using System.Text;
using Content.Server.AlertLevel;
using Content.Server.Audio;
using Content.Server.Chat;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
using Content.Server.Coordinates.Helpers;
using Content.Server.DoAfter;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Server.UserInterface;
using Content.Shared.Audio;
using Content.Shared.Construction.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Nuke;
using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Nuke
{
public sealed class NukeSystem : EntitySystem
{
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly AlertLevelSystem _alertLevel = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly ServerGlobalSoundSystem _soundSystem = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
///
/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
///
private const float NukeSongLength = 60f + 51.6f;
///
/// Time to leave between the nuke song and the nuke alarm playing.
///
private const float NukeSongBuffer = 1.5f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnRemove);
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnItemSlotChanged);
SubscribeLocalEvent(OnItemSlotChanged);
// anchoring logic
SubscribeLocalEvent(OnAnchorAttempt);
SubscribeLocalEvent(OnUnanchorAttempt);
// Shouldn't need re-anchoring.
SubscribeLocalEvent(OnAnchorChanged);
// ui events
SubscribeLocalEvent(OnAnchorButtonPressed);
SubscribeLocalEvent(OnArmButtonPressed);
SubscribeLocalEvent(OnKeypadButtonPressed);
SubscribeLocalEvent(OnClearButtonPressed);
SubscribeLocalEvent(OnEnterButtonPressed);
// Doafter events
SubscribeLocalEvent(OnDisarmSuccess);
SubscribeLocalEvent(OnDisarmCancelled);
}
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 = EntityQuery();
foreach (var nuke in query)
{
switch (nuke.Status)
{
case NukeStatus.ARMED:
TickTimer(nuke.Owner, frameTime, nuke);
break;
case NukeStatus.COOLDOWN:
TickCooldown(nuke.Owner, frameTime, nuke);
break;
}
}
}
private void OnMapInit(EntityUid uid, NukeComponent nuke, MapInitEvent args)
{
var originStation = _stationSystem.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 OnAnchorAttempt(EntityUid uid, NukeComponent component, AnchorAttemptEvent args)
{
CheckAnchorAttempt(uid, component, args);
}
private void OnUnanchorAttempt(EntityUid uid, NukeComponent component, UnanchorAttemptEvent args)
{
CheckAnchorAttempt(uid, component, args);
}
private void CheckAnchorAttempt(EntityUid uid, NukeComponent component, BaseAnchoredAttemptEvent args)
{
// cancel any anchor attempt if armed
if (component.Status == NukeStatus.ARMED)
{
var msg = Loc.GetString("nuke-component-cant-anchor");
_popups.PopupEntity(msg, uid, Filter.Entities(args.User));
args.Cancel();
}
}
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);
}
}
#endregion
#region UI Events
private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
{
if (!component.DiskSlot.HasItem)
return;
if (!EntityManager.TryGetComponent(uid, out TransformComponent? transform))
return;
// manually set transform anchor (bypassing anchorable)
// todo: it will break pullable system
transform.Coordinates = transform.Coordinates.SnapToGrid();
transform.Anchored = !transform.Anchored;
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)
{
PlaySound(uid, component.KeypadPressSound, 0f, component);
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
{
if (args.Session.AttachedEntity is not { } user)
return;
DisarmBombDoafter(uid, user, component);
}
}
#endregion
#region Doafter Events
private void OnDisarmSuccess(EntityUid uid, NukeComponent component, NukeDisarmSuccessEvent args)
{
component.DisarmCancelToken = null;
DisarmBomb(uid, component);
}
private void OnDisarmCancelled(EntityUid uid, NukeComponent component, NukeDisarmCancelledEvent args)
{
component.DisarmCancelToken = null;
}
#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(nuke.Owner, 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)
{
_soundSystem.DispatchStationEventMusic(uid, nuke.ArmMusic, StationEventMusicType.Nuke);
nuke.PlayedNukeSong = true;
}
// play alert sound if time is running out
if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
{
nuke.AlertAudioStream = SoundSystem.Play(nuke.AlertSound.GetSound(), Filter.Broadcast());
_soundSystem.StopStationEventMusic(uid, StationEventMusicType.Nuke);
nuke.PlayedAlertSound = true;
}
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;
PlaySound(uid, component.AccessGrantedSound, 0, component);
