Remove(MetaData(idCard).EntityName))
return;
_logger.Add(LogType.EmergencyShuttle, LogImpact.High,
$"Emergency shuttle early launch REPEAL by {args.Session:user}");
var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
_chatSystem.DispatchGlobalAnnouncement(Loc.GetString("emergency-shuttle-console-auth-revoked",
("remaining", remaining)));
CheckForLaunch(component);
UpdateAllEmergencyConsoles();
}
private void OnEmergencyAuthorize(
EntityUid uid,
EmergencyShuttleConsoleComponent component,
EmergencyShuttleAuthorizeMessage args)
{
var player = args.Session.AttachedEntity;
if (player == null)
return;
if (!_idSystem.TryFindIdCard(player.Value, out var idCard) || !_reader.IsAllowed(idCard, uid))
{
_popup.PopupCursor(Loc.GetString("emergency-shuttle-console-denied"), args.Session, PopupType.Medium);
return;
}
// TODO: This is fucking bad
if (!component.AuthorizedEntities.Add(MetaData(idCard).EntityName))
return;
_logger.Add(LogType.EmergencyShuttle, LogImpact.High,
$"Emergency shuttle early launch AUTH by {args.Session:user}");
var remaining = component.AuthorizationsRequired - component.AuthorizedEntities.Count;
if (remaining > 0)
_chatSystem.DispatchGlobalAnnouncement(
Loc.GetString("emergency-shuttle-console-auth-left", ("remaining", remaining)),
playSound: false, colorOverride: DangerColor);
if (!CheckForLaunch(component))
_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
UpdateAllEmergencyConsoles();
}
private void CleanupEmergencyConsole()
{
// Realistically most of this shit needs moving to a station component so each station has their own emergency shuttle
// and timer and all that jazz so I don't really care about debugging if it works on cleanup vs start.
_announced = false;
ShuttlesLeft = false;
_launchedShuttles = false;
_consoleAccumulator = float.MinValue;
EarlyLaunchAuthorized = false;
EmergencyShuttleArrived = false;
TransitTime = MinimumTransitTime + (MaximumTransitTime - MinimumTransitTime) * _random.NextFloat();
// Round to nearest 10
TransitTime = MathF.Round(TransitTime / 10f) * 10f;
}
private void UpdateAllEmergencyConsoles()
{
var query = AllEntityQuery<EmergencyShuttleConsoleComponent>();
while (query.MoveNext(out var uid, out var comp))
{
UpdateConsoleState(uid, comp);
}
}
private void UpdateConsoleState(EntityUid uid, EmergencyShuttleConsoleComponent component)
{
var auths = new List<string>();
foreach (var auth in component.AuthorizedEntities)
{
auths.Add(auth);
}
if (_uiSystem.TryGetUi(uid, EmergencyConsoleUiKey.Key, out var bui))
_uiSystem.SetUiState(
bui,
new EmergencyConsoleBoundUserInterfaceState()
{
EarlyLaunchTime = EarlyLaunchAuthorized
? _timing.CurTime + TimeSpan.FromSeconds(_consoleAccumulator)
: null,
Authorizations = auths,
AuthorizationsRequired = component.AuthorizationsRequired,
}
);
}
private bool CheckForLaunch(EmergencyShuttleConsoleComponent component)
{
if (component.AuthorizedEntities.Count < component.AuthorizationsRequired || EarlyLaunchAuthorized)
return false;
EarlyLaunch();
return true;
}
/// <summary>
/// Attempts to early launch the emergency shuttle if not already done.
/// </summary>
public bool EarlyLaunch()
{
if (EarlyLaunchAuthorized || !EmergencyShuttleArrived || _consoleAccumulator <= _authorizeTime) return false;
_logger.Add(LogType.EmergencyShuttle, LogImpact.Extreme, $"Emergency shuttle launch authorized");
_consoleAccumulator = _authorizeTime;
EarlyLaunchAuthorized = true;
RaiseLocalEvent(new EmergencyShuttleAuthorizedEvent());
AnnounceLaunch();
UpdateAllEmergencyConsoles();
var time = TimeSpan.FromSeconds(_authorizeTime);
var shuttle = GetShuttle();
if (shuttle != null && TryComp<DeviceNetworkComponent>(shuttle, out var net))
{
var payload = new NetworkPayload
{
[ShuttleTimerMasks.ShuttleMap] = shuttle,
[ShuttleTimerMasks.SourceMap] = _roundEnd.GetStation(),
[ShuttleTimerMasks.DestMap] = _roundEnd.GetCentcomm(),
[ShuttleTimerMasks.ShuttleTime] = time,
[ShuttleTimerMasks.SourceTime] = time,
[ShuttleTimerMasks.DestTime] = time + TimeSpan.FromSeconds(TransitTime),
[ShuttleTimerMasks.Docked] = true
};
_deviceNetworkSystem.QueuePacket(shuttle.Value, null, payload, net.TransmitFrequency);
}
return true;
}
private void AnnounceLaunch()
{
if (_announced) return;
_announced = true;
_chatSystem.DispatchGlobalAnnouncement(
Loc.GetString("emergency-shuttle-launch-time", ("consoleAccumulator", $"{_consoleAccumulator:0}")),
playSound: false,
colorOverride: DangerColor);
_audio.PlayGlobal("/Audio/Misc/notice1.ogg", Filter.Broadcast(), recordReplay: true);
}
public bool DelayEmergencyRoundEnd()
{
if (_roundEndCancelToken == null)
return false;
_roundEndCancelToken?.Cancel();
_roundEndCancelToken = null;
return true;
}
}