Files
wwdpublic/Content.Server/Electrocution/ElectrocutionSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* 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

---------

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* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

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* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

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* Revert "Use full file path for temp replays (#19002)" (#20545)

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* 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)

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* guh

* aARG

* Necropolis and mine walls (#20578)

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* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

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* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

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* 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

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* 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

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* Added blocked visuals to volumetric pump (#20610)

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* 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

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* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

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* 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)

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* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

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* Add files via upload

* Add files via upload

* Add files via upload

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* add textures

* fix encoding

* fix 2

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* 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)

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* Add Spanish accent to poncho and sombrero (#20377)

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2023-10-03 14:15:46 -05:00

505 lines
19 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Light.Components;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.NodeGroups;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Power.NodeGroups;
using Content.Server.Weapons.Melee;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Database;
using Content.Shared.Electrocution;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Jittering;
using Content.Shared.Maps;
using Content.Shared.Popups;
using Content.Shared.Pulling.Components;
using Content.Shared.Speech.EntitySystems;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Electrocution;
public sealed class ElectrocutionSystem : SharedElectrocutionSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly MeleeWeaponSystem _meleeWeapon = default!;
[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
[Dependency] private readonly NodeGroupSystem _nodeGroup = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly SharedJitteringSystem _jittering = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly SharedStutteringSystem _stuttering = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[ValidatePrototypeId<StatusEffectPrototype>]
private const string StatusEffectKey = "Electrocution";
[ValidatePrototypeId<DamageTypePrototype>]
private const string DamageType = "Shock";
// Yes, this is absurdly small for a reason.
private const float ElectrifiedDamagePerWatt = 0.0015f;
private const float RecursiveDamageMultiplier = 0.75f;
private const float RecursiveTimeMultiplier = 0.8f;
private const float ParalyzeTimeMultiplier = 1f;
private const float StutteringTimeMultiplier = 1.5f;
private const float JitterTimeMultiplier = 0.75f;
private const float JitterAmplitude = 80f;
private const float JitterFrequency = 8f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ElectrifiedComponent, StartCollideEvent>(OnElectrifiedStartCollide);
SubscribeLocalEvent<ElectrifiedComponent, AttackedEvent>(OnElectrifiedAttacked);
SubscribeLocalEvent<ElectrifiedComponent, InteractHandEvent>(OnElectrifiedHandInteract);
SubscribeLocalEvent<ElectrifiedComponent, InteractUsingEvent>(OnElectrifiedInteractUsing);
SubscribeLocalEvent<RandomInsulationComponent, MapInitEvent>(OnRandomInsulationMapInit);
SubscribeLocalEvent<PoweredLightComponent, AttackedEvent>(OnLightAttacked);
UpdatesAfter.Add(typeof(PowerNetSystem));
}
public override void Update(float frameTime)
{
UpdateElectrocutions(frameTime);
UpdateState(frameTime);
}
private void UpdateElectrocutions(float frameTime)
{
var query = EntityQueryEnumerator<ElectrocutionComponent, PowerConsumerComponent>();
while (query.MoveNext(out var uid, out var electrocution, out var consumer))
{
var timePassed = Math.Min(frameTime, electrocution.TimeLeft);
electrocution.TimeLeft -= timePassed;
electrocution.AccumulatedDamage += consumer.ReceivedPower * ElectrifiedDamagePerWatt * timePassed;
if (!MathHelper.CloseTo(electrocution.TimeLeft, 0))
continue;
if (EntityManager.EntityExists(electrocution.Electrocuting))
{
// TODO: damage should be scaled by shock damage multiplier
// TODO: better paralyze/jitter timing
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>(DamageType), (int) electrocution.AccumulatedDamage);
var actual = _damageable.TryChangeDamage(electrocution.Electrocuting, damage, origin: electrocution.Source);
if (actual != null)
{
_adminLogger.Add(LogType.Electrocution,
$"{ToPrettyString(electrocution.Electrocuting):entity} received {actual.Total:damage} powered electrocution damage from {ToPrettyString(electrocution.Source):source}");
