681 lines
23 KiB
C#
681 lines
23 KiB
C#
using Content.Server.AlertLevel;
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using Content.Server.Audio;
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using Content.Server.Chat.Systems;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Kitchen.Components;
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using Content.Server.Pinpointer;
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using Content.Server.Popups;
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using Content.Server.Station.Systems;
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using Content.Shared.Audio;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Maps;
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using Content.Shared.Nuke;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Nuke;
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public sealed class NukeSystem : EntitySystem
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{
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[Dependency] private readonly AlertLevelSystem _alertLevel = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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/// <summary>
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/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
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/// </summary>
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private float _nukeSongLength;
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private ResolvedSoundSpecifier _selectedNukeSong = String.Empty;
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/// <summary>
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/// Time to leave between the nuke song and the nuke alarm playing.
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/// </summary>
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private const float NukeSongBuffer = 1.5f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NukeComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<NukeComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<NukeComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<NukeComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<NukeComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<NukeComponent, ExaminedEvent>(OnExaminedEvent);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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// ui events
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SubscribeLocalEvent<NukeComponent, NukeAnchorMessage>(OnAnchorButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeArmedMessage>(OnArmButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadMessage>(OnKeypadButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadClearMessage>(OnClearButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadEnterMessage>(OnEnterButtonPressed);
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// Doafter events
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SubscribeLocalEvent<NukeComponent, NukeDisarmDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<NukeDiskComponent, BeingMicrowavedEvent>(OnMicrowaved);
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}
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private void OnInit(EntityUid uid, NukeComponent component, ComponentInit args)
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{
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_itemSlots.AddItemSlot(uid, SharedNukeComponent.NukeDiskSlotId, component.DiskSlot);
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<NukeComponent>();
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while (query.MoveNext(out var uid, out var nuke))
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{
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switch (nuke.Status)
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{
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case NukeStatus.ARMED:
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TickTimer(uid, frameTime, nuke);
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break;
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case NukeStatus.COOLDOWN:
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TickCooldown(uid, frameTime, nuke);
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break;
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}
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}
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}
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private void OnMapInit(EntityUid uid, NukeComponent nuke, MapInitEvent args)
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{
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nuke.RemainingTime = nuke.Timer;
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var originStation = _station.GetOwningStation(uid);
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if (originStation != null)
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{
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nuke.OriginStation = originStation;
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}
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else
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{
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var transform = Transform(uid);
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nuke.OriginMapGrid = (transform.MapID, transform.GridUid);
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}
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nuke.Code = GenerateRandomNumberString(nuke.CodeLength);
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}
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/// <summary>
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/// Slightly randomize nuke countdown timer
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/// </summary>
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private void OnMicrowaved(Entity<NukeDiskComponent> ent, ref BeingMicrowavedEvent args)
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{
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if (ent.Comp.TimeModifier != null)
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return;
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var seconds = _random.NextGaussian(ent.Comp.MicrowaveMean.TotalSeconds, ent.Comp.MicrowaveStd.TotalSeconds);
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ent.Comp.TimeModifier = TimeSpan.FromSeconds(seconds);
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_popups.PopupEntity(Loc.GetString("nuke-disk-component-microwave"), ent.Owner, PopupType.Medium);
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}
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private void OnRemove(EntityUid uid, NukeComponent component, ComponentRemove args)
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{
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_itemSlots.RemoveItemSlot(uid, component.DiskSlot);
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}
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private void OnItemSlotChanged(EntityUid uid, NukeComponent component, ContainerModifiedMessage args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.DiskSlot.ID)
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return;
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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}
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#region Anchor
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private void OnAnchorChanged(EntityUid uid, NukeComponent component, ref AnchorStateChangedEvent args)
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{
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UpdateUserInterface(uid, component);
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if (args.Anchored == false && component.Status == NukeStatus.ARMED && component.RemainingTime > component.DisarmDoafterLength)
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{
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// yes, this means technically if you can find a way to unanchor the nuke, you can disarm it
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// 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.
