mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-19 06:28:40 +03:00
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
505 lines
19 KiB
C#
505 lines
19 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Light.Components;
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using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Weapons.Melee;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Electrocution;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Jittering;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Electrocution;
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public sealed class ElectrocutionSystem : SharedElectrocutionSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly MeleeWeaponSystem _meleeWeapon = default!;
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[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroup = 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 StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly SharedJitteringSystem _jittering = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly SharedStutteringSystem _stuttering = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string StatusEffectKey = "Electrocution";
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[ValidatePrototypeId<DamageTypePrototype>]
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private const string DamageType = "Shock";
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// Yes, this is absurdly small for a reason.
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private const float ElectrifiedDamagePerWatt = 0.0015f;
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private const float RecursiveDamageMultiplier = 0.75f;
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private const float RecursiveTimeMultiplier = 0.8f;
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private const float ParalyzeTimeMultiplier = 1f;
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private const float StutteringTimeMultiplier = 1.5f;
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private const float JitterTimeMultiplier = 0.75f;
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private const float JitterAmplitude = 80f;
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private const float JitterFrequency = 8f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ElectrifiedComponent, StartCollideEvent>(OnElectrifiedStartCollide);
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SubscribeLocalEvent<ElectrifiedComponent, AttackedEvent>(OnElectrifiedAttacked);
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SubscribeLocalEvent<ElectrifiedComponent, InteractHandEvent>(OnElectrifiedHandInteract);
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SubscribeLocalEvent<ElectrifiedComponent, InteractUsingEvent>(OnElectrifiedInteractUsing);
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SubscribeLocalEvent<RandomInsulationComponent, MapInitEvent>(OnRandomInsulationMapInit);
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SubscribeLocalEvent<PoweredLightComponent, AttackedEvent>(OnLightAttacked);
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UpdatesAfter.Add(typeof(PowerNetSystem));
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}
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public override void Update(float frameTime)
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{
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UpdateElectrocutions(frameTime);
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UpdateState(frameTime);
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}
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private void UpdateElectrocutions(float frameTime)
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{
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var query = EntityQueryEnumerator<ElectrocutionComponent, PowerConsumerComponent>();
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while (query.MoveNext(out var uid, out var electrocution, out var consumer))
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{
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var timePassed = Math.Min(frameTime, electrocution.TimeLeft);
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electrocution.TimeLeft -= timePassed;
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electrocution.AccumulatedDamage += consumer.ReceivedPower * ElectrifiedDamagePerWatt * timePassed;
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if (!MathHelper.CloseTo(electrocution.TimeLeft, 0))
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continue;
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if (EntityManager.EntityExists(electrocution.Electrocuting))
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{
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// TODO: damage should be scaled by shock damage multiplier
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// TODO: better paralyze/jitter timing
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var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>(DamageType), (int) electrocution.AccumulatedDamage);
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var actual = _damageable.TryChangeDamage(electrocution.Electrocuting, damage, origin: electrocution.Source);
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if (actual != null)
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{
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_adminLogger.Add(LogType.Electrocution,
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$"{ToPrettyString(electrocution.Electrocuting):entity} received {actual.Total:damage} powered electrocution damage from {ToPrettyString(electrocution.Source):source}");
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}
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}
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QueueDel(uid);
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}
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}
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private void UpdateState(float frameTime)
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{
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var query = EntityQueryEnumerator<ActivatedElectrifiedComponent, ElectrifiedComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var activated, out var electrified, out var transform))
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{
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activated.TimeLeft -= frameTime;
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if (activated.TimeLeft <= 0 || !IsPowered(uid, electrified, transform))
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{
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_appearance.SetData(uid, ElectrifiedVisuals.IsPowered, false);
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RemComp<ActivatedElectrifiedComponent>(uid);
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}
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}
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}
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private bool IsPowered(EntityUid uid, ElectrifiedComponent electrified, TransformComponent transform)
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{
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if (!electrified.Enabled)
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return false;
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if (electrified.NoWindowInTile)
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{
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var tileRef = transform.Coordinates.GetTileRef(EntityManager, _mapManager);
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if (tileRef != null)
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{
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foreach (var entity in _entityLookup.GetEntitiesIntersecting(tileRef.Value, flags: LookupFlags.StaticSundries))
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{
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if (_tag.HasTag(entity, "Window"))
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return false;
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}
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}
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}
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if (electrified.UsesApcPower)
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{
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if (!this.IsPowered(uid, EntityManager))
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return false;
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}
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else if (electrified.RequirePower && PoweredNode(uid, electrified) == null)
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return false;
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return true;
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}
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private void OnElectrifiedStartCollide(EntityUid uid, ElectrifiedComponent electrified, ref StartCollideEvent args)
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{
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if (electrified.OnBump)
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TryDoElectrifiedAct(uid, args.OtherEntity, 1, electrified);
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}
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private void OnElectrifiedAttacked(EntityUid uid, ElectrifiedComponent electrified, AttackedEvent args)
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{
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if (!electrified.OnAttacked)
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return;
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if (_meleeWeapon.GetDamage(args.Used, args.User).Total == 0)
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return;
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TryDoElectrifiedAct(uid, args.User, 1, electrified);
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}
