Files
wwdpublic/Content.Server/Medical/DefibrillatorSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

258 lines
9.7 KiB
C#

using Content.Server.Atmos.Rotting;
using Content.Server.Chat.Systems;
using Content.Server.DoAfter;
using Content.Server.Electrocution;
using Content.Server.EUI;
using Content.Server.Ghost;
using Content.Server.Popups;
using Content.Server.PowerCell;
using Content.Shared.Chat;
using Content.Shared.Damage;
using Content.Shared.DoAfter;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Medical;
using Content.Shared.Mind;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.PowerCell;
using Content.Shared.Timing;
using Content.Shared.Toggleable;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Medical;
/// <summary>
/// This handles interactions and logic relating to <see cref="DefibrillatorComponent"/>
/// </summary>
public sealed class DefibrillatorSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ChatSystem _chatManager = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly ElectrocutionSystem _electrocution = default!;
[Dependency] private readonly EuiManager _euiManager = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly RottingSystem _rotting = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<DefibrillatorComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<DefibrillatorComponent, DefibrillatorZapDoAfterEvent>(OnDoAfter);
}
private void OnAfterInteract(EntityUid uid, DefibrillatorComponent component, AfterInteractEvent args)
{
if (args.Handled || args.Target is not { } target)
return;
args.Handled = TryStartZap(uid, target, args.User, component);
}
private void OnDoAfter(EntityUid uid, DefibrillatorComponent component, DefibrillatorZapDoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
if (args.Target is not { } target)
return;
if (!CanZap(uid, target, args.User, component))
return;
args.Handled = true;
Zap(uid, target, args.User, component);
}
/// <summary>
/// Checks if you can actually defib a target.
/// </summary>
/// <param name="uid">Uid of the defib</param>
/// <param name="target">Uid of the target getting defibbed</param>
/// <param name="user">Uid of the entity using the defibrillator</param>
/// <param name="component">Defib component</param>
/// <param name="targetCanBeAlive">
/// If true, the target can be alive. If false, the function will check if the target is alive and will return false if they are.
/// </param>
/// <returns>
/// Returns true if the target is valid to be defibed, false otherwise.
/// </returns>
public bool CanZap(EntityUid uid, EntityUid target, EntityUid? user = null, DefibrillatorComponent? component = null, bool targetCanBeAlive = false)
{
if (!Resolve(uid, ref component))
return false;
if (!_toggle.IsActivated(uid))
{
if (user != null)
_popup.PopupEntity(Loc.GetString("defibrillator-not-on"), uid, user.Value);
return false;
}
if (_timing.CurTime < component.NextZapTime)
return false;
if (!TryComp<MobStateComponent>(target, out var mobState))
return false;
if (!_powerCell.HasActivatableCharge(uid, user: user))
return false;
if (!targetCanBeAlive && _mobState.IsAlive(target, mobState))
return false;
if (!targetCanBeAlive && !component.CanDefibCrit && _mobState.IsCritical(target, mobState))
return false;
return true;
}
/// <summary>
/// Tries to start defibrillating the target. If the target is valid, will start the defib do-after.
/// </summary>
/// <param name="uid">Uid of the defib</param>
/// <param name="target">Uid of the target getting defibbed</param>
/// <param name="user">Uid of the entity using the defibrillator</param>
/// <param name="component">Defib component</param>
/// <returns>
/// Returns true if the defibrillation do-after started, otherwise false.
/// </returns>
public bool TryStartZap(EntityUid uid, EntityUid target, EntityUid user, DefibrillatorComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!CanZap(uid, target, user, component))
return false;
_audio.PlayPvs(component.ChargeSound, uid);
return _doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, component.DoAfterDuration, new DefibrillatorZapDoAfterEvent(),
uid, target, uid)
{
BlockDuplicate = true,
BreakOnHandChange = true,
NeedHand = true,
BreakOnMove = !component.AllowDoAfterMovement
});
}
public void Zap(EntityUid uid, EntityUid target, EntityUid user, DefibrillatorComponent? component = null, MobStateComponent? mob = null, MobThresholdsComponent? thresholds = null)
{
if (!Resolve(uid, ref component))
return;
if (!_powerCell.TryUseActivatableCharge(uid, user: user))
return;
var selfEvent = new SelfBeforeDefibrillatorZapsEvent(user, uid, target);
RaiseLocalEvent(user, selfEvent);
target = selfEvent.DefibTarget;
// Ensure thet new target is still valid.
if (selfEvent.Cancelled || !CanZap(uid, target, user, component, true))
return;
var targetEvent = new TargetBeforeDefibrillatorZapsEvent(user, uid, target);
RaiseLocalEvent(target, targetEvent);
target = targetEvent.DefibTarget;
if (targetEvent.Cancelled || !CanZap(uid, target, user, component, true))
return;
if (!TryComp<MobStateComponent>(target, out var mobState) ||
!TryComp<MobThresholdsComponent>(target, out var mobThresholds))
return;
mob = mobState;
thresholds = mobThresholds;
_audio.PlayPvs(component.ZapSound, uid);
_electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true);
component.NextZapTime = _timing.CurTime + component.ZapDelay;
_appearance.SetData(uid, DefibrillatorVisuals.Ready, false);
ICommonSession? session = null;
var dead = true;
if (_rotting.IsRotten(target))
{
_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-rotten"),
InGameICChatType.Speak, true);
}
else
{
if (_mobState.IsDead(target, mob))
_damageable.TryChangeDamage(target, component.ZapHeal, true, origin: uid);
if (_mobThreshold.TryGetThresholdForState(target, MobState.Dead, out var threshold) &&
TryComp<DamageableComponent>(target, out var damageableComponent) &&
damageableComponent.TotalDamage < threshold)
{
_mobState.ChangeMobState(target, MobState.Critical, mob, uid);
dead = false;
}
if (_mind.TryGetMind(target, out _, out var mind) &&
mind.Session is { } playerSession)
{
session = playerSession;
// notify them they're being revived.
if (mind.CurrentEntity != target)
{
_euiManager.OpenEui(new ReturnToBodyEui(mind, _mind), session);
}
}
else
{
_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-no-mind"),
InGameICChatType.Speak, true);
}
}
var sound = dead || session == null
? component.FailureSound
: component.SuccessSound;
_audio.PlayPvs(sound, uid);
// if we don't have enough power left for another shot, turn it off
if (!_powerCell.HasActivatableCharge(uid))
_toggle.TryDeactivate(uid);
// TODO clean up this clown show above
var ev = new TargetDefibrillatedEvent(user, (uid, component));
RaiseLocalEvent(target, ref ev);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<DefibrillatorComponent>();
while (query.MoveNext(out var uid, out var defib))
{
if (defib.NextZapTime == null || _timing.CurTime < defib.NextZapTime)
continue;
_audio.PlayPvs(defib.ReadySound, uid);
_appearance.SetData(uid, DefibrillatorVisuals.Ready, true);
defib.NextZapTime = null;
}
}
}