Files
tbd-station-14/Content.Server/Nuke/NukeSystem.cs
metalgearsloth 3da454140d Add department-specific radio channels (#9061)
* Add department-specific radio channels

This commit adds working department-specific radio channels, while
minimizing damage to the current codebase. It is expected that a future
refactor will clean this up a bit.

ChatSystem now has a RadioPrefix() method that recognizes
department-specific channels (e.g. ":e" and ":m") in addition to the
global channel (";"). It strips the prefix from the message and assigns
messages an integer representing the destination channel, if any.

IListen and IRadio now accept optional 'channel' arguments with this
channel in mind.

The ugly is that the integer channel number is hard-coded and also shows
up in chat.

Comms are not modeled at this time. You cannot break comms (yet).

All headsets have channels soldered into them. You cannot change
encryption keys to hop on new channels. Steal a headset instead.

* Remove debugging print

* Convert to prototypes

* Use prototype names in headset prototype

* Adjust list style

* Document prototype fields

* cringe

* some cleanup

* colours

* Remove alphas at least

* cc

Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
2022-06-23 20:11:03 +10:00

445 lines
16 KiB
C#

using Content.Server.AlertLevel;
using Content.Server.Chat;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
using Content.Server.Coordinates.Helpers;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Server.UserInterface;
using Content.Shared.Audio;
using Content.Shared.Construction.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Nuke;
using Content.Shared.Sound;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Player;
namespace Content.Server.Nuke
{
public sealed class NukeSystem : EntitySystem
{
[Dependency] private readonly NukeCodeSystem _codes = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly AlertLevelSystem _alertLevel = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NukeComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<NukeComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<NukeComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<NukeComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
// anchoring logic
SubscribeLocalEvent<NukeComponent, AnchorAttemptEvent>(OnAnchorAttempt);
SubscribeLocalEvent<NukeComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
// Shouldn't need re-anchoring.
SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
// ui events
SubscribeLocalEvent<NukeComponent, NukeAnchorMessage>(OnAnchorButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeArmedMessage>(OnArmButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadMessage>(OnKeypadButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadClearMessage>(OnClearButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadEnterMessage>(OnEnterButtonPressed);
}
private void OnInit(EntityUid uid, NukeComponent component, ComponentInit args)
{
component.RemainingTime = component.Timer;
_itemSlots.AddItemSlot(uid, SharedNukeComponent.NukeDiskSlotId, component.DiskSlot);
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQuery<NukeComponent>();
foreach (var nuke in query)
{
switch (nuke.Status)
{
case NukeStatus.ARMED:
TickTimer(nuke.Owner, frameTime, nuke);
break;
case NukeStatus.COOLDOWN:
TickCooldown(nuke.Owner, frameTime, nuke);
break;
}
}
}
private void OnRemove(EntityUid uid, NukeComponent component, ComponentRemove args)
{
_itemSlots.RemoveItemSlot(uid, component.DiskSlot);
}
private void OnItemSlotChanged(EntityUid uid, NukeComponent component, ContainerModifiedMessage args)
{
if (!component.Initialized) return;
if (args.Container.ID != component.DiskSlot.ID)
return;
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
#region Anchor
private void OnAnchorAttempt(EntityUid uid, NukeComponent component, AnchorAttemptEvent args)
{
CheckAnchorAttempt(uid, component, args);
}
private void OnUnanchorAttempt(EntityUid uid, NukeComponent component, UnanchorAttemptEvent args)
{
CheckAnchorAttempt(uid, component, args);
}
private void CheckAnchorAttempt(EntityUid uid, NukeComponent component, BaseAnchoredAttemptEvent args)
{
// cancel any anchor attempt without nuke disk
if (!component.DiskSlot.HasItem)
{
var msg = Loc.GetString("nuke-component-cant-anchor");
_popups.PopupEntity(msg, uid, Filter.Entities(args.User));
args.Cancel();
}
}
private void OnAnchorChanged(EntityUid uid, NukeComponent component, ref AnchorStateChangedEvent args)
{
UpdateUserInterface(uid, component);
}
#endregion
#region UI Events
private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
{
if (!component.DiskSlot.HasItem)
return;
if (!EntityManager.TryGetComponent(uid, out TransformComponent? transform))
return;
// manually set transform anchor (bypassing anchorable)
// todo: it will break pullable system
transform.Coordinates = transform.Coordinates.SnapToGrid();
transform.Anchored = !transform.Anchored;
UpdateUserInterface(uid, component);
}
private void OnEnterButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadEnterMessage args)
{
if (component.Status != NukeStatus.AWAIT_CODE)
return;
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
private void OnKeypadButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadMessage args)
{
PlaySound(uid, component.KeypadPressSound, 0.125f, component);