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private void OnElectrifiedHandInteract(EntityUid uid, ElectrifiedComponent electrified, InteractHandEvent args)
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{
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if (electrified.OnHandInteract)
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TryDoElectrifiedAct(uid, args.User, 1, electrified);
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}
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private void OnLightAttacked(EntityUid uid, PoweredLightComponent component, AttackedEvent args)
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{
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if (_meleeWeapon.GetDamage(args.Used, args.User).Total == 0)
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return;
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if (args.Used != args.User)
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return;
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if (component.CurrentLit == false)
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return;
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DoCommonElectrocution(args.User, uid, component.UnarmedHitShock, component.UnarmedHitStun, false, 1);
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}
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private void OnElectrifiedInteractUsing(EntityUid uid, ElectrifiedComponent electrified, InteractUsingEvent args)
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{
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if (!electrified.OnInteractUsing)
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return;
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var siemens = TryComp<InsulatedComponent>(args.Used, out var insulation)
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? insulation.Coefficient
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: 1;
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TryDoElectrifiedAct(uid, args.User, siemens, electrified);
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}
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public bool TryDoElectrifiedAct(EntityUid uid, EntityUid targetUid,
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float siemens = 1,
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ElectrifiedComponent? electrified = null,
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NodeContainerComponent? nodeContainer = null,
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TransformComponent? transform = null)
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{
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if (!Resolve(uid, ref electrified, ref transform, false))
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return false;
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if (!IsPowered(uid, electrified, transform))
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return false;
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EnsureComp<ActivatedElectrifiedComponent>(uid);
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_appearance.SetData(uid, ElectrifiedVisuals.IsPowered, true);
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siemens *= electrified.SiemensCoefficient;
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if (siemens <= 0 || !DoCommonElectrocutionAttempt(targetUid, uid, ref siemens))
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return false; // If electrocution would fail, do nothing.
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var targets = new List<(EntityUid entity, int depth)>();
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GetChainedElectrocutionTargets(targetUid, targets);
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if (!electrified.RequirePower || electrified.UsesApcPower)
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{
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var lastRet = true;
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for (var i = targets.Count - 1; i >= 0; i--)
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{
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var (entity, depth) = targets[i];
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lastRet = TryDoElectrocution(
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entity,
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uid,
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(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth)),
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TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)),
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true,
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electrified.SiemensCoefficient
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);
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}
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return lastRet;
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}
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var node = PoweredNode(uid, electrified, nodeContainer);
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if (node == null)
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return false;
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var (damageMult, timeMult) = node.NodeGroupID switch
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{
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NodeGroupID.HVPower => (electrified.HighVoltageDamageMultiplier, electrified.HighVoltageTimeMultiplier),
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NodeGroupID.MVPower => (electrified.MediumVoltageDamageMultiplier, electrified.MediumVoltageTimeMultiplier),
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_ => (1f, 1f)
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};
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{
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var lastRet = true;
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for (var i = targets.Count - 1; i >= 0; i--)
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{
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var (entity, depth) = targets[i];
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lastRet = TryDoElectrocutionPowered(
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entity,
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uid,
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node,
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(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth) * damageMult),
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TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth) * timeMult),
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true,
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electrified.SiemensCoefficient);
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}
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return lastRet;
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}
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}
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private Node? PoweredNode(EntityUid uid, ElectrifiedComponent electrified, NodeContainerComponent? nodeContainer = null)
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{
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if (!Resolve(uid, ref nodeContainer, false))
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return null;
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return TryNode(electrified.HighVoltageNode) ?? TryNode(electrified.MediumVoltageNode) ?? TryNode(electrified.LowVoltageNode);
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Node? TryNode(string? id)
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{
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if (id != null &&
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_nodeContainer.TryGetNode<Node>(nodeContainer, id, out var tryNode) &&
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tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastCombinedSupply: > 0 } })
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{
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return tryNode;
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}
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return null;
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}
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}
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/// <inheritdoc/>
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public override bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient, ignoreInsulation)
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|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
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return false;
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RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
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return true;
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}
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private bool TryDoElectrocutionPowered(
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EntityUid uid,
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EntityUid sourceUid,
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Node node,
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int shockDamage,
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TimeSpan time,
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bool refresh,
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float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null,
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TransformComponent? sourceTransform = null)
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{
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if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient))
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return false;
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// Coefficient needs to be higher than this to do a powered electrocution!
