Files
wwdpublic/Content.Server/Nuke/NukeSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

655 lines
22 KiB
C#

using Content.Server.AlertLevel;
using Content.Server.Audio;
using Content.Server.Chat.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Pinpointer;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.Audio;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Maps;
using Content.Shared.Nuke;
using Content.Shared.Popups;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.Announcements.Systems;
namespace Content.Server.Nuke;
public sealed class NukeSystem : EntitySystem
{
[Dependency] private readonly AlertLevelSystem _alertLevel = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly NavMapSystem _navMap = default!;
[Dependency] private readonly PointLightSystem _pointLight = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AnnouncerSystem _announcer = default!;
/// <summary>
/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
/// </summary>
private float _nukeSongLength;
private string _selectedNukeSong = String.Empty;
/// <summary>
/// Time to leave between the nuke song and the nuke alarm playing.
/// </summary>
private const float NukeSongBuffer = 1.5f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NukeComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<NukeComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<NukeComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<NukeComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<NukeComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<NukeComponent, ExaminedEvent>(OnExaminedEvent);
// Shouldn't need re-anchoring.
SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
// ui events
SubscribeLocalEvent<NukeComponent, NukeAnchorMessage>(OnAnchorButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeArmedMessage>(OnArmButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadMessage>(OnKeypadButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadClearMessage>(OnClearButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadEnterMessage>(OnEnterButtonPressed);
// Doafter events
SubscribeLocalEvent<NukeComponent, NukeDisarmDoAfterEvent>(OnDoAfter);
}
private void OnInit(EntityUid uid, NukeComponent component, ComponentInit args)
{
component.RemainingTime = component.Timer;
_itemSlots.AddItemSlot(uid, SharedNukeComponent.NukeDiskSlotId, component.DiskSlot);
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<NukeComponent>();
while (query.MoveNext(out var uid, out var nuke))
{
switch (nuke.Status)
{
case NukeStatus.ARMED:
TickTimer(uid, frameTime, nuke);
break;
case NukeStatus.COOLDOWN:
TickCooldown(uid, frameTime, nuke);
break;
}
}
}
private void OnMapInit(EntityUid uid, NukeComponent nuke, MapInitEvent args)
{
var originStation = _station.GetOwningStation(uid);
if (originStation != null)
nuke.OriginStation = originStation;
else
{
var transform = Transform(uid);
nuke.OriginMapGrid = (transform.MapID, transform.GridUid);
}
nuke.Code = GenerateRandomNumberString(nuke.CodeLength);
}
private void OnRemove(EntityUid uid, NukeComponent component, ComponentRemove args)
{
_itemSlots.RemoveItemSlot(uid, component.DiskSlot);
}
private void OnItemSlotChanged(EntityUid uid, NukeComponent component, ContainerModifiedMessage args)
{
if (!component.Initialized)
return;
if (args.Container.ID != component.DiskSlot.ID)
return;
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
#region Anchor
private void OnAnchorChanged(EntityUid uid, NukeComponent component, ref AnchorStateChangedEvent args)
{
UpdateUserInterface(uid, component);
if (args.Anchored == false && component.Status == NukeStatus.ARMED && component.RemainingTime > component.DisarmDoafterLength)
{
// yes, this means technically if you can find a way to unanchor the nuke, you can disarm it
// without the doafter. but that takes some effort, and it won't allow you to disarm a nuke that can't be disarmed by the doafter.
