109 lines
4.6 KiB
C#
109 lines
4.6 KiB
C#
using Content.Server.StationEvents.Components;
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using Content.Shared.Access;
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using Content.Shared.Access.Systems;
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using Content.Shared.Access.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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using Content.Shared.Lock;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Station.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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/// <summary>
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/// Greytide Virus event
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/// This will open and bolt airlocks and unlock lockers from randomly selected access groups.
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/// </summary>
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public sealed class GreytideVirusRule : StationEventSystem<GreytideVirusRuleComponent>
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{
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[Dependency] private readonly AccessReaderSystem _access = default!;
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[Dependency] private readonly SharedDoorSystem _door = default!;
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[Dependency] private readonly LockSystem _lock = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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protected override void Added(EntityUid uid, GreytideVirusRuleComponent virusComp, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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if (!TryComp<StationEventComponent>(uid, out var stationEvent))
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return;
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// pick severity randomly from range if not specified otherwise
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virusComp.Severity ??= virusComp.SeverityRange.Next(_random);
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virusComp.Severity = Math.Min(virusComp.Severity.Value, virusComp.AccessGroups.Count);
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stationEvent.StartAnnouncement = Loc.GetString("station-event-greytide-virus-start-announcement", ("severity", virusComp.Severity.Value));
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base.Added(uid, virusComp, gameRule, args);
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}
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protected override void Started(EntityUid uid, GreytideVirusRuleComponent virusComp, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, virusComp, gameRule, args);
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if (virusComp.Severity == null)
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return;
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if (!TryGetRandomStation(out var chosenStation))
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return;
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// pick random access groups
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var chosen = _random.GetItems(virusComp.AccessGroups, virusComp.Severity.Value, allowDuplicates: false);
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// combine all the selected access groups
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var accessIds = new HashSet<ProtoId<AccessLevelPrototype>>();
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foreach (var group in chosen)
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{
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if (_prototype.TryIndex(group, out var proto))
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accessIds.UnionWith(proto.Tags);
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}
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var firelockQuery = GetEntityQuery<FirelockComponent>();
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var accessQuery = GetEntityQuery<AccessReaderComponent>();
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var lockQuery = AllEntityQuery<LockComponent, TransformComponent>();
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while (lockQuery.MoveNext(out var lockUid, out var lockComp, out var xform))
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{
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if (!accessQuery.TryComp(lockUid, out var accessComp))
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continue;
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// make sure not to hit CentCom or other maps
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if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation)
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continue;
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// check access
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// the AreAccessTagsAllowed function is a little weird because it technically has support for certain tags to be locked out of opening something
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// which might have unintened side effects (see the comments in the function itself)
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// but no one uses that yet, so it is fine for now
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if (!_access.AreAccessTagsAllowed(accessIds, accessComp) || _access.AreAccessTagsAllowed(virusComp.Blacklist, accessComp))
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continue;
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// open lockers
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_lock.Unlock(lockUid, null, lockComp);
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}
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var airlockQuery = AllEntityQuery<AirlockComponent, DoorComponent, TransformComponent>();
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while (airlockQuery.MoveNext(out var airlockUid, out var airlockComp, out var doorComp, out var xform))
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{
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// don't space everything
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if (firelockQuery.HasComp(airlockUid))
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continue;
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// make sure not to hit CentCom or other maps
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if (CompOrNull<StationMemberComponent>(xform.GridUid)?.Station != chosenStation)
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continue;
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// use the access reader from the door electronics if they exist
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if (!_access.GetMainAccessReader(airlockUid, out var accessEnt))
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continue;
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// check access
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if (!_access.AreAccessTagsAllowed(accessIds, accessEnt.Value.Comp) || _access.AreAccessTagsAllowed(virusComp.Blacklist, accessEnt.Value.Comp))
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continue;
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// open and bolt airlocks
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_door.TryOpenAndBolt(airlockUid, doorComp, airlockComp);
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}
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}
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}
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