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if (siemensCoefficient <= 0.5f)
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return DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects);
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if (!DoCommonElectrocution(uid, sourceUid, null, time, refresh, siemensCoefficient, statusEffects))
|
|
return false;
|
|
|
|
if (!Resolve(sourceUid, ref sourceTransform)) // This shouldn't really happen, but just in case...
|
|
return true;
|
|
|
|
var electrocutionEntity = Spawn($"VirtualElectrocutionLoad{node.NodeGroupID}", sourceTransform.Coordinates);
|
|
|
|
var nodeContainer = Comp<NodeContainerComponent>(electrocutionEntity);
|
|
|
|
if (!_nodeContainer.TryGetNode<ElectrocutionNode>(nodeContainer, "electrocution", out var electrocutionNode))
|
|
return false;
|
|
|
|
var electrocutionComponent = Comp<ElectrocutionComponent>(electrocutionEntity);
|
|
|
|
// This shows up in the power monitor.
|
|
// Yes. Yes exactly.
|
|
_metaData.SetEntityName(electrocutionEntity, MetaData(uid).EntityName);
|
|
|
|
electrocutionNode.CableEntity = sourceUid;
|
|
electrocutionNode.NodeName = node.Name;
|
|
|
|
_nodeGroup.QueueReflood(electrocutionNode);
|
|
|
|
electrocutionComponent.TimeLeft = 1f;
|
|
electrocutionComponent.Electrocuting = uid;
|
|
electrocutionComponent.Source = sourceUid;
|
|
|
|
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool DoCommonElectrocutionAttempt(EntityUid uid, EntityUid? sourceUid, ref float siemensCoefficient, bool ignoreInsulation = false)
|
|
{
|
|
|
|
var attemptEvent = new ElectrocutionAttemptEvent(uid, sourceUid, siemensCoefficient,
|
|
ignoreInsulation ? SlotFlags.NONE : ~SlotFlags.POCKET);
|
|
RaiseLocalEvent(uid, attemptEvent, true);
|
|
|
|
// Cancel the electrocution early, so we don't recursively electrocute anything.
|
|
if (attemptEvent.Cancelled)
|
|
return false;
|
|
|
|
siemensCoefficient = attemptEvent.SiemensCoefficient;
|
|
return true;
|
|
}
|
|
|
|
private bool DoCommonElectrocution(EntityUid uid, EntityUid? sourceUid,
|
|
int? shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
|
|
StatusEffectsComponent? statusEffects = null)
|
|
{
|
|
if (siemensCoefficient <= 0)
|
|
return false;
|
|
|
|
if (shockDamage != null)
|
|
{
|
|
shockDamage = (int) (shockDamage * siemensCoefficient);
|
|
|
|
if (shockDamage.Value <= 0)
|
|
return false;
|
|
}
|
|
|
|
if (!Resolve(uid, ref statusEffects, false) ||
|
|
!_statusEffects.CanApplyEffect(uid, StatusEffectKey, statusEffects))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_statusEffects.TryAddStatusEffect<ElectrocutedComponent>(uid, StatusEffectKey, time, refresh, statusEffects))
|
|
return false;
|
|
|
|
var shouldStun = siemensCoefficient > 0.5f;
|
|
|
|
if (shouldStun)
|
|
_stun.TryParalyze(uid, time * ParalyzeTimeMultiplier, refresh, statusEffects);
|
|
|
|
// TODO: Sparks here.
