* Explosions * fix yaml typo and prevent silly UI inputs * oop * Use modified contains() checks And remove IEnumerable * Buff nuke, nerf meteors * optimize the entity lookup stuff a bit * fix tile (0,0) error forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile. * remove celebration * byte -> int * remove diag edge tile dict * fix one bug but there is another * fix the other bug turns out dividing a ushort leads to rounding errors. Why TF is the grid tile size even a ushort in the first place. * improve edge map * fix minor bug If the initial-explosion tile had an airtight entity on it, the tile was processed twice. * some reviews (transform queries, eye.mapid, and tilesizes in overlays) * Apply suggestions from code review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * is map paused * GetAllTiles ignores space by default * WriteLine -> WriteError * First -> FirstOrDefault() * default prototype const string * entity query * misc review changes * grid edge max distance * fix fire texture defn bad use of type serializer and ioc-resolves * Remove ExplosionLaunched And allow nukes to throw items towards the outer part of an explosion * no hot-reload disclaimer * replace prototype id string with int index * optimise damage a tiiiiny bit. * entity queries * comments * misc mirror comments * cvars * admin logs * move intensity-per-state to prototype * update tile event to ECS event * git mv * Tweak rpg & minibomb also fix merge bug * you don't exist anymore go away * Fix build Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
130 lines
4.7 KiB
C#
130 lines
4.7 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Power.Components;
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using Content.Shared.Database;
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using Content.Shared.Examine;
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using Content.Shared.PowerCell;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Rounding;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Kitchen.Components;
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namespace Content.Server.PowerCell;
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public sealed class PowerCellSystem : SharedPowerCellSystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionsSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
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[Dependency] private readonly AdminLogSystem _logSystem = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PowerCellComponent, ChargeChangedEvent>(OnChargeChanged);
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SubscribeLocalEvent<PowerCellComponent, SolutionChangedEvent>(OnSolutionChange);
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SubscribeLocalEvent<PowerCellComponent, ExaminedEvent>(OnCellExamined);
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// funny
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SubscribeLocalEvent<PowerCellSlotComponent, BeingMicrowavedEvent>(OnSlotMicrowaved);
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SubscribeLocalEvent<BatteryComponent, BeingMicrowavedEvent>(OnMicrowaved);
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}
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private void OnSlotMicrowaved(EntityUid uid, PowerCellSlotComponent component, BeingMicrowavedEvent args)
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{
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if (component.CellSlot.Item == null)
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return;
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RaiseLocalEvent(component.CellSlot.Item.Value, args, false);
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}
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private void OnMicrowaved(EntityUid uid, BatteryComponent component, BeingMicrowavedEvent args)
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{
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args.Handled = true;
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// What the fuck are you doing???
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Explode(uid, component);
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}
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private void OnChargeChanged(EntityUid uid, PowerCellComponent component, ChargeChangedEvent args)
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{
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if (component.IsRigged)
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{
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Explode(uid);
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return;
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}
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if (!TryComp(uid, out BatteryComponent? battery))
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return;
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if (!TryComp(uid, out AppearanceComponent? appearance))
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return;
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var frac = battery.CurrentCharge / battery.MaxCharge;
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var level = (byte) ContentHelpers.RoundToNearestLevels(frac, 1, PowerCellComponent.PowerCellVisualsLevels);
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appearance.SetData(PowerCellVisuals.ChargeLevel, level);
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// If this power cell is inside a cell-slot, inform that entity that the power has changed (for updating visuals n such).
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if (_containerSystem.TryGetContainingContainer(uid, out var container)
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&& TryComp(container.Owner, out PowerCellSlotComponent? slot)
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&& slot.CellSlot.Item == uid)
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{
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RaiseLocalEvent(container.Owner, new PowerCellChangedEvent(false), false);
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}
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}
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private void Explode(EntityUid uid, BatteryComponent? battery = null)
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{
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_logSystem.Add(LogType.Explosion, LogImpact.High, $"Sabotaged power cell {ToPrettyString(uid)} is exploding");
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if (!Resolve(uid, ref battery))
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return;
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var radius = MathF.Min(5, MathF.Ceiling(MathF.Sqrt(battery.CurrentCharge) / 30));
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battery.CurrentCharge = 0;
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_explosionSystem.TriggerExplosive(uid, radius: radius);
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QueueDel(uid);
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}
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public bool TryGetBatteryFromSlot(EntityUid uid, [NotNullWhen(true)] out BatteryComponent? battery, PowerCellSlotComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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{
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battery = null;
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return false;
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}
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return TryComp(component.CellSlot.Item, out battery);
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}
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private void OnSolutionChange(EntityUid uid, PowerCellComponent component, SolutionChangedEvent args)
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{
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component.IsRigged = _solutionsSystem.TryGetSolution(uid, PowerCellComponent.SolutionName, out var solution)
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&& solution.ContainsReagent("Plasma", out var plasma)
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&& plasma >= 5;
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if (component.IsRigged)
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{
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_logSystem.Add(LogType.Explosion, LogImpact.Medium, $"Power cell {ToPrettyString(uid)} has been rigged up to explode when used.");
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}
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}
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private void OnCellExamined(EntityUid uid, PowerCellComponent component, ExaminedEvent args)
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{
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if (!TryComp(uid, out BatteryComponent? battery))
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return;
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var charge = battery.CurrentCharge / battery.MaxCharge * 100;
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args.PushMarkup(Loc.GetString("power-cell-component-examine-details", ("currentCharge", $"{charge:F0}")));
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}
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}
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