193 lines
7.5 KiB
C#
193 lines
7.5 KiB
C#
using System.Threading;
|
|
using Content.Server.Explosion.EntitySystems;
|
|
using Content.Shared.Containers.ItemSlots;
|
|
using Content.Shared.Explosion;
|
|
using Content.Shared.Nuke;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
|
|
namespace Content.Server.Nuke
|
|
{
|
|
/// <summary>
|
|
/// Nuclear device that can devastate an entire station.
|
|
/// Basically a station self-destruction mechanism.
|
|
/// To activate it, user needs to insert an authorization disk and enter a secret code.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
[Access(typeof(NukeSystem))]
|
|
public sealed partial class NukeComponent : SharedNukeComponent
|
|
{
|
|
/// <summary>
|
|
/// Default bomb timer value in seconds.
|
|
/// </summary>
|
|
[DataField]
|
|
public int Timer = 300;
|
|
|
|
/// <summary>
|
|
/// If the nuke is disarmed, this sets the minimum amount of time the timer can have.
|
|
/// The remaining time will reset to this value if it is below it.
|
|
/// </summary>
|
|
[DataField]
|
|
public int MinimumTime = 180;
|
|
|
|
/// <summary>
|
|
/// How long until the bomb can arm again after deactivation.
|
|
/// Used to prevent announcements spam.
|
|
/// </summary>
|
|
[DataField]
|
|
public int Cooldown = 30;
|
|
|
|
/// <summary>
|
|
/// The <see cref="ItemSlot"/> that stores the nuclear disk. The entity whitelist, sounds, and some other
|
|
/// behaviours are specified by this <see cref="ItemSlot"/> definition. Make sure the whitelist, is correct
|
|
/// otherwise a blank bit of paper will work as a "disk".
|
|
/// </summary>
|
|
[DataField("diskSlot")]
|
|
public ItemSlot DiskSlot = new();
|
|
|
|
/// <summary>
|
|
/// When this time is left, nuke will play last alert sound
|
|
/// </summary>
|
|
[DataField("alertTime")]
|
|
public float AlertSoundTime = 10.0f;
|
|
|
|
/// <summary>
|
|
/// How long a user must wait to disarm the bomb.
|
|
/// </summary>
|
|
[DataField("disarmDoafterLength")]
|
|
public float DisarmDoafterLength = 30.0f;
|
|
|
|
[DataField("alertLevelOnActivate")] public string AlertLevelOnActivate = default!;
|
|
[DataField("alertLevelOnDeactivate")] public string AlertLevelOnDeactivate = default!;
|
|
|
|
/// <summary>
|
|
/// This is stored so we can do a funny by making 0 shift the last played note up by 12 semitones (octave)
|
|
/// </summary>
|
|
public int LastPlayedKeypadSemitones = 0;
|
|
|
|
[DataField("keypadPressSound")]
|
|
public SoundSpecifier KeypadPressSound = new SoundPathSpecifier("/Audio/Machines/Nuke/general_beep.ogg");
|
|
|
|
[DataField("accessGrantedSound")]
|
|
public SoundSpecifier AccessGrantedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/confirm_beep.ogg");
|
|
|
|
[DataField("accessDeniedSound")]
|
|
public SoundSpecifier AccessDeniedSound = new SoundPathSpecifier("/Audio/Machines/Nuke/angry_beep.ogg");
|
|
|
|
[DataField("alertSound")]
|
|
public SoundSpecifier AlertSound = new SoundPathSpecifier("/Audio/Machines/Nuke/nuke_alarm.ogg");
|
|
|
|
[DataField("armSound")]
|
|
public SoundSpecifier ArmSound = new SoundPathSpecifier("/Audio/Misc/notice1.ogg");
|
|
|
|
[DataField("disarmSound")]
|
|
public SoundSpecifier DisarmSound = new SoundPathSpecifier("/Audio/Misc/notice2.ogg");
|
|
|
|
[DataField("armMusic")]
|
|
public SoundSpecifier ArmMusic = new SoundCollectionSpecifier("NukeMusic");
|
|
|
|
// These datafields here are duplicates of those in explosive component. But I'm hesitant to use explosive
|
|
// component, just in case at some point, somehow, when grenade crafting added in someone manages to wire up a
|
|
// proximity trigger or something to the nuke and set it off prematurely. I want to make sure they MEAN to set of
|
|
// the nuke.
|
|
#region ExplosiveComponent
|
|
/// <summary>
|
|
/// The explosion prototype. This determines the damage types, the tile-break chance, and some visual
|
|
/// information (e.g., the light that the explosion gives off).
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("explosionType", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<ExplosionPrototype>))]
|
|
public string ExplosionType = default!;
|
|
|
|
/// <summary>
|
|
/// The maximum intensity the explosion can have on a single time. This limits the maximum damage and tile
|
|
/// break chance the explosion can achieve at any given location.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("maxIntensity")]
|
|
public float MaxIntensity = 100;
|
|
|
|
/// <summary>
|
|
/// How quickly the intensity drops off as you move away from the epicenter.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("intensitySlope")]
|
|
public float IntensitySlope = 5;
|
|
|
|
/// <summary>
|
|
/// The total intensity of this explosion. The radius of the explosion scales like the cube root of this
|
|
/// number (see <see cref="ExplosionSystem.RadiusToIntensity"/>).
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("totalIntensity")]
|
|
public float TotalIntensity = 100000;
|
|
|
|
/// <summary>
|
|
/// Avoid somehow double-triggering this explosion.
|
|
/// </summary>
|
|
public bool Exploded;
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Origin station of this bomb, if it exists.
|
|
/// If this doesn't exist, then the origin grid and map will be filled in, instead.
|
|
/// </summary>
|
|
public EntityUid? OriginStation;
|
|
|
|
/// <summary>
|
|
/// Origin map and grid of this bomb.
|
|
/// If a station wasn't tied to a given grid when the bomb was spawned,
|
|
/// this will be filled in instead.
|
|
/// </summary>
|
|
public (MapId, EntityUid?)? OriginMapGrid;
|
|
|
|
[DataField] public int CodeLength = 6;
|
|
[DataField] public string Code = string.Empty;
|
|
|
|
/// <summary>
|
|
/// Time until explosion in seconds.
|
|
/// </summary>
|
|
[DataField]
|
|
public float RemainingTime;
|
|
|
|
/// <summary>
|
|
/// Time until bomb cooldown will expire in seconds.
|
|
/// </summary>
|
|
[DataField]
|
|
public float CooldownTime;
|
|
|
|
/// <summary>
|
|
/// Current nuclear code buffer. Entered manually by players.
|
|
/// If valid it will allow arm/disarm bomb.
|
|
/// </summary>
|
|
[DataField]
|
|
public string EnteredCode = "";
|
|
|
|
/// <summary>
|
|
/// Current status of a nuclear bomb.
|
|
/// </summary>
|
|
[DataField]
|
|
public NukeStatus Status = NukeStatus.AWAIT_DISK;
|
|
|
|
/// <summary>
|
|
/// Check if nuke has already played the nuke song so we don't do it again
|
|
/// </summary>
|
|
public bool PlayedNukeSong = false;
|
|
|
|
/// <summary>
|
|
/// Check if nuke has already played last alert sound
|
|
/// </summary>
|
|
public bool PlayedAlertSound = false;
|
|
|
|
public EntityUid? AlertAudioStream = default;
|
|
|
|
/// <summary>
|
|
/// The radius from the nuke for which there must be floor tiles for it to be anchorable.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("requiredFloorRadius")]
|
|
public float RequiredFloorRadius = 5;
|
|
}
|
|
}
|