* Boom! Emergency access! * Emergency access sound * locale * Updated sounds * bleh * Door electrify base * feat: popups on attempt to activate AI action when wires cut * refactor: use SharedApcPowerReceiverComponent to check if AI can interact with door * refactor: added icon and sound for door overcharge * meta.json should use tabs not spaces * refactor: extracted sounds for airlock overcharge to static field in system * refactor: cleanup, ScarKy0 mentions for resources * refactor: removed unused textures * feat: now notification is displayed when AI attempting to interact with door which have wire cut * StationAiWhitelistComponent is properly gating BUI OnMessageAttempt, SharedPowerReceiverSystem.IsPowered is now used to check if device powered * refactor: use PlayLocal to play electrify sound only for AI player * refactor: SetBoltsDown now uses TrySetBoltDown, checks for power. * bolts now check for power using SharedPowerReceiverSystem * electrify localization and louder electrify sounds * extracted ShowDeviceNotRespondingPopup, reverted airlocks not opening/closing when ai wire was cut * refactor: cleanup * New sprites and fixes * Copyright * even more sprite changes * refactore: cleanup, rename overcharge => electrify --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
63 lines
2.8 KiB
C#
63 lines
2.8 KiB
C#
using Content.Shared.Inventory;
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using Content.Shared.StatusEffect;
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namespace Content.Shared.Electrocution
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{
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public abstract class SharedElectrocutionSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
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// as long as legally distinct electric-mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
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}
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public void SetInsulatedSiemensCoefficient(EntityUid uid, float siemensCoefficient, InsulatedComponent? insulated = null)
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{
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if (!Resolve(uid, ref insulated))
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return;
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insulated.Coefficient = siemensCoefficient;
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Dirty(uid, insulated);
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}
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/// <summary>
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/// Sets electrified value of component and marks dirty if required.
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/// </summary>
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public void SetElectrified(Entity<ElectrifiedComponent> ent, bool value)
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{
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if (ent.Comp.Enabled == value)
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{
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return;
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}
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ent.Comp.Enabled = value;
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Dirty(ent, ent.Comp);
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}
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/// <param name="uid">Entity being electrocuted.</param>
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/// <param name="sourceUid">Source entity of the electrocution.</param>
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/// <param name="shockDamage">How much shock damage the entity takes.</param>
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/// <param name="time">How long the entity will be stunned.</param>
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/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
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/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
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/// <param name="statusEffects">Status effects to apply to the entity.</param>
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/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
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/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
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public virtual bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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// only done serverside
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return false;
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}
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private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
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{
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args.SiemensCoefficient *= insulated.Coefficient;
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}
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}
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}
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