DisarmBomb(uid, component);
}
UpdateAppearance(uid, component);
}
#endregion
#region UI Events
private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
{
// malicious client sanity check
if (component.Status == NukeStatus.ARMED)
return;
// manually set transform anchor (bypassing anchorable)
// todo: it will break pullable system
var xform = Transform(uid);
if (xform.Anchored)
{
_transform.Unanchor(uid, xform);
}
else
{
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
return;
var worldPos = _transform.GetWorldPosition(xform);
foreach (var tile in grid.GetTilesIntersecting(new Circle(worldPos, component.RequiredFloorRadius), false))
{
if (!tile.IsSpace(_tileDefManager))
continue;
var msg = Loc.GetString("nuke-component-cant-anchor-floor");
_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
return;
}
_transform.SetCoordinates(uid, xform, xform.Coordinates.SnapToGrid());
_transform.AnchorEntity(uid, xform);
}
UpdateUserInterface(uid, component);
}
private void OnEnterButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadEnterMessage args)
{
if (component.Status != NukeStatus.AWAIT_CODE)
return;
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
private void OnKeypadButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadMessage args)
{
PlayNukeKeypadSound(uid, args.Value, component);
if (component.Status != NukeStatus.AWAIT_CODE)
return;
if (component.EnteredCode.Length >= component.CodeLength)
return;
component.EnteredCode += args.Value.ToString();
UpdateUserInterface(uid, component);
}
private void OnClearButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadClearMessage args)
{
_audio.PlayEntity(component.KeypadPressSound, Filter.Pvs(uid), uid, true);
if (component.Status != NukeStatus.AWAIT_CODE)
return;
component.EnteredCode = "";
UpdateUserInterface(uid, component);
}
private void OnArmButtonPressed(EntityUid uid, NukeComponent component, NukeArmedMessage args)
{
if (!component.DiskSlot.HasItem)
return;
if (component.Status == NukeStatus.AWAIT_ARM && Transform(uid).Anchored)
ArmBomb(uid, component);
else
{
DisarmBombDoafter(uid, args.Actor, component);
}
}
#endregion
#region Doafter Events
private void OnDoAfter(EntityUid uid, NukeComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
DisarmBomb(uid, component);
var ev = new NukeDisarmSuccessEvent();
RaiseLocalEvent(ev);
args.Handled = true;
}
#endregion
private void TickCooldown(EntityUid uid, float frameTime, NukeComponent? nuke = null)
{
if (!Resolve(uid, ref nuke))
return;
nuke.CooldownTime -= frameTime;
if (nuke.CooldownTime <= 0)
{
// reset nuke to default state
nuke.CooldownTime = 0;
nuke.Status = NukeStatus.AWAIT_ARM;
UpdateStatus(uid, nuke);
}
UpdateUserInterface(uid, nuke);
}
private void TickTimer(EntityUid uid, float frameTime, NukeComponent? nuke = null)
{
if (!Resolve(uid, ref nuke))
return;
nuke.RemainingTime -= frameTime;
// Start playing the nuke event song so that it ends a couple seconds before the alert sound
// should play
if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !string.IsNullOrEmpty(_selectedNukeSong))
{
_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
nuke.PlayedNukeSong = true;
}
// play alert sound if time is running out
if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
{
_sound.PlayGlobalOnStation(uid, _audio.GetSound(nuke.AlertSound), new AudioParams{Volume = -5f});
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
nuke.PlayedAlertSound = true;
UpdateAppearance(uid, nuke);
}
if (nuke.RemainingTime <= 0)
{
nuke.RemainingTime = 0;
ActivateBomb(uid, nuke);
}
else
UpdateUserInterface(uid, nuke);
}
private void UpdateStatus(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
switch (component.Status)
{
case NukeStatus.AWAIT_DISK:
if (component.DiskSlot.HasItem)
component.Status = NukeStatus.AWAIT_CODE;
break;
case NukeStatus.AWAIT_CODE:
if (!component.DiskSlot.HasItem)
{
component.Status = NukeStatus.AWAIT_DISK;
component.EnteredCode = "";
break;
}
// var isValid = _codes.IsCodeValid(uid, component.EnteredCode);
if (component.EnteredCode == component.Code)
{
component.Status = NukeStatus.AWAIT_ARM;
component.RemainingTime = component.Timer;
_audio.PlayEntity(component.AccessGrantedSound, Filter.Pvs(uid), uid, true);
}
else
{
component.EnteredCode = "";
_audio.PlayEntity(component.AccessDeniedSound, Filter.Pvs(uid), uid, true);
}
break;
case NukeStatus.AWAIT_ARM:
// do nothing, wait for arm button to be pressed
break;
case NukeStatus.ARMED:
// do nothing, wait for arm button to be unpressed
break;
}
}
private void UpdateUserInterface(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!_ui.HasUi(uid, NukeUiKey.Key))
return;
var anchored = Transform(uid).Anchored;
var allowArm = component.DiskSlot.HasItem &&
(component.Status == NukeStatus.AWAIT_ARM ||
component.Status == NukeStatus.ARMED);
var state = new NukeUiState
{
Status = component.Status,
RemainingTime = (int) component.RemainingTime,
DiskInserted = component.DiskSlot.HasItem,
IsAnchored = anchored,
AllowArm = allowArm,
EnteredCodeLength = component.EnteredCode.Length,
MaxCodeLength = component.CodeLength,
CooldownTime = (int) component.CooldownTime
};
_ui.SetUiState(uid, NukeUiKey.Key, state);
}
private void PlayNukeKeypadSound(EntityUid uid, int number, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
// This is a C mixolydian blues scale.
