using System.Threading; using Content.Server.Administration.Logs; using Content.Server.Construction; using Content.Server.Power.Components; using Content.Server.Power.EntitySystems; using Content.Server.Projectiles; using Content.Server.Storage.Components; using Content.Server.Weapons.Ranged.Systems; using Content.Shared.Database; using Content.Shared.Examine; using Content.Shared.Interaction; using Content.Shared.Popups; using Content.Shared.Projectiles; using Content.Shared.Singularity.Components; using Content.Shared.Singularity.EntitySystems; using Content.Shared.Verbs; using Content.Shared.Weapons.Ranged.Components; using JetBrains.Annotations; using Robust.Shared.Map; using Robust.Shared.Physics; using Robust.Shared.Physics.Components; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Utility; using Timer = Robust.Shared.Timing.Timer; namespace Content.Server.Singularity.EntitySystems { [UsedImplicitly] public sealed class EmitterSystem : SharedEmitterSystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly SharedPopupSystem _popup = default!; [Dependency] private readonly ProjectileSystem _projectile = default!; [Dependency] private readonly GunSystem _gun = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(ReceivedChanged); SubscribeLocalEvent(OnApcChanged); SubscribeLocalEvent(OnInteractHand); SubscribeLocalEvent>(OnGetVerb); SubscribeLocalEvent(OnExamined); SubscribeLocalEvent(OnRefreshParts); SubscribeLocalEvent(OnUpgradeExamine); SubscribeLocalEvent(OnAnchorStateChanged); } private void OnAnchorStateChanged(EntityUid uid, EmitterComponent component, ref AnchorStateChangedEvent args) { if (args.Anchored) return; SwitchOff(component); } private void OnInteractHand(EntityUid uid, EmitterComponent component, InteractHandEvent args) { if (args.Handled) return; if (EntityManager.TryGetComponent(uid, out LockComponent? lockComp) && lockComp.Locked) { _popup.PopupEntity(Loc.GetString("comp-emitter-access-locked", ("target", component.Owner)), uid, args.User); return; } if (EntityManager.TryGetComponent(component.Owner, out PhysicsComponent? phys) && phys.BodyType == BodyType.Static) { if (!component.IsOn) { SwitchOn(component); _popup.PopupEntity(Loc.GetString("comp-emitter-turned-on", ("target", component.Owner)), uid, args.User); } else { SwitchOff(component); _popup.PopupEntity(Loc.GetString("comp-emitter-turned-off", ("target", component.Owner)), uid, args.User); } _adminLogger.Add(LogType.Emitter, component.IsOn ? LogImpact.Medium : LogImpact.High, $"{ToPrettyString(args.User):player} toggled {ToPrettyString(uid):emitter}"); args.Handled = true; } else { _popup.PopupEntity(Loc.GetString("comp-emitter-not-anchored", ("target", component.Owner)), uid, args.User); } } private void OnGetVerb(EntityUid uid, EmitterComponent component, GetVerbsEvent args) { if (!args.CanAccess || !args.CanInteract || args.Hands == null) return; if (TryComp(uid, out var lockComp) && lockComp.Locked) return; if (component.SelectableTypes.Count < 2) return; foreach (var type in component.SelectableTypes) { var proto = _prototype.Index(type); var v = new Verb { Priority = 1, Category = VerbCategory.SelectType, Text = proto.Name, Disabled = type == component.BoltType, Impact = LogImpact.Medium, DoContactInteraction = true, Act = () => { component.BoltType = type; _popup.PopupEntity(Loc.GetString("emitter-component-type-set", ("type", proto.Name)), uid); } }; args.Verbs.Add(v); } } private void OnExamined(EntityUid uid, EmitterComponent component, ExaminedEvent args) { if (component.SelectableTypes.Count < 2) return; var proto = _prototype.Index(component.BoltType); args.PushMarkup(Loc.GetString("emitter-component-current-type", ("type", proto.Name))); } private void ReceivedChanged( EntityUid uid, EmitterComponent component, ref PowerConsumerReceivedChanged args) { if (!component.IsOn) { return; } if (args.ReceivedPower < args.DrawRate) { PowerOff(component); } else { PowerOn(component); } } private void OnApcChanged(EntityUid uid, EmitterComponent component, ref PowerChangedEvent args) { if (!component.IsOn) { return; } if (!args.Powered) { PowerOff(component); } else { PowerOn(component); } } private void OnRefreshParts(EntityUid uid, EmitterComponent component, RefreshPartsEvent args) { var powerUseRating = args.PartRatings[component.MachinePartPowerUse]; var fireRateRating = args.PartRatings[component.MachinePartFireRate]; component.PowerUseActive = (int) (component.BasePowerUseActive * MathF.Pow(component.PowerUseMultiplier, powerUseRating - 1)); component.FireInterval = component.BaseFireInterval * MathF.Pow(component.FireRateMultiplier, fireRateRating - 1); component.FireBurstDelayMin = component.BaseFireBurstDelayMin * MathF.Pow(component.FireRateMultiplier, fireRateRating - 1); component.FireBurstDelayMax = component.BaseFireBurstDelayMax * MathF.Pow(component.FireRateMultiplier, fireRateRating - 1); } private void OnUpgradeExamine(EntityUid uid, EmitterComponent component, UpgradeExamineEvent args) { args.AddPercentageUpgrade("emitter-component-upgrade-fire-rate", (float) (component.BaseFireInterval.TotalSeconds / component.FireInterval.TotalSeconds)); // TODO: Remove this and use UpgradePowerDrawComponent instead. args.AddPercentageUpgrade("upgrade-power-draw", component.PowerUseActive / (float) component.BasePowerUseActive); } public void SwitchOff(EmitterComponent component) { component.IsOn = false; if (TryComp(component.Owner, out var powerConsumer)) powerConsumer.DrawRate = 1; // this needs to be not 0 so that the visuals still work. if (TryComp(component.Owner, out var apcReceiever)) apcReceiever.Load = 1; PowerOff(component); UpdateAppearance(component); } public void SwitchOn(EmitterComponent component) { component.IsOn = true; if (TryComp(component.Owner, out var powerConsumer)) powerConsumer.DrawRate = component.PowerUseActive; if (TryComp(component.Owner, out var apcReceiever)) { apcReceiever.Load = component.PowerUseActive; PowerOn(component); } // Do not directly PowerOn(). // OnReceivedPowerChanged will get fired due to DrawRate change which will turn it on. UpdateAppearance(component); } public void PowerOff(EmitterComponent component) { if (!component.IsPowered) { return; } component.IsPowered = false; // Must be set while emitter powered. DebugTools.AssertNotNull(component.TimerCancel); component.TimerCancel?.Cancel(); UpdateAppearance(component); } public void PowerOn(EmitterComponent component) { if (component.IsPowered) { return; } component.IsPowered = true; component.FireShotCounter = 0; component.TimerCancel = new CancellationTokenSource(); Timer.Spawn(component.FireBurstDelayMax, () => ShotTimerCallback(component), component.TimerCancel.Token); UpdateAppearance(component); } private void ShotTimerCallback(EmitterComponent component) { if (component.Deleted) return; // Any power-off condition should result in the timer for this method being cancelled // and thus not firing DebugTools.Assert(component.IsPowered); DebugTools.Assert(component.IsOn); Fire(component); TimeSpan delay; if (component.FireShotCounter < component.FireBurstSize) { component.FireShotCounter += 1; delay = component.FireInterval; } else { component.FireShotCounter = 0; var diff = component.FireBurstDelayMax - component.FireBurstDelayMin; // TIL you can do TimeSpan * double. delay = component.FireBurstDelayMin + _random.NextFloat() * diff; } // Must be set while emitter powered. DebugTools.AssertNotNull(component.TimerCancel); Timer.Spawn(delay, () => ShotTimerCallback(component), component.TimerCancel!.Token); } private void Fire(EmitterComponent component) { var uid = component.Owner; if (!TryComp(uid, out var guncomp)) return; var xform = Transform(uid); var ent = Spawn(component.BoltType, xform.Coordinates); var proj = EnsureComp(ent); _projectile.SetShooter(proj, uid); var targetPos = new EntityCoordinates(uid, (0, -1)); _gun.Shoot(guncomp, ent, xform.Coordinates, targetPos); } private void UpdateAppearance(EmitterComponent component) { EmitterVisualState state; if (component.IsPowered) { state = EmitterVisualState.On; } else if (component.IsOn) { state = EmitterVisualState.Underpowered; } else { state = EmitterVisualState.Off; } _appearance.SetData(component.Owner, EmitterVisuals.VisualState, state); } } }