if (component.Status != NukeStatus.AWAIT_CODE)
return;
if (component.EnteredCode.Length >= _codes.Code.Length)
return;
component.EnteredCode += args.Value.ToString();
UpdateUserInterface(uid, component);
}
private void OnClearButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadClearMessage args)
{
PlaySound(uid, component.KeypadPressSound, 0f, component);
if (component.Status != NukeStatus.AWAIT_CODE)
return;
component.EnteredCode = "";
UpdateUserInterface(uid, component);
}
private void OnArmButtonPressed(EntityUid uid, NukeComponent component, NukeArmedMessage args)
{
if (!component.DiskSlot.HasItem)
return;
if (component.Status == NukeStatus.AWAIT_ARM)
{
ArmBomb(uid, component);
}
else
{
DisarmBomb(uid, component);
}
}
#endregion
private void TickCooldown(EntityUid uid, float frameTime, NukeComponent? nuke = null)
{
if (!Resolve(uid, ref nuke))
return;
nuke.CooldownTime -= frameTime;
if (nuke.CooldownTime <= 0)
{
// reset nuke to default state
nuke.CooldownTime = 0;
nuke.Status = NukeStatus.AWAIT_ARM;
UpdateStatus(uid, nuke);
}
UpdateUserInterface(nuke.Owner, nuke);
}
private void TickTimer(EntityUid uid, float frameTime, NukeComponent? nuke = null)
{
if (!Resolve(uid, ref nuke))
return;
nuke.RemainingTime -= frameTime;
// play alert sound if time is running out
if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
{
nuke.AlertAudioStream = SoundSystem.Play(nuke.AlertSound.GetSound(), Filter.Broadcast());
nuke.PlayedAlertSound = true;
}
if (nuke.RemainingTime <= 0)
{
nuke.RemainingTime = 0;
ActivateBomb(uid, nuke);
}
else
{
UpdateUserInterface(uid, nuke);
}
}
private void UpdateStatus(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
switch (component.Status)
{
case NukeStatus.AWAIT_DISK:
if (component.DiskSlot.HasItem)
component.Status = NukeStatus.AWAIT_CODE;
break;
case NukeStatus.AWAIT_CODE:
{
if (!component.DiskSlot.HasItem)
{
component.Status = NukeStatus.AWAIT_DISK;
component.EnteredCode = "";
break;
}
var isValid = _codes.IsCodeValid(component.EnteredCode);
if (isValid)
{
component.Status = NukeStatus.AWAIT_ARM;
component.RemainingTime = component.Timer;
PlaySound(uid, component.AccessGrantedSound, 0, component);
}
else
{
component.EnteredCode = "";
PlaySound(uid, component.AccessDeniedSound, 0, component);
}
break;
}
case NukeStatus.AWAIT_ARM:
// do nothing, wait for arm button to be pressed
break;
case NukeStatus.ARMED:
// do nothing, wait for arm button to be unpressed
break;
}
}
private void UpdateUserInterface(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var ui = component.Owner.GetUIOrNull(NukeUiKey.Key);
if (ui == null)
return;
var anchored = false;
if (EntityManager.TryGetComponent(uid, out TransformComponent? transform))
anchored = transform.Anchored;
var allowArm = component.DiskSlot.HasItem &&
(component.Status == NukeStatus.AWAIT_ARM ||
component.Status == NukeStatus.ARMED);
var state = new NukeUiState()
{
Status = component.Status,
RemainingTime = (int) component.RemainingTime,
DiskInserted = component.DiskSlot.HasItem,
IsAnchored = anchored,
AllowArm = allowArm,
EnteredCodeLength = component.EnteredCode.Length,
MaxCodeLength = _codes.Code.Length,
CooldownTime = (int) component.CooldownTime
};
ui.SetState(state);
}
private void PlaySound(EntityUid uid, SoundSpecifier sound, float varyPitch = 0f,
NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SoundSystem.Play(sound.GetSound(),
Filter.Pvs(uid), uid, AudioHelpers.WithVariation(varyPitch).WithVolume(-5f));
}
#region Public API
/// <summary>
/// Force a nuclear bomb to start a countdown timer
/// </summary>
public void ArmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status == NukeStatus.ARMED)
return;
var stationUid = _stationSystem.GetOwningStation(uid);
// The nuke may not be on a station, so it's more important to just
// let people know that a nuclear bomb was armed in their vicinity instead.
// Otherwise, you could set every station to whatever AlertLevelOnActivate is.
if (stationUid != null)
{
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnActivate, true, true, true, true);
}
// warn a crew
var announcement = Loc.GetString("nuke-component-announcement-armed",
("time", (int) component.RemainingTime));
var sender = Loc.GetString("nuke-component-announcement-sender");
_chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false, Color.Red);
// todo: move it to announcements system
SoundSystem.Play(component.ArmSound.GetSound(), Filter.Broadcast());
component.Status = NukeStatus.ARMED;
UpdateUserInterface(uid, component);
}
/// <summary>
/// Stop nuclear bomb timer
/// </summary>
public void DisarmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status != NukeStatus.ARMED)
return;
var stationUid = _stationSystem.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);
// todo: move it to announcements system
SoundSystem.Play(component.DisarmSound.GetSound(), Filter.Broadcast());
// disable sound and reset it
component.PlayedAlertSound = false;
component.AlertAudioStream?.Stop();
// start bomb cooldown
component.Status = NukeStatus.COOLDOWN;
component.CooldownTime = component.Cooldown;
UpdateUserInterface(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());
EntityManager.DeleteEntity(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
}
public sealed class NukeExplodedEvent : EntityEventArgs {}
}