* Predict dumping - This got soaped really fucking hard. - Dumping is predicted, this required disposals to be predicte.d - Disposals required mailing (because it's tightly coupled), and a smidge of other content systems. - I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict. * Fix a bunch of stuff * nasty merge * Some reviews * Some more reviews while I stash * Fix merge * Fix merge * Half of review * Review * re(h)f * lizards * feexes * feex
511 lines
20 KiB
C#
511 lines
20 KiB
C#
using System.Numerics;
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using Content.Server.Access.Systems;
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using Content.Server.DeviceNetwork.Systems;
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using Content.Server.Emp;
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using Content.Server.Medical.CrewMonitoring;
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using Content.Server.Popups;
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using Content.Server.Station.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Clothing;
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using Content.Shared.Damage;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.GameTicking;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Medical.SuitSensor;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Content.Shared.DeviceNetwork.Components;
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namespace Content.Server.Medical.SuitSensors;
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public sealed class SuitSensorSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DeviceNetworkSystem _deviceNetworkSystem = default!;
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[Dependency] private readonly IdCardSystem _idCardSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly SingletonDeviceNetServerSystem _singletonServerSystem = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawn);
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SubscribeLocalEvent<SuitSensorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<SuitSensorComponent, ClothingGotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<SuitSensorComponent, ClothingGotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<SuitSensorComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<SuitSensorComponent, GetVerbsEvent<Verb>>(OnVerb);
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SubscribeLocalEvent<SuitSensorComponent, EntGotInsertedIntoContainerMessage>(OnInsert);
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SubscribeLocalEvent<SuitSensorComponent, EntGotRemovedFromContainerMessage>(OnRemove);
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SubscribeLocalEvent<SuitSensorComponent, EmpPulseEvent>(OnEmpPulse);
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SubscribeLocalEvent<SuitSensorComponent, EmpDisabledRemoved>(OnEmpFinished);
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SubscribeLocalEvent<SuitSensorComponent, SuitSensorChangeDoAfterEvent>(OnSuitSensorDoAfter);
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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 curTime = _gameTiming.CurTime;
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var sensors = EntityManager.EntityQueryEnumerator<SuitSensorComponent, DeviceNetworkComponent>();
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while (sensors.MoveNext(out var uid, out var sensor, out var device))
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{
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if (device.TransmitFrequency is null)
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continue;
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// check if sensor is ready to update
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if (curTime < sensor.NextUpdate)
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continue;
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if (!CheckSensorAssignedStation(uid, sensor))
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continue;
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// TODO: This would cause imprecision at different tick rates.
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sensor.NextUpdate = curTime + sensor.UpdateRate;
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// get sensor status
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var status = GetSensorState(uid, sensor);
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if (status == null)
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continue;
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//Retrieve active server address if the sensor isn't connected to a server
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if (sensor.ConnectedServer == null)
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{
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if (!_singletonServerSystem.TryGetActiveServerAddress<CrewMonitoringServerComponent>(sensor.StationId!.Value, out var address))
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continue;
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sensor.ConnectedServer = address;
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}
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// Send it to the connected server
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var payload = SuitSensorToPacket(status);
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// Clear the connected server if its address isn't on the network
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if (!_deviceNetworkSystem.IsAddressPresent(device.DeviceNetId, sensor.ConnectedServer))
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{
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sensor.ConnectedServer = null;
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continue;
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}
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_deviceNetworkSystem.QueuePacket(uid, sensor.ConnectedServer, payload, device: device);
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}
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}
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/// <summary>
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/// Checks whether the sensor is assigned to a station or not
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/// and tries to assign an unassigned sensor to a station if it's currently on a grid
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/// </summary>
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/// <returns>True if the sensor is assigned to a station or assigning it was successful. False otherwise.</returns>
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private bool CheckSensorAssignedStation(EntityUid uid, SuitSensorComponent sensor)
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{
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if (!sensor.StationId.HasValue && Transform(uid).GridUid == null)
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return false;
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sensor.StationId = _stationSystem.GetOwningStation(uid);
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return sensor.StationId.HasValue;
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}
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private void OnPlayerSpawn(PlayerSpawnCompleteEvent ev)
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{
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// If the player spawns in arrivals then the grid underneath them may not be appropriate.
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// in which case we'll just use the station spawn code told us they are attached to and set all of their
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// sensors.
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var sensorQuery = GetEntityQuery<SuitSensorComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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RecursiveSensor(ev.Mob, ev.Station, sensorQuery, xformQuery);
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}
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private void RecursiveSensor(EntityUid uid, EntityUid stationUid, EntityQuery<SuitSensorComponent> sensorQuery, EntityQuery<TransformComponent> xformQuery)
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{
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var xform = xformQuery.GetComponent(uid);
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var enumerator = xform.ChildEnumerator;
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while (enumerator.MoveNext(out var child))
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{
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if (sensorQuery.TryGetComponent(child, out var sensor))
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{
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sensor.StationId = stationUid;
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}
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RecursiveSensor(child, stationUid, sensorQuery, xformQuery);
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}
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}
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private void OnMapInit(EntityUid uid, SuitSensorComponent component, MapInitEvent args)
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{
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// Fallback
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component.StationId ??= _stationSystem.GetOwningStation(uid);
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// generate random mode
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if (component.RandomMode)
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{
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//make the sensor mode favor higher levels, except coords.