}
else
{
component.EnteredCode = "";
PlaySound(uid, component.AccessDeniedSound, 0, component);
}
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;
var ui = component.Owner.GetUIOrNull(NukeUiKey.Key);
if (ui == null)
return;
var anchored = false;
if (EntityManager.TryGetComponent(uid, out TransformComponent? transform))
anchored = transform.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.SetState(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;
SoundSystem.Play(component.KeypadPressSound.GetSound(), Filter.Pvs(uid), uid,
AudioHelpers.ShiftSemitone(semitoneShift).WithVolume(-5f));
}
private void PlaySound(EntityUid uid, SoundSpecifier sound, float varyPitch = 0f,
NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SoundSystem.Play(sound.GetSound(),
Filter.Pvs(uid), uid, AudioHelpers.WithVariation(varyPitch).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
///
/// Force a nuclear bomb to start a countdown timer
///
public void ArmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status == NukeStatus.ARMED)
return;
var stationUid = _stationSystem.GetOwningStation(uid);
// 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 nukeXform = Transform(uid);
var pos = nukeXform.MapPosition;
var x = (int) pos.X;
var y = (int) pos.Y;
var posText = $"({x}, {y})";
// warn a crew
var announcement = Loc.GetString("nuke-component-announcement-armed",
("time", (int) component.RemainingTime), ("position", posText));
var sender = Loc.GetString("nuke-component-announcement-sender");
_chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false, null, Color.Red);
NukeArmedAudio(component);
_itemSlots.SetLock(uid, component.DiskSlot, true);
nukeXform.Anchored = true;
component.Status = NukeStatus.ARMED;
UpdateUserInterface(uid, component);
}
///
/// Stop nuclear bomb timer
///
public void DisarmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status != NukeStatus.ARMED)
return;
var stationUid = _stationSystem.GetOwningStation(uid);
if (stationUid != null)
{
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnDeactivate, true, true, true);
}
// warn a crew
var announcement = Loc.GetString("nuke-component-announcement-unarmed");
var sender = Loc.GetString("nuke-component-announcement-sender");
_chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false);
component.PlayedNukeSong = false;
NukeDisarmedAudio(component);
// disable sound and reset it
component.PlayedAlertSound = false;
component.AlertAudioStream?.Stop();
// start bomb cooldown
_itemSlots.SetLock(uid, component.DiskSlot, false);
component.Status = NukeStatus.COOLDOWN;
component.CooldownTime = component.Cooldown;
UpdateUserInterface(uid, component);
}
///
/// Toggle bomb arm button
///
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);
}
///
/// Force bomb to explode immediately
///
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,
});
_soundSystem.StopStationEventMusic(component.Owner, StationEventMusicType.Nuke);
EntityManager.DeleteEntity(uid);
}
///
/// Set remaining time value
///
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)
{
nuke.DisarmCancelToken = new();
var doafter = new DoAfterEventArgs(user, nuke.DisarmDoafterLength, nuke.DisarmCancelToken.Value, uid)
{
TargetCancelledEvent = new NukeDisarmCancelledEvent(),
TargetFinishedEvent = new NukeDisarmSuccessEvent(),
BroadcastFinishedEvent = new NukeDisarmSuccessEvent(),
BreakOnDamage = true,
BreakOnStun = true,
BreakOnTargetMove = true,
BreakOnUserMove = true,
NeedHand = true,
};
_doAfterSystem.DoAfter(doafter);
_popups.PopupEntity(Loc.GetString("nuke-component-doafter-warning"), user,
Filter.Entities(user), PopupType.LargeCaution);
}
private void NukeArmedAudio(NukeComponent component)
{
_soundSystem.PlayGlobalOnStation(component.Owner, component.ArmSound.GetSound());
}
private void NukeDisarmedAudio(NukeComponent component)
{
_soundSystem.PlayGlobalOnStation(component.Owner, component.DisarmSound.GetSound());
_soundSystem.StopStationEventMusic(component.Owner, StationEventMusicType.Nuke);
}
}
public sealed class NukeExplodedEvent : EntityEventArgs
{
public EntityUid? OwningStation;
}
///
/// Raised directed on the nuke when its disarm doafter is successful.
///
public sealed class NukeDisarmSuccessEvent : EntityEventArgs {}
///
/// Raised directed on the nuke when its disarm doafter is cancelled.
///
public sealed class NukeDisarmCancelledEvent : EntityEventArgs {}
}