Merge remote-tracking branch 'upstream/stable' into ed-30-04-2025-upstream-sync
# Conflicts: # Content.Client/Parallax/ParallaxControl.cs # Content.Client/UserInterface/Systems/Storage/Controls/ItemGridPiece.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Chat/Managers/ChatManager.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/Labels/Label/LabelSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Fluids/Components/EvaporationComponent.cs # Content.Shared/Labels/EntitySystems/SharedLabelSystem.cs # README.md # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Maps/Pools/deathmatch.yml # Resources/Prototypes/Maps/arenas.yml
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@@ -10,8 +10,14 @@ namespace Content.Server.Objectives.Components;
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public sealed partial class KillPersonConditionComponent : Component
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{
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/// <summary>
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/// Whether the target must be truly dead, ignores missing evac.
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/// Whether the target must be dead
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool RequireDead = false;
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/// <summary>
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/// Whether the target must not be on evac
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool RequireMaroon = false;
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}
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@@ -29,36 +29,38 @@ public sealed class KillPersonConditionSystem : EntitySystem
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if (!_target.GetTarget(uid, out var target))
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return;
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args.Progress = GetProgress(target.Value, comp.RequireDead);
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args.Progress = GetProgress(target.Value, comp.RequireDead, comp.RequireMaroon);
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}
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private float GetProgress(EntityUid target, bool requireDead)
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private float GetProgress(EntityUid target, bool requireDead, bool requireMaroon)
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{
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// deleted or gibbed or something, counts as dead
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if (!TryComp<MindComponent>(target, out var mind) || mind.OwnedEntity == null)
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return 1f;
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// dead is success
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if (_mind.IsCharacterDeadIc(mind))
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return 1f;
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var targetDead = _mind.IsCharacterDeadIc(mind);
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var targetOnShuttle = _emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value);
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if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled) && requireMaroon)
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{
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requireDead = true;
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requireMaroon = false;
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}
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// if the target has to be dead dead then don't check evac stuff
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if (requireDead)
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if (requireDead && !targetDead)
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return 0f;
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// if evac is disabled then they really do have to be dead
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if (!_config.GetCVar(CCVars.EmergencyShuttleEnabled))
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// Always failed if the target needs to be marooned and the shuttle hasn't even arrived yet
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if (requireMaroon && !_emergencyShuttle.EmergencyShuttleArrived)
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return 0f;
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// target is escaping so you fail
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if (_emergencyShuttle.IsTargetEscaping(mind.OwnedEntity.Value))
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return 0f;
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// If the shuttle hasn't left, give 50% progress if the target isn't on the shuttle as a "almost there!"
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if (requireMaroon && !_emergencyShuttle.ShuttlesLeft)
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return targetOnShuttle ? 0f : 0.5f;
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// evac has left without the target, greentext since the target is afk in space with a full oxygen tank and coordinates off.
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if (_emergencyShuttle.ShuttlesLeft)
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return 1f;
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// If the shuttle has already left, and the target isn't on it, 100%
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if (requireMaroon && _emergencyShuttle.ShuttlesLeft)
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return targetOnShuttle ? 0f : 1f;
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// if evac is still here and target hasn't boarded, show 50% to give you an indicator that you are doing good
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return _emergencyShuttle.EmergencyShuttleArrived ? 0.5f : 0f;
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return 1f; // Good job you did it woohoo
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}
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}
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@@ -4,6 +4,7 @@ using Content.Server.Warps;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Roles;
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using Content.Shared.Warps;
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using Robust.Shared.Random;
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namespace Content.Server.Objectives.Systems;
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