* move chat stuff to shared * refactor: using cleanup +whitespaces + xml-doc * review --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
138 lines
5.4 KiB
C#
138 lines
5.4 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Station.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Power.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.PowerSink
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{
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public sealed class PowerSinkSystem : EntitySystem
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{
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/// <summary>
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/// Percentage of battery full to trigger the announcement warning at.
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/// </summary>
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private const float WarningMessageThreshold = 0.70f;
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private readonly float[] _warningSoundThresholds = new[] { .80f, .90f, .95f, .98f };
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/// <summary>
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/// Length of time to delay explosion from battery full state -- this is used to play
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/// a brief SFX winding up the explosion.
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/// </summary>
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/// <returns></returns>
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private readonly TimeSpan _explosionDelayTime = TimeSpan.FromSeconds(1.465);
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PowerSinkComponent, ExaminedEvent>(OnExamine);
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}
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private void OnExamine(EntityUid uid, PowerSinkComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange || !TryComp<PowerConsumerComponent>(uid, out var consumer))
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return;
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var drainAmount = (int) consumer.NetworkLoad.ReceivingPower / 1000;
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args.PushMarkup(
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Loc.GetString(
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"powersink-examine-drain-amount",
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("amount", drainAmount),
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("markupDrainColor", "orange"))
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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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var toRemove = new RemQueue<(EntityUid Entity, PowerSinkComponent Sink)>();
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var query = EntityQueryEnumerator<PowerSinkComponent, PowerConsumerComponent, BatteryComponent, TransformComponent>();
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// Realistically it's gonna be like <5 per station.
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while (query.MoveNext(out var entity, out var component, out var networkLoad, out var battery, out var transform))
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{
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if (!transform.Anchored)
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continue;
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_battery.ChangeCharge(entity, networkLoad.NetworkLoad.ReceivingPower * frameTime, battery);
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var currentBatteryThreshold = battery.CurrentCharge / battery.MaxCharge;
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// Check for warning message threshold
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if (!component.SentImminentExplosionWarningMessage &&
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currentBatteryThreshold >= WarningMessageThreshold)
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{
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NotifyStationOfImminentExplosion(entity, component);
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}
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// Check for warning sound threshold
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foreach (var testThreshold in _warningSoundThresholds)
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{
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if (currentBatteryThreshold >= testThreshold &&
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testThreshold > component.HighestWarningSoundThreshold)
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{
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component.HighestWarningSoundThreshold = currentBatteryThreshold; // Don't re-play in future until next threshold hit
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_audio.PlayPvs(component.ElectricSound, entity); // Play SFX
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break;
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}
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}
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// Check for explosion
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if (battery.CurrentCharge < battery.MaxCharge)
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continue;
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if (component.ExplosionTime == null)
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{
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// Set explosion sequence to start soon
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component.ExplosionTime = _gameTiming.CurTime.Add(_explosionDelayTime);
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// Wind-up SFX
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_audio.PlayPvs(component.ChargeFireSound, entity); // Play SFX
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}
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else if (_gameTiming.CurTime >= component.ExplosionTime)
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{
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// Explode!
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toRemove.Add((entity, component));
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}
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}
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foreach (var (entity, component) in toRemove)
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{
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_explosionSystem.QueueExplosion(entity, "PowerSink", 2000f, 4f, 20f, canCreateVacuum: true);
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RemComp(entity, component);
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}
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}
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private void NotifyStationOfImminentExplosion(EntityUid uid, PowerSinkComponent powerSinkComponent)
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{
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if (powerSinkComponent.SentImminentExplosionWarningMessage)
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return;
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powerSinkComponent.SentImminentExplosionWarningMessage = true;
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var station = _station.GetOwningStation(uid);
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if (station == null)
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return;
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_chat.DispatchStationAnnouncement(
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station.Value,
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Loc.GetString("powersink-imminent-explosion-announcement"),
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playDefaultSound: true,
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colorOverride: Color.Yellow
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);
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}
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}
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}
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