}
}
QueueDel(uid);
}
}
private void UpdateState(float frameTime)
{
var query = EntityQueryEnumerator<ActivatedElectrifiedComponent, ElectrifiedComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var activated, out var electrified, out var transform))
{
activated.TimeLeft -= frameTime;
if (activated.TimeLeft <= 0 || !IsPowered(uid, electrified, transform))
{
_appearance.SetData(uid, ElectrifiedVisuals.IsPowered, false);
RemComp<ActivatedElectrifiedComponent>(uid);
}
}
}
private bool IsPowered(EntityUid uid, ElectrifiedComponent electrified, TransformComponent transform)
{
if (!electrified.Enabled)
return false;
if (electrified.NoWindowInTile)
{
var tileRef = transform.Coordinates.GetTileRef(EntityManager, _mapManager);
if (tileRef != null)
{
foreach (var entity in _entityLookup.GetEntitiesIntersecting(tileRef.Value, flags: LookupFlags.StaticSundries))
{
if (_tag.HasTag(entity, "Window"))
return false;
}
}
}
if (electrified.UsesApcPower)
{
if (!this.IsPowered(uid, EntityManager))
return false;
}
else if (electrified.RequirePower && PoweredNode(uid, electrified) == null)
return false;
return true;
}
private void OnElectrifiedStartCollide(EntityUid uid, ElectrifiedComponent electrified, ref StartCollideEvent args)
{
if (electrified.OnBump)
TryDoElectrifiedAct(uid, args.OtherEntity, 1, electrified);
}
private void OnElectrifiedAttacked(EntityUid uid, ElectrifiedComponent electrified, AttackedEvent args)
{
if (!electrified.OnAttacked)
return;
if (_meleeWeapon.GetDamage(args.Used, args.User).Total == 0)
return;
TryDoElectrifiedAct(uid, args.User, 1, electrified);
}
private void OnElectrifiedHandInteract(EntityUid uid, ElectrifiedComponent electrified, InteractHandEvent args)
{
if (electrified.OnHandInteract)
TryDoElectrifiedAct(uid, args.User, 1, electrified);
}
private void OnLightAttacked(EntityUid uid, PoweredLightComponent component, AttackedEvent args)
{
if (_meleeWeapon.GetDamage(args.Used, args.User).Total == 0)
return;
if (args.Used != args.User)
return;
if (component.CurrentLit == false)
return;
DoCommonElectrocution(args.User, uid, component.UnarmedHitShock, component.UnarmedHitStun, false, 1);
}
private void OnElectrifiedInteractUsing(EntityUid uid, ElectrifiedComponent electrified, InteractUsingEvent args)
{
if (!electrified.OnInteractUsing)
return;
var siemens = TryComp<InsulatedComponent>(args.Used, out var insulation)
? insulation.Coefficient
: 1;
TryDoElectrifiedAct(uid, args.User, siemens, electrified);
}
public bool TryDoElectrifiedAct(EntityUid uid, EntityUid targetUid,
float siemens = 1,
ElectrifiedComponent? electrified = null,
NodeContainerComponent? nodeContainer = null,
TransformComponent? transform = null)
{
if (!Resolve(uid, ref electrified, ref transform, false))
return false;
if (!IsPowered(uid, electrified, transform))
return false;
EnsureComp<ActivatedElectrifiedComponent>(uid);
_appearance.SetData(uid, ElectrifiedVisuals.IsPowered, true);
siemens *= electrified.SiemensCoefficient;
if (siemens <= 0 || !DoCommonElectrocutionAttempt(targetUid, uid, ref siemens))
return false; // If electrocution would fail, do nothing.
var targets = new List<(EntityUid entity, int depth)>();
GetChainedElectrocutionTargets(targetUid, targets);
if (!electrified.RequirePower || electrified.UsesApcPower)
{
var lastRet = true;
for (var i = targets.Count - 1; i >= 0; i--)
{
var (entity, depth) = targets[i];
lastRet = TryDoElectrocution(
entity,
uid,
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth)),
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)),
true,
electrified.SiemensCoefficient
);
}
return lastRet;
}
var node = PoweredNode(uid, electrified, nodeContainer);
if (node == null)
return false;
var (damageMult, timeMult) = node.NodeGroupID switch
{
NodeGroupID.HVPower => (electrified.HighVoltageDamageMultiplier, electrified.HighVoltageTimeMultiplier),
NodeGroupID.MVPower => (electrified.MediumVoltageDamageMultiplier, electrified.MediumVoltageTimeMultiplier),
_ => (1f, 1f)
};
{
var lastRet = true;
for (var i = targets.Count - 1; i >= 0; i--)
{
var (entity, depth) = targets[i];
lastRet = TryDoElectrocutionPowered(
entity,
uid,
node,
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth) * damageMult),
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth) * timeMult),
true,
electrified.SiemensCoefficient);
}
return lastRet;
}
}
private Node? PoweredNode(EntityUid uid, ElectrifiedComponent electrified, NodeContainerComponent? nodeContainer = null)
{
if (!Resolve(uid, ref nodeContainer, false))
return null;
return TryNode(electrified.HighVoltageNode) ?? TryNode(electrified.MediumVoltageNode) ?? TryNode(electrified.LowVoltageNode);
Node? TryNode(string? id)
{
if (id != null &&
_nodeContainer.TryGetNode<Node>(nodeContainer, id, out var tryNode) &&
tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastCombinedSupply: > 0 } })
{
return tryNode;
}
return null;
}
}
/// <inheritdoc/>
public override bool TryDoElectrocution(
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
{
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient, ignoreInsulation)
|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
return false;
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
return true;
}
private bool TryDoElectrocutionPowered(
EntityUid uid,
EntityUid sourceUid,
Node node,
int shockDamage,
TimeSpan time,
bool refresh,
float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null,
TransformComponent? sourceTransform = null)
{
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient))
return false;
// Coefficient needs to be higher than this to do a powered electrocution!
if (siemensCoefficient <= 0.5f)
return DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects);
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));
}
}