|
|
|
|
if (shockDamage is { } dmg)
|
|
{
|
|
var actual = _damageable.TryChangeDamage(uid,
|
|
new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>(DamageType), dmg), origin: sourceUid);
|
|
|
|
if (actual != null)
|
|
{
|
|
_adminLogger.Add(LogType.Electrocution,
|
|
$"{ToPrettyString(uid):entity} received {actual.Total:damage} powered electrocution damage{(sourceUid != null ? " from " + ToPrettyString(sourceUid.Value) : ""):source}");
|
|
}
|
|
}
|
|
|
|
_stuttering.DoStutter(uid, time * StutteringTimeMultiplier, refresh, statusEffects);
|
|
_jittering.DoJitter(uid, time * JitterTimeMultiplier, refresh, JitterAmplitude, JitterFrequency, true, statusEffects);
|
|
|
|
_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-player"), uid, uid);
|
|
|
|
var filter = Filter.PvsExcept(uid, entityManager: EntityManager);
|
|
|
|
var identifiedUid = Identity.Entity(uid, ent: EntityManager);
|
|
// TODO: Allow being able to pass EntityUid to Loc...
|
|
if (sourceUid != null)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-by-source-popup-others",
|
|
("mob", identifiedUid), ("source", (sourceUid.Value))), uid, filter, true);
|
|
PlayElectrocutionSound(uid, sourceUid.Value);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-others",
|
|
("mob", identifiedUid)), uid, filter, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void GetChainedElectrocutionTargets(EntityUid source, List<(EntityUid entity, int depth)> all)
|
|
{
|
|
var visited = new HashSet<EntityUid>();
|
|
|
|
GetChainedElectrocutionTargetsRecurse(source, 1, visited, all);
|
|
}
|
|
|
|
private void GetChainedElectrocutionTargetsRecurse(
|
|
EntityUid entity,
|
|
int depth,
|
|
HashSet<EntityUid> visited,
|
|
List<(EntityUid entity, int depth)> all)
|
|
{
|
|
all.Add((entity, depth));
|
|
visited.Add(entity);
|
|
|
|
if (TryComp<SharedPullableComponent>(entity, out var pullable) &&
|
|
pullable.Puller is { Valid: true } pullerId &&
|
|
!visited.Contains(pullerId))
|
|
{
|
|
GetChainedElectrocutionTargetsRecurse(pullerId, depth + 1, visited, all);
|
|
}
|
|
|
|
if (TryComp<SharedPullerComponent>(entity, out var puller) &&
|
|
puller.Pulling is { Valid: true } pullingId &&
|
|
!visited.Contains(pullingId))
|
|
{
|
|
GetChainedElectrocutionTargetsRecurse(pullingId, depth + 1, visited, all);
|
|
}
|
|
}
|
|
|
|
private void OnRandomInsulationMapInit(EntityUid uid, RandomInsulationComponent randomInsulation,
|
|
MapInitEvent args)
|
|
{
|
|
if (!TryComp<InsulatedComponent>(uid, out var insulated))
|
|
return;
|
|
|
|
if (randomInsulation.List.Length == 0)
|
|
return;
|
|
|
|
SetInsulatedSiemensCoefficient(uid, _random.Pick(randomInsulation.List), insulated);
|
|
}
|
|
|
|
private void PlayElectrocutionSound(EntityUid targetUid, EntityUid sourceUid, ElectrifiedComponent? electrified = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref electrified) || !electrified.PlaySoundOnShock)
|
|
{
|
|
return;
|
|
}
|
|
_audio.PlayPvs(electrified.ShockNoises, targetUid, AudioParams.Default.WithVolume(electrified.ShockVolume));
|
|
}
|
|
}
|