Predict EMP Examine (#39419)
* another one bites the dust * Update Content.Shared/Emp/SharedEmpSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -2,8 +2,6 @@ using Content.Server.Power.EntitySystems;
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using Content.Server.Radio;
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using Content.Server.SurveillanceCamera;
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using Content.Shared.Emp;
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using Content.Shared.Examine;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.Emp;
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@@ -11,14 +9,12 @@ namespace Content.Server.Emp;
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public sealed class EmpSystem : SharedEmpSystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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public const string EmpPulseEffectPrototype = "EffectEmpPulse";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmpDisabledComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<EmpDisabledComponent, RadioSendAttemptEvent>(OnRadioSendAttempt);
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SubscribeLocalEvent<EmpDisabledComponent, RadioReceiveAttemptEvent>(OnRadioReceiveAttempt);
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@@ -77,16 +73,16 @@ public sealed class EmpSystem : SharedEmpSystem
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{
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var ev = new EmpPulseEvent(energyConsumption, false, false, TimeSpan.FromSeconds(duration));
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RaiseLocalEvent(uid, ref ev);
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if (ev.Affected)
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{
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Spawn(EmpDisabledEffectPrototype, Transform(uid).Coordinates);
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}
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if (ev.Disabled)
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{
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if (!ev.Disabled)
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return;
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var disabled = EnsureComp<EmpDisabledComponent>(uid);
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disabled.DisabledUntil = Timing.CurTime + TimeSpan.FromSeconds(duration);
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}
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}
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public override void Update(float frameTime)
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{
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@@ -104,11 +100,6 @@ public sealed class EmpSystem : SharedEmpSystem
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}
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}
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private void OnExamine(EntityUid uid, EmpDisabledComponent component, ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("emp-disabled-comp-on-examine"));
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}
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private void OnRadioSendAttempt(EntityUid uid, EmpDisabledComponent component, ref RadioSendAttemptEvent args)
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{
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args.Cancelled = true;
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@@ -133,9 +124,7 @@ public sealed class EmpSystem : SharedEmpSystem
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/// <summary>
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/// Raised on an entity before <see cref="EmpPulseEvent"/>. Cancel this to prevent the emp event being raised.
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/// </summary>
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public sealed partial class EmpAttemptEvent : CancellableEntityEventArgs
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{
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}
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public sealed partial class EmpAttemptEvent : CancellableEntityEventArgs;
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[ByRefEvent]
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public record struct EmpPulseEvent(float EnergyConsumption, bool Affected, bool Disabled, TimeSpan Duration);
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@@ -1,3 +1,4 @@
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using Content.Shared.Examine;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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@@ -7,6 +8,13 @@ public abstract class SharedEmpSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmpDisabledComponent, ExaminedEvent>(OnExamine);
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}
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protected const string EmpDisabledEffectPrototype = "EffectEmpDisabled";
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/// <summary>
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@@ -19,4 +27,9 @@ public abstract class SharedEmpSystem : EntitySystem
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public virtual void EmpPulse(MapCoordinates coordinates, float range, float energyConsumption, float duration)
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{
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}
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private void OnExamine(Entity<EmpDisabledComponent> ent, ref ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("emp-disabled-comp-on-examine"));
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}
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}
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