using Robust.Shared.Random;
using Content.Server.Electrocution;
using Content.Server.Power.EntitySystems;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Wires;
namespace Content.Server.Wires;
///
[ImplicitDataDefinitionForInheritors]
public abstract partial class BaseWireAction : IWireAction
{
private ISharedAdminLogManager _adminLogger = default!;
///
/// The loc-string of the text that gets returned by . Also used for admin logging.
///
[DataField("name")]
public abstract string Name { get; set; }
///
/// Default color that gets returned by .
///
[DataField("color")]
public abstract Color Color { get; set; }
///
/// If true, the default behavior of will return an off-light when the
/// wire owner is not powered.
///
[DataField("lightRequiresPower")]
public virtual bool LightRequiresPower { get; set; } = true;
///
/// Nyanotrasen - The chance that the user is shocked when tampering with the wire: cutting, pulsing, or mending it.
///
[DataField("shockChance")]
public float ShockChance = 0.55f;
///
/// Nyanotrasen - How much damage the user takes when tampering.
///
[DataField("shockDamage")]
public int ShockDamage = 15;
///
/// Nyanotrasen - How long the user is stunned after a failed tamper attempt.
///
[DataField("shockStunTime")]
public TimeSpan ShockStunTime = TimeSpan.FromSeconds(3f);
public virtual StatusLightData? GetStatusLightData(Wire wire)
{
if (LightRequiresPower && !IsPowered(wire.Owner))
return new StatusLightData(Color, StatusLightState.Off, Loc.GetString(Name));
var state = GetLightState(wire);
return state == null
? null
: new StatusLightData(Color, state.Value, Loc.GetString(Name));
}
public virtual StatusLightState? GetLightState(Wire wire) => null;
public IEntityManager EntityManager = default!;
public IRobustRandom Random = default!;
public WiresSystem WiresSystem = default!;
public ElectrocutionSystem ElectrocutionSystem = default!;
// not virtual so implementors are aware that they need a nullable here
public abstract object? StatusKey { get; }
// ugly, but IoC doesn't work during deserialization
public virtual void Initialize()
{
EntityManager = IoCManager.Resolve();
_adminLogger = IoCManager.Resolve();
Random = IoCManager.Resolve();
WiresSystem = EntityManager.EntitySysManager.GetEntitySystem();
ElectrocutionSystem = EntityManager.EntitySysManager.GetEntitySystem();
}
public virtual bool AddWire(Wire wire, int count) => count == 1;
public virtual bool Cut(EntityUid user, Wire wire) => !TryShockUser(user, wire, "cutting") && Log(user, wire, "cut"); // Nyanotrasen - Tactical hacking
public virtual bool Mend(EntityUid user, Wire wire) => !TryShockUser(user, wire, "mending") && Log(user, wire, "mended"); // Nyanotrasen - Tactical hacking
public virtual void Pulse(EntityUid user, Wire wire) // Nyanotrasen - Tactical hacking
{
if (!TryShockUser(user, wire, "pulsing"))
Log(user, wire, "pulsed");
}
///
/// Nyanotrasen - Returns true if the user has been shocked.
///
private bool TryShockUser(EntityUid user, Wire wire, string verb)
{
if (!IsPowered(wire.Owner))
return false;
if (!Random.Prob(ShockChance))
return false;
var shocked = ElectrocutionSystem.TryDoElectrocution(user, wire.Owner, ShockDamage, ShockStunTime, false);
if (shocked)
{
var player = EntityManager.ToPrettyString(user);
var owner = EntityManager.ToPrettyString(wire.Owner);
var name = Loc.GetString(Name);
var color = wire.Color.Name();
var action = GetType().Name;
_adminLogger.Add(LogType.WireHacking, LogImpact.Medium, $"{player} shocked by {owner} when {verb} {color} {name} wire ({action})");
}
return shocked;
}
private bool Log(EntityUid user, Wire wire, string verb)
{
var player = EntityManager.ToPrettyString(user);
var owner = EntityManager.ToPrettyString(wire.Owner);
var name = Loc.GetString(Name);
var color = wire.Color.Name();
var action = GetType().Name;
// logs something like "... mended red POWR wire (PowerWireAction) in ...."
_adminLogger.Add(LogType.WireHacking, LogImpact.Medium, $"{player} {verb} {color} {name} wire ({action}) in {owner}");
return true;
}
public virtual void Update(Wire wire)
{
}
///
/// Utility function to check if this given entity is powered.
///
/// true if powered, false otherwise
protected bool IsPowered(EntityUid uid)
{
return WiresSystem.IsPowered(uid, EntityManager);
}
}