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DisarmBomb(uid, component);
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}
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UpdateAppearance(uid, component);
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}
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#endregion
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#region UI Events
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private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
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{
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// malicious client sanity check
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if (component.Status == NukeStatus.ARMED)
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return;
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// Nuke has to have the disk in it to be moved
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if (!component.DiskSlot.HasItem)
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{
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var msg = Loc.GetString("nuke-component-cant-anchor-toggle");
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_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
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return;
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}
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// manually set transform anchor (bypassing anchorable)
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// todo: it will break pullable system
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var xform = Transform(uid);
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if (xform.Anchored)
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{
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_transform.Unanchor(uid, xform);
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_itemSlots.SetLock(uid, component.DiskSlot, true);
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}
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else
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{
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if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
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return;
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var worldPos = _transform.GetWorldPosition(xform);
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foreach (var tile in _map.GetTilesIntersecting(xform.GridUid.Value, grid, new Circle(worldPos, component.RequiredFloorRadius), false))
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{
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if (!tile.IsSpace(_tileDefManager))
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continue;
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var msg = Loc.GetString("nuke-component-cant-anchor-floor");
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_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
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return;
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}
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_transform.SetCoordinates(uid, xform, xform.Coordinates.SnapToGrid());
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_transform.AnchorEntity(uid, xform);
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_itemSlots.SetLock(uid, component.DiskSlot, false);
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}
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UpdateUserInterface(uid, component);
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}
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private void OnEnterButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadEnterMessage args)
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{
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if (component.Status != NukeStatus.AWAIT_CODE)
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return;
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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}
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private void OnKeypadButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadMessage args)
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{
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PlayNukeKeypadSound(uid, args.Value, component);
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if (component.Status != NukeStatus.AWAIT_CODE)
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return;
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if (component.EnteredCode.Length >= component.CodeLength)
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return;
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component.EnteredCode += args.Value.ToString();
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UpdateUserInterface(uid, component);
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}
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private void OnClearButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadClearMessage args)
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{
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_audio.PlayPvs(component.KeypadPressSound, uid);
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if (component.Status != NukeStatus.AWAIT_CODE)
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return;
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component.EnteredCode = "";
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UpdateUserInterface(uid, component);
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}
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private void OnArmButtonPressed(EntityUid uid, NukeComponent component, NukeArmedMessage args)
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{
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if (!component.DiskSlot.HasItem)
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return;
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if (component.Status == NukeStatus.AWAIT_ARM && Transform(uid).Anchored)
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ArmBomb(uid, component);
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else
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{
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DisarmBombDoafter(uid, args.Actor, component);
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}
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}
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#endregion
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#region Doafter Events
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private void OnDoAfter(EntityUid uid, NukeComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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DisarmBomb(uid, component);
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var ev = new NukeDisarmSuccessEvent();
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RaiseLocalEvent(ev);
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args.Handled = true;
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}
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#endregion
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private void TickCooldown(EntityUid uid, float frameTime, NukeComponent? nuke = null)
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{
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if (!Resolve(uid, ref nuke))
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return;
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nuke.CooldownTime -= frameTime;
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if (nuke.CooldownTime <= 0)
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{
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// reset nuke to default state
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nuke.CooldownTime = 0;
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nuke.Status = NukeStatus.AWAIT_ARM;
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UpdateStatus(uid, nuke);
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}
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UpdateUserInterface(uid, nuke);
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}
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private void TickTimer(EntityUid uid, float frameTime, NukeComponent? nuke = null)
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{
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if (!Resolve(uid, ref nuke))
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return;
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nuke.RemainingTime -= frameTime;
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// Start playing the nuke event song so that it ends a couple seconds before the alert sound
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// should play
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if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !ResolvedSoundSpecifier.IsNullOrEmpty(_selectedNukeSong))
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{
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_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
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nuke.PlayedNukeSong = true;
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}
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// play alert sound if time is running out
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if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
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{
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_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(nuke.AlertSound), new AudioParams{Volume = -5f});
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_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
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nuke.PlayedAlertSound = true;
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UpdateAppearance(uid, nuke);
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}
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if (nuke.RemainingTime <= 0)
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{
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nuke.RemainingTime = 0;
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ActivateBomb(uid, nuke);
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}
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else
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UpdateUserInterface(uid, nuke);
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}
