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<!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> <!-- The text between the arrows are comments - they will not be visible on your PR. --> ## About the PR <!-- What did you change in this PR? --> EMP has been changed to target APC-powered-devices (most electrical devices) as well as batteries to disable them. This means EMP can interfere with autolathes, airlocks, atmos devices, substations and SMES. The power draw of a single EMP grenade now cuts out a substation, and the disabling effect prevents further recharge until it subsides. EMP duration now also stacks, which creates a novel way to quietly black out the station by attacking engineering SMES with 3 EMP grenades (6tc EMP bundle) to black out the station for 3 minutes. Edit, here's a detailed changelog of the PR, Functionality: - EMP disable has been generalised to kill and prevent further function of every device/battery by interrupting recharge - As a result of the above, some hard coded interactions have been culled - EMP disable duration now stacks with multiple EMP blasts - EMP is now capable of draining from gravity generators - The Charger system has been slightly reworked to facilitate communication between batteries and chargers Results: - EMP grenade can disable basically every powered machine, most notably doors - EMP grenade has had its power drain upped to 2.7MW, which is slightly more than a substation and 1/3 a SMES - EMP grenade can now instantly kill substations - EMP grenade can now instantly kill gravity generators - 3 EMP grenades (6tc) can be used to kill SMES and disable recharge for 3 minutes with no evidence on the power monitor. ## Why / Balance <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> EMP at 2tc has a relatively low value-proposition when compared to C4 which is also 2tc. While EMP can probably black out one (or two if you're lucky) APCs and can be used as a defensive option against Stun/Lasers. C4 can be used to cut wires, substations, SMES, generators, doors, reinforced walls, people and the list probably continues. New EMP can be used to soft-bomb station power in an explosion that isn't globally alarming (salv boom). Targeting the captain's office directly may let you crowbar in and steal the locker but it leaves ephemeral evidence in the form of everything electrical shimmering blue. Opting to bomb substations blacks out a wider area, providing several degrees of separation from your target. That is to say, new EMP grenade favours map knowledge and rewards better stealth. ## Technical details <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> - `C.S/.../EmpSystem.cs` uses TryComp to turn on/off charging for `C.S/Power/Components/PowerNetworkBatteryComponent` - `C.S/Power/EntitySystems/PowerReceiverSystem.cs` listens to `EmpPulseEvent` to turn off. Requests to turn back on are additionally intercepted by `EmpSystem.cs` and cancelled. - `C.S/.../GravityGeneratorSystem.cs` listens to `EmpPulseEvent` and converts energy consumption to a normalised charge - `C.S/Power/EntitySystems/ApcSystem.cs` no longer toggles its breaker, but still listens to `EmpPulseEvent` for updating visuals. - `C.S/Power/EntitySystems/ChargerSystem.cs` was refactored to add a `ChargingComponent` flag to power cells instead of `ActiveCharger` on itself. Battery and Charger communicate through this flag. Listens to `EmpPulseEvent` for updating its state machine. New `ChargerUpdateStatusEvent` allows batteries to update the charger's status. - `C.S/Power/EntitySystems/BatterySystem.cs` can now be disabled, and checks for disabling before updating its charge. Raises `ChargerUpdateStatusEvent` when hearing `EmpDisabledRemoved` to tell its charger to start charging again. - `C.S/Power/PowerWireAction.cs` checks for `EmpDisabledComponent` before turning power back on. - `C.S/SurveillanceCamera/Systems/SurveillanceCameraSystem.cs` and `C.S/VendingMachines/VendingMachineSystem.cs` had redundant `EmpPulseEvent` listeners culled. - `Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml` buffed EMP grenade. ## Media <!-- PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. Small fixes/refactors are exempt. Any media may be used in SS14 progress reports, with clear credit given. If you're unsure whether your PR will require media, ask a maintainer. Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): --> https://www.youtube.com/embed/rSVph6OIg1s?si=8o4bx9Vx16B6usuu - outdated video demonstrating changes on a wizden map https://www.youtube.com/embed/B3iPhLcfs-0?si=trB1HY2ccjMf96Bj - electrical anomaly crit with updated emp - [x] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase **Changelog** <!-- Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog --> 🆑 - tweak: EMP Grenades can now disable basically any electrical device, and stack in disable duration. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
210 lines
7.4 KiB
C#
210 lines
7.4 KiB
C#
using Content.Server.Emp;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.Pow3r;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.APC;
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using Content.Shared.Emag.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Emp;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.Power.EntitySystems;
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public sealed class ApcSystem : EntitySystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReader = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(PowerNetSystem));
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SubscribeLocalEvent<ApcComponent, BoundUIOpenedEvent>(OnBoundUiOpen);
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SubscribeLocalEvent<ApcComponent, MapInitEvent>(OnApcInit);
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SubscribeLocalEvent<ApcComponent, ChargeChangedEvent>(OnBatteryChargeChanged);
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SubscribeLocalEvent<ApcComponent, ApcToggleMainBreakerMessage>(OnToggleMainBreaker);
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SubscribeLocalEvent<ApcComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<ApcComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<ApcComponent, EmpDisabledRemoved>(OnEmpDisabledRemoved);
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}
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public override void Update(float deltaTime)
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{
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var query = EntityQueryEnumerator<ApcComponent, PowerNetworkBatteryComponent, UserInterfaceComponent>();
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while (query.MoveNext(out var uid, out var apc, out var battery, out var ui))
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{
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if (apc.LastUiUpdate + ApcComponent.VisualsChangeDelay < _gameTiming.CurTime)
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{
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apc.LastUiUpdate = _gameTiming.CurTime;
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UpdateUIState(uid, apc, battery);
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}
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}
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}
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// Change the APC's state only when the battery state changes, or when it's first created.
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private void OnBatteryChargeChanged(EntityUid uid, ApcComponent component, ref ChargeChangedEvent args)
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{
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UpdateApcState(uid, component);
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}
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private void OnApcInit(EntityUid uid, ApcComponent component, MapInitEvent args)
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{
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UpdateApcState(uid, component);
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}
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//Update the HasAccess var for UI to read
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private void OnBoundUiOpen(EntityUid uid, ApcComponent component, BoundUIOpenedEvent args)
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{
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if (args.Session.AttachedEntity == null)
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return;
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// TODO: this should be per-player not stored on the apc
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component.HasAccess = _accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid);
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UpdateApcState(uid, component);
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}
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private void OnToggleMainBreaker(EntityUid uid, ApcComponent component, ApcToggleMainBreakerMessage args)
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{
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var attemptEv = new ApcToggleMainBreakerAttemptEvent();
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RaiseLocalEvent(uid, ref attemptEv);
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if (attemptEv.Cancelled)
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{
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_popup.PopupCursor(Loc.GetString("apc-component-on-toggle-cancel"),
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args.Session, PopupType.Medium);
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return;
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}
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if (args.Session.AttachedEntity == null)
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return;
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if (_accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid))
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{
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ApcToggleBreaker(uid, component);
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}
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else
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{
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_popup.PopupCursor(Loc.GetString("apc-component-insufficient-access"),
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args.Session, PopupType.Medium);
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}
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}
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public void ApcToggleBreaker(EntityUid uid, ApcComponent? apc = null, PowerNetworkBatteryComponent? battery = null)
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{
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if (!Resolve(uid, ref apc, ref battery))
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return;
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apc.MainBreakerEnabled = !apc.MainBreakerEnabled;
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battery.CanDischarge = apc.MainBreakerEnabled;
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UpdateUIState(uid, apc);
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_audio.PlayPvs(apc.OnReceiveMessageSound, uid, AudioParams.Default.WithVolume(-2f));
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}
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private void OnEmagged(EntityUid uid, ApcComponent comp, ref GotEmaggedEvent args)
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{
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// no fancy conditions
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args.Handled = true;
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}
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public void UpdateApcState(EntityUid uid,
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ApcComponent? apc=null,
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PowerNetworkBatteryComponent? battery = null)
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{
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if (!Resolve(uid, ref apc, ref battery, false))
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return;
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var newState = CalcChargeState(uid, battery.NetworkBattery);
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if (newState != apc.LastChargeState && apc.LastChargeStateTime + ApcComponent.VisualsChangeDelay < _gameTiming.CurTime)
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{
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apc.LastChargeState = newState;
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apc.LastChargeStateTime = _gameTiming.CurTime;
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if (TryComp(uid, out AppearanceComponent? appearance))
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{
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_appearance.SetData(uid, ApcVisuals.ChargeState, newState, appearance);
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}
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}
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var extPowerState = CalcExtPowerState(uid, battery.NetworkBattery);
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if (extPowerState != apc.LastExternalState)
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{
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apc.LastExternalState = extPowerState;
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UpdateUIState(uid, apc, battery);
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}
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}
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public void UpdateUIState(EntityUid uid,
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ApcComponent? apc = null,
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PowerNetworkBatteryComponent? netBat = null,
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UserInterfaceComponent? ui = null)
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{
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if (!Resolve(uid, ref apc, ref netBat, ref ui))
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return;
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var battery = netBat.NetworkBattery;
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var state = new ApcBoundInterfaceState(apc.MainBreakerEnabled, apc.HasAccess,
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(int) MathF.Ceiling(battery.CurrentSupply), apc.LastExternalState,
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battery.CurrentStorage / battery.Capacity);
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_ui.TrySetUiState(uid, ApcUiKey.Key, state, ui: ui);
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}
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private ApcChargeState CalcChargeState(EntityUid uid, PowerState.Battery battery)
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{
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if (HasComp<EmaggedComponent>(uid) || HasComp<EmpDisabledComponent>(uid))
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return ApcChargeState.Emag;
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if (battery.CurrentStorage / battery.Capacity > ApcComponent.HighPowerThreshold)
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{
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return ApcChargeState.Full;
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}
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var delta = battery.CurrentSupply - battery.CurrentReceiving;
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return delta < 0 ? ApcChargeState.Charging : ApcChargeState.Lack;
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}
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private ApcExternalPowerState CalcExtPowerState(EntityUid uid, PowerState.Battery battery)
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{
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if (battery.CurrentReceiving == 0 && !MathHelper.CloseTo(battery.CurrentStorage / battery.Capacity, 1))
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{
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return ApcExternalPowerState.None;
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}
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var delta = battery.CurrentSupply - battery.CurrentReceiving;
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if (!MathHelper.CloseToPercent(delta, 0, 0.1f) && delta < 0)
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{
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return ApcExternalPowerState.Low;
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}
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return ApcExternalPowerState.Good;
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}
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private void OnEmpPulse(EntityUid uid, ApcComponent component, ref EmpPulseEvent args)
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{
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EnsureComp<EmpDisabledComponent>(uid, out var emp); //event calls before EmpDisabledComponent is added, ensure it to force sprite update
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UpdateApcState(uid);
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}
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private void OnEmpDisabledRemoved(EntityUid uid, ApcComponent component, ref EmpDisabledRemoved args)
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{
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UpdateApcState(uid);
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}
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}
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[ByRefEvent]
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public record struct ApcToggleMainBreakerAttemptEvent(bool Cancelled);
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