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var modesDist = new[]
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{
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SuitSensorMode.SensorOff,
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SuitSensorMode.SensorBinary, SuitSensorMode.SensorBinary,
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SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals, SuitSensorMode.SensorVitals,
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SuitSensorMode.SensorCords, SuitSensorMode.SensorCords
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};
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component.Mode = _random.Pick(modesDist);
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}
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}
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private void OnEquipped(EntityUid uid, SuitSensorComponent component, ref ClothingGotEquippedEvent args)
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{
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component.User = args.Wearer;
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}
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private void OnUnequipped(EntityUid uid, SuitSensorComponent component, ref ClothingGotUnequippedEvent args)
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{
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component.User = null;
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}
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private void OnExamine(EntityUid uid, SuitSensorComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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string msg;
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switch (component.Mode)
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{
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case SuitSensorMode.SensorOff:
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msg = "suit-sensor-examine-off";
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break;
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case SuitSensorMode.SensorBinary:
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msg = "suit-sensor-examine-binary";
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break;
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case SuitSensorMode.SensorVitals:
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msg = "suit-sensor-examine-vitals";
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break;
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case SuitSensorMode.SensorCords:
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msg = "suit-sensor-examine-cords";
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break;
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default:
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return;
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}
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args.PushMarkup(Loc.GetString(msg));
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}
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private void OnVerb(EntityUid uid, SuitSensorComponent component, GetVerbsEvent<Verb> args)
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{
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// check if user can change sensor
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if (component.ControlsLocked)
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return;
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// standard interaction checks
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if (!args.CanInteract || args.Hands == null)
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return;
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if (!_interactionSystem.InRangeUnobstructed(args.User, args.Target))
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return;
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// check if target is incapacitated (cuffed, dead, etc)
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if (component.User != null && args.User != component.User && _actionBlocker.CanInteract(component.User.Value, null))
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return;
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args.Verbs.UnionWith(new[]
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{
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorOff),
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorBinary),
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorVitals),
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CreateVerb(uid, component, args.User, SuitSensorMode.SensorCords)
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});
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}
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private void OnInsert(EntityUid uid, SuitSensorComponent component, EntGotInsertedIntoContainerMessage args)
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{
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if (args.Container.ID != component.ActivationContainer)
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return;
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component.User = args.Container.Owner;
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}
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private void OnRemove(EntityUid uid, SuitSensorComponent component, EntGotRemovedFromContainerMessage args)
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{
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if (args.Container.ID != component.ActivationContainer)
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return;
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component.User = null;
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}
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private void OnEmpPulse(EntityUid uid, SuitSensorComponent component, ref EmpPulseEvent args)
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{
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args.Affected = true;
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args.Disabled = true;
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component.PreviousMode = component.Mode;
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SetSensor((uid, component), SuitSensorMode.SensorOff, null);
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component.PreviousControlsLocked = component.ControlsLocked;
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component.ControlsLocked = true;
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}
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private void OnEmpFinished(EntityUid uid, SuitSensorComponent component, ref EmpDisabledRemoved args)
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{
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SetSensor((uid, component), component.PreviousMode, null);
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component.ControlsLocked = component.PreviousControlsLocked;
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}
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private Verb CreateVerb(EntityUid uid, SuitSensorComponent component, EntityUid userUid, SuitSensorMode mode)
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{
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return new Verb()
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{
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Text = GetModeName(mode),
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Disabled = component.Mode == mode,
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Priority = -(int) mode, // sort them in descending order
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Category = VerbCategory.SetSensor,
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Act = () => TrySetSensor((uid, component), mode, userUid)
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};
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}
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private string GetModeName(SuitSensorMode mode)
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{
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string name;
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switch (mode)
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{
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case SuitSensorMode.SensorOff:
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name = "suit-sensor-mode-off";
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break;
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case SuitSensorMode.SensorBinary:
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name = "suit-sensor-mode-binary";
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break;
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case SuitSensorMode.SensorVitals:
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name = "suit-sensor-mode-vitals";
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break;
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case SuitSensorMode.SensorCords:
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name = "suit-sensor-mode-cords";
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break;
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default:
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return "";
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}
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return Loc.GetString(name);
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}
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public void TrySetSensor(Entity<SuitSensorComponent> sensors, SuitSensorMode mode, EntityUid userUid)
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{
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var comp = sensors.Comp;
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if (!Resolve(sensors, ref comp))
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return;
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if (comp.User == null || userUid == comp.User)
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SetSensor(sensors, mode, userUid);
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else
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{
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var doAfterEvent = new SuitSensorChangeDoAfterEvent(mode);
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var doAfterArgs = new DoAfterArgs(EntityManager, userUid, comp.SensorsTime, doAfterEvent, sensors)
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{
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BreakOnMove = true,
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BreakOnDamage = true
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};
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_doAfterSystem.TryStartDoAfter(doAfterArgs);
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}
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}
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private void OnSuitSensorDoAfter(Entity<