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private void UpdateStatus(EntityUid uid, NukeComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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switch (component.Status)
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{
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case NukeStatus.AWAIT_DISK:
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if (component.DiskSlot.HasItem)
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component.Status = NukeStatus.AWAIT_CODE;
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break;
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case NukeStatus.AWAIT_CODE:
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if (!component.DiskSlot.HasItem)
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{
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component.Status = NukeStatus.AWAIT_DISK;
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component.EnteredCode = "";
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break;
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}
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if (component.EnteredCode == component.Code)
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{
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component.Status = NukeStatus.AWAIT_ARM;
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var modifier = CompOrNull<NukeDiskComponent>(component.DiskSlot.Item)?.TimeModifier ?? TimeSpan.Zero;
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component.RemainingTime = MathF.Max(component.Timer + (float)modifier.TotalSeconds, component.MinimumTime);
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_audio.PlayPvs(component.AccessGrantedSound, uid);
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}
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else
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{
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component.EnteredCode = "";
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_audio.PlayPvs(component.AccessDeniedSound, uid);
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}
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break;
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case NukeStatus.AWAIT_ARM:
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// do nothing, wait for arm button to be pressed
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break;
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case NukeStatus.ARMED:
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// do nothing, wait for arm button to be unpressed
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break;
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}
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}
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private void UpdateUserInterface(EntityUid uid, NukeComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!_ui.HasUi(uid, NukeUiKey.Key))
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return;
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var anchored = Transform(uid).Anchored;
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var allowArm = component.DiskSlot.HasItem &&
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(component.Status == NukeStatus.AWAIT_ARM ||
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component.Status == NukeStatus.ARMED);
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var state = new NukeUiState
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{
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Status = component.Status,
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RemainingTime = (int) component.RemainingTime,
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DiskInserted = component.DiskSlot.HasItem,
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IsAnchored = anchored,
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AllowArm = allowArm,
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EnteredCodeLength = component.EnteredCode.Length,
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MaxCodeLength = component.CodeLength,
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CooldownTime = (int) component.CooldownTime
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};
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_ui.SetUiState(uid, NukeUiKey.Key, state);
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}
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private void PlayNukeKeypadSound(EntityUid uid, int number, NukeComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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// This is a C mixolydian blues scale.
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// 1 2 3 C D Eb
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// 4 5 6 E F F#
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// 7 8 9 G A Bb
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var semitoneShift = number switch
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{
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1 => 0,
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2 => 2,
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3 => 3,
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4 => 4,
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5 => 5,
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6 => 6,
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7 => 7,
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8 => 9,
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9 => 10,
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0 => component.LastPlayedKeypadSemitones + 12,
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_ => 0
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};
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// Don't double-dip on the octave shifting
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component.LastPlayedKeypadSemitones = number == 0 ? component.LastPlayedKeypadSemitones : semitoneShift;
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var opts = component.KeypadPressSound.Params;
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opts = AudioHelpers.ShiftSemitone(opts, semitoneShift).AddVolume(-5f);
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_audio.PlayPvs(component.KeypadPressSound, uid, opts);
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}
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public string GenerateRandomNumberString(int length)
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{
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var ret = "";
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for (var i = 0; i < length; i++)
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{
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var c = (char) _random.Next('0', '9' + 1);
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ret += c;
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}
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return ret;
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}
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#region Public API
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/// <summary>
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/// Force a nuclear bomb to start a countdown timer
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/// </summary>
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public void ArmBomb(EntityUid uid, NukeComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.Status == NukeStatus.ARMED)
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return;
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var nukeXform = Transform(uid);
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var stationUid = _station.GetStationInMap(nukeXform.MapID);
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// The nuke may not be on a station, so it's more important to just
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// let people know that a nuclear bomb was armed in their vicinity instead.
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// Otherwise, you could set every station to whatever AlertLevelOnActivate is.
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if (stationUid != null)
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_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnActivate, true, true, true, true);
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var pos = _transform.GetMapCoordinates(uid, xform: nukeXform);
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var x = (int) pos.X;
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var y = (int) pos.Y;
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var posText = $"({x}, {y})";
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// We are collapsing the randomness here, otherwise we would get separate random song picks for checking duration and when actually playing the song afterwards
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_selectedNukeSong = _audio.ResolveSound(component.ArmMusic);
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// warn a crew
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var announcement = Loc.GetString("nuke-component-announcement-armed",
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("time", (int) component.RemainingTime),
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("location", FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString((uid, nukeXform)))));
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var sender = Loc.GetString("nuke-component-announcement-sender");
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_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, false, null, Color.Red);
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_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.ArmSound));
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_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
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// turn on the spinny light
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_pointLight.SetEnabled(uid, true);
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// enable the navmap beacon for people to find it
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_navMap.SetBeaconEnabled(uid, true);
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_itemSlots.SetLock(uid, component.DiskSlot, true);
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if (!nukeXform.Anchored)
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{
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// Admin command shenanigans, just make sure.
