using Content.Server.Popups; using Content.Server.Power.Components; using Content.Server.Power.Pow3r; using Content.Shared.Access.Systems; using Content.Shared.APC; using Content.Shared.Emag.Systems; using Content.Shared.Emp; using Content.Shared.Popups; using Content.Shared.Power; using Content.Shared.Rounding; using Robust.Server.GameObjects; using Robust.Shared.Audio; using Robust.Shared.Audio.Systems; using Robust.Shared.Timing; namespace Content.Server.Power.EntitySystems; public sealed class ApcSystem : EntitySystem { [Dependency] private readonly AccessReaderSystem _accessReader = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly EmagSystem _emag = default!; [Dependency] private readonly PopupSystem _popup = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly UserInterfaceSystem _ui = default!; public override void Initialize() { base.Initialize(); UpdatesAfter.Add(typeof(PowerNetSystem)); SubscribeLocalEvent(OnBoundUiOpen); SubscribeLocalEvent(OnApcStartup); SubscribeLocalEvent(OnBatteryChargeChanged); SubscribeLocalEvent(OnToggleMainBreaker); SubscribeLocalEvent(OnEmagged); SubscribeLocalEvent(OnEmpPulse); } public override void Update(float deltaTime) { var query = EntityQueryEnumerator(); var curTime = _gameTiming.CurTime; while (query.MoveNext(out var uid, out var apc, out var battery, out var ui)) { if (apc.LastUiUpdate + ApcComponent.VisualsChangeDelay < curTime && _ui.IsUiOpen((uid, ui), ApcUiKey.Key)) { apc.LastUiUpdate = curTime; UpdateUIState(uid, apc, battery); } if (apc.NeedStateUpdate) { UpdateApcState(uid, apc, battery); } // Overload if (apc.MainBreakerEnabled && battery.CurrentSupply > apc.MaxLoad) { // Not already overloaded, start timer if (apc.TripStartTime == null) { apc.TripStartTime = curTime; } else { if (curTime - apc.TripStartTime > apc.TripTime) { apc.TripFlag = true; ApcToggleBreaker(uid, apc, battery); // off, we already checked MainBreakerEnabled above } } } else { apc.TripStartTime = null; } } } // Change the APC's state only when the battery state changes, or when it's first created. private void OnBatteryChargeChanged(EntityUid uid, ApcComponent component, ref ChargeChangedEvent args) { UpdateApcState(uid, component); } private static void OnApcStartup(EntityUid uid, ApcComponent component, ComponentStartup args) { // We cannot update immediately, as various network/battery state is not valid yet. // Defer until the next tick. component.NeedStateUpdate = true; } private void OnBoundUiOpen(EntityUid uid, ApcComponent component, BoundUIOpenedEvent args) { UpdateApcState(uid, component); } private void OnToggleMainBreaker(EntityUid uid, ApcComponent component, ApcToggleMainBreakerMessage args) { var attemptEv = new ApcToggleMainBreakerAttemptEvent(); RaiseLocalEvent(uid, ref attemptEv); if (attemptEv.Cancelled) { _popup.PopupCursor(Loc.GetString("apc-component-on-toggle-cancel"), args.Actor, PopupType.Medium); return; } if (_accessReader.IsAllowed(args.Actor, uid)) { ApcToggleBreaker(uid, component); } else { _popup.PopupCursor(Loc.GetString("apc-component-insufficient-access"), args.Actor, PopupType.Medium); } } public void ApcToggleBreaker(EntityUid uid, ApcComponent? apc = null, PowerNetworkBatteryComponent? battery = null) { if (!Resolve(uid, ref apc, ref battery)) return; apc.MainBreakerEnabled = !apc.MainBreakerEnabled; battery.CanDischarge = apc.MainBreakerEnabled; if (apc.MainBreakerEnabled) apc.TripFlag = false; UpdateUIState(uid, apc); _audio.PlayPvs(apc.OnReceiveMessageSound, uid, AudioParams.Default.WithVolume(-2f)); } private void OnEmagged(EntityUid uid, ApcComponent comp, ref GotEmaggedEvent args) { if (!_emag.CompareFlag(args.Type, EmagType.Interaction)) return; if (_emag.CheckFlag(uid, EmagType.Interaction)) return; args.Handled = true; } public void UpdateApcState(EntityUid uid, ApcComponent? apc=null, PowerNetworkBatteryComponent? battery = null) { if (!Resolve(uid, ref apc, ref battery, false)) return; if (apc.LastChargeStateTime == null || apc.LastChargeStateTime + ApcComponent.VisualsChangeDelay < _gameTiming.CurTime) { var newState = CalcChargeState(uid, battery.NetworkBattery); if (newState != apc.LastChargeState) { apc.LastChargeState = newState; apc.LastChargeStateTime = _gameTiming.CurTime; if (TryComp(uid, out AppearanceComponent? appearance)) { _appearance.SetData(uid, ApcVisuals.ChargeState, newState, appearance); } } } var extPowerState = CalcExtPowerState(uid, battery.NetworkBattery); if (extPowerState != apc.LastExternalState) { apc.LastExternalState = extPowerState; UpdateUIState(uid, apc, battery); } apc.NeedStateUpdate = false; } public void UpdateUIState(EntityUid uid, ApcComponent? apc = null, PowerNetworkBatteryComponent? netBat = null, UserInterfaceComponent? ui = null) { if (!Resolve(uid, ref apc, ref netBat, ref ui)) return; var battery = netBat.NetworkBattery; const int ChargeAccuracy = 5; // TODO: Fix ContentHelpers or make a new one coz this is cooked. var charge = ContentHelpers.RoundToNearestLevels(battery.CurrentStorage / battery.Capacity, 1.0, 100 / ChargeAccuracy) / 100f * ChargeAccuracy; var state = new ApcBoundInterfaceState(apc.MainBreakerEnabled, (int) MathF.Ceiling(battery.CurrentSupply), apc.LastExternalState, charge, apc.MaxLoad, apc.TripFlag); _ui.SetUiState((uid, ui), ApcUiKey.Key, state); } private ApcChargeState CalcChargeState(EntityUid uid, PowerState.Battery battery) { if (_emag.CheckFlag(uid, EmagType.Interaction)) return ApcChargeState.Emag; if (battery.CurrentStorage / battery.Capacity > ApcComponent.HighPowerThreshold) { return ApcChargeState.Full; } var delta = battery.CurrentSupply - battery.CurrentReceiving; return delta < 0 ? ApcChargeState.Charging : ApcChargeState.Lack; } private ApcExternalPowerState CalcExtPowerState(EntityUid uid, PowerState.Battery battery) { if (battery.CurrentReceiving == 0 && !MathHelper.CloseTo(battery.CurrentStorage / battery.Capacity, 1)) { return ApcExternalPowerState.None; } var delta = battery.CurrentSupply - battery.CurrentReceiving; if (!MathHelper.CloseToPercent(delta, 0, 0.1f) && delta < 0) { return ApcExternalPowerState.Low; } return ApcExternalPowerState.Good; } // TODO: This subscription should be in shared. // But I am not moving ApcComponent to shared, this PR already got soaped enough and that component uses several layers of OOP. // At least the EMP visuals won't mispredict, since all APCs also have the BatteryComponent, which also has a EMP effect and is in shared. private void OnEmpPulse(EntityUid uid, ApcComponent component, ref EmpPulseEvent args) { if (component.MainBreakerEnabled) { args.Affected = true; args.Disabled = true; ApcToggleBreaker(uid, component); } } } [ByRefEvent] public record struct ApcToggleMainBreakerAttemptEvent(bool Cancelled);