// 1 2 3 C D Eb
// 4 5 6 E F F#
// 7 8 9 G A Bb
var semitoneShift = number switch
{
1 => 0,
2 => 2,
3 => 3,
4 => 4,
5 => 5,
6 => 6,
7 => 7,
8 => 9,
9 => 10,
0 => component.LastPlayedKeypadSemitones + 12,
_ => 0
};
// Don't double-dip on the octave shifting
component.LastPlayedKeypadSemitones = number == 0 ? component.LastPlayedKeypadSemitones : semitoneShift;
_audio.PlayEntity(component.KeypadPressSound, Filter.Pvs(uid), uid, true, AudioHelpers.ShiftSemitone(semitoneShift).WithVolume(-5f));
}
public string GenerateRandomNumberString(int length)
{
var ret = "";
for (var i = 0; i < length; i++)
{
var c = (char) _random.Next('0', '9' + 1);
ret += c;
}
return ret;
}
#region Public API
/// <summary>
/// Force a nuclear bomb to start a countdown timer
/// </summary>
public void ArmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status == NukeStatus.ARMED)
return;
var nukeXform = Transform(uid);
var stationUid = _station.GetStationInMap(nukeXform.MapID);
// The nuke may not be on a station, so it's more important to just
// let people know that a nuclear bomb was armed in their vicinity instead.
// Otherwise, you could set every station to whatever AlertLevelOnActivate is.
if (stationUid != null)
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnActivate, true, true, true, true);
var pos = nukeXform.MapPosition;
var x = (int) pos.X;
var y = (int) pos.Y;
var posText = $"({x}, {y})";
// We are collapsing the randomness here, otherwise we would get separate random song picks for checking duration and when actually playing the song afterwards
_selectedNukeSong = _audio.GetSound(component.ArmMusic);
_announcer.SendAnnouncementMessage(
_announcer.GetAnnouncementId("NukeArm"),
"nuke-component-announcement-armed",
Loc.GetString("nuke-component-announcement-sender"),
Color.Red,
stationUid ?? uid,
null,
("time", (int) component.RemainingTime), ("position", posText)
);
_sound.PlayGlobalOnStation(uid, _audio.GetSound(component.ArmSound));
_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
// turn on the spinny light
_pointLight.SetEnabled(uid, true);
// enable the navmap beacon for people to find it
_navMap.SetBeaconEnabled(uid, true);
_itemSlots.SetLock(uid, component.DiskSlot, true);
if (!nukeXform.Anchored)
{
// Admin command shenanigans, just make sure.
_transform.AnchorEntity(uid, nukeXform);
}
component.Status = NukeStatus.ARMED;
UpdateUserInterface(uid, component);
UpdateAppearance(uid, component);
}
/// <summary>
/// Stop nuclear bomb timer
/// </summary>
public void DisarmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status != NukeStatus.ARMED)
return;
var stationUid = _station.GetOwningStation(uid);
if (stationUid != null)
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnDeactivate, true, true, true);
_announcer.SendAnnouncementMessage(
_announcer.GetAnnouncementId("NukeDisarm"),
"nuke-component-announcement-unarmed",
Loc.GetString("nuke-component-announcement-sender"),
station: stationUid ?? uid
);
component.PlayedNukeSong = false;
_sound.PlayGlobalOnStation(uid, _audio.GetSound(component.DisarmSound));
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
// disable sound and reset it
component.PlayedAlertSound = false;
component.AlertAudioStream = _audio.Stop(component.AlertAudioStream);
// turn off the spinny light
_pointLight.SetEnabled(uid, false);
// disable the navmap beacon now that its disarmed
_navMap.SetBeaconEnabled(uid, false);
// start bomb cooldown
_itemSlots.SetLock(uid, component.DiskSlot, false);
component.Status = NukeStatus.COOLDOWN;
component.CooldownTime = component.Cooldown;
UpdateUserInterface(uid, component);
UpdateAppearance(uid, component);
}
/// <summary>
/// Toggle bomb arm button
/// </summary>
public void ToggleBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status == NukeStatus.ARMED)
DisarmBomb(uid, component);
else
ArmBomb(uid, component);
}
/// <summary>
/// Force bomb to explode immediately
/// </summary>
public void ActivateBomb(EntityUid uid, NukeComponent? component = null,
TransformComponent? transform = null)
{
if (!Resolve(uid, ref component, ref transform))
return;
if (component.Exploded)
return;
component.Exploded = true;
_explosions.QueueExplosion(uid,
component.ExplosionType,
component.TotalIntensity,
component.IntensitySlope,
component.MaxIntensity);
RaiseLocalEvent(new NukeExplodedEvent()
{
OwningStation = transform.GridUid,
});
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
Del(uid);
}
/// <summary>
/// Set remaining time value
/// </summary>
public void SetRemainingTime(EntityUid uid, float timer, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.RemainingTime = timer;
UpdateUserInterface(uid, component);
}
#endregion
private void DisarmBombDoafter(EntityUid uid, EntityUid user, NukeComponent nuke)
{
var doAfter = new DoAfterArgs(EntityManager, user, nuke.DisarmDoafterLength, new NukeDisarmDoAfterEvent(), uid, target: uid)
{
BreakOnDamage = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true
};
if (!_doAfter.TryStartDoAfter(doAfter))
return;
_popups.PopupEntity(Loc.GetString("nuke-component-doafter-warning"), user,
user, PopupType.LargeCaution);
}
private void UpdateAppearance(EntityUid uid, NukeComponent nuke)
{
var xform = Transform(uid);
_appearance.SetData(uid, NukeVisuals.Deployed, xform.Anchored);
NukeVisualState state;
if (nuke.PlayedAlertSound)
state = NukeVisualState.YoureFucked;
else if (nuke.Status == NukeStatus.ARMED)
state = NukeVisualState.Armed;
else
state = NukeVisualState.Idle;
_appearance.SetData(uid, NukeVisuals.State, state);
}
private void OnExaminedEvent(EntityUid uid, NukeComponent component, ExaminedEvent args)
{
if (component.PlayedAlertSound)
args.PushMarkup(Loc.GetString("nuke-examine-exploding"));
else if (component.Status == NukeStatus.ARMED)
args.PushMarkup(Loc.GetString("nuke-examine-armed"));
if (Transform(uid).Anchored)
args.PushMarkup(Loc.GetString("examinable-anchored"));
else
args.PushMarkup(Loc.GetString("examinable-unanchored"));
}
}
public sealed class NukeExplodedEvent : EntityEventArgs
{
public EntityUid? OwningStation;
}
/// <summary>
/// Raised directed on the nuke when its disarm doafter is successful.
/// So the game knows not to end.
/// </summary>
public sealed class NukeDisarmSuccessEvent : EntityEventArgs
{
}