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_transform.AnchorEntity(uid, nukeXform);
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}
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component.Status = NukeStatus.ARMED;
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UpdateUserInterface(uid, component);
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UpdateAppearance(uid, component);
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}
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/// <summary>
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/// Stop nuclear bomb timer
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/// </summary>
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public void DisarmBomb(EntityUid uid, NukeComponent? component = null)
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{
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if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (component.Status != NukeStatus.ARMED)
|
|
return;
|
|
|
|
var stationUid = _station.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;
|
|
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.DisarmSound));
|
|
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
|
|
|
|
// reset nuke remaining time to either itself or the minimum time, whichever is higher
|
|
component.RemainingTime = Math.Max(component.RemainingTime, component.MinimumTime);
|
|
|
|
// disable sound and reset it
|
|
component.PlayedAlertSound = false;
|
|
component.AlertAudioStream = _audio.Stop(component.AlertAudioStream);
|
|
|
|
// turn off the spinny light
|
|
_pointLight.SetEnabled(uid, false);
|
|
// disable the navmap beacon now that its disarmed
|
|
_navMap.SetBeaconEnabled(uid, false);
|
|
|
|
// start bomb cooldown
|
|
_itemSlots.SetLock(uid, component.DiskSlot, false);
|
|
component.Status = NukeStatus.COOLDOWN;
|
|
component.CooldownTime = component.Cooldown;
|
|
|
|
UpdateUserInterface(uid, component);
|
|
UpdateAppearance(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggle bomb arm button
|
|
/// </summary>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Force bomb to explode immediately
|
|
/// </summary>
|
|
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,
|
|
});
|
|
|
|
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
|
|
Del(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set remaining time value
|
|
/// </summary>
|
|
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)
|
|
{
|
|
var doAfter = new DoAfterArgs(EntityManager, user, nuke.DisarmDoafterLength, new NukeDisarmDoAfterEvent(), uid, target: uid)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = true,
|
|
};
|
|
|
|
if (!_doAfter.TryStartDoAfter(doAfter))
|
|
return;
|
|
|
|
_popups.PopupEntity(Loc.GetString("nuke-component-doafter-warning"), user,
|
|
user, PopupType.LargeCaution);
|
|
}
|
|
|
|
private void UpdateAppearance(EntityUid uid, NukeComponent nuke)
|
|
{
|
|
var xform = Transform(uid);
|
|
|
|
_appearance.SetData(uid, NukeVisuals.Deployed, xform.Anchored);
|
|
|
|
NukeVisualState state;
|
|
if (nuke.PlayedAlertSound)
|
|
state = NukeVisualState.YoureFucked;
|
|
else if (nuke.Status == NukeStatus.ARMED)
|
|
state = NukeVisualState.Armed;
|
|
else
|
|
state = NukeVisualState.Idle;
|
|
|
|
_appearance.SetData(uid, NukeVisuals.State, state);
|
|
}
|
|
|
|
private void OnExaminedEvent(EntityUid uid, NukeComponent component, ExaminedEvent args)
|
|
{
|
|
if (component.PlayedAlertSound)
|
|
args.PushMarkup(Loc.GetString("nuke-examine-exploding"));
|
|
else if (component.Status == NukeStatus.ARMED)
|
|
args.PushMarkup(Loc.GetString("nuke-examine-armed"));
|
|
|
|
if (Transform(uid).Anchored)
|
|
args.PushMarkup(Loc.GetString("examinable-anchored"));
|
|
else
|
|
args.PushMarkup(Loc.GetString("examinable-unanchored"));
|
|
}
|
|
}
|
|
|
|
public sealed class NukeExplodedEvent : EntityEventArgs
|
|
{
|
|
public EntityUid? OwningStation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised directed on the nuke when its disarm doafter is successful.
|
|
/// So the game knows not to end.
|
|
/// </summary>
|
|
public sealed class NukeDisarmSuccessEvent : EntityEventArgs
|
|
{
|
|
|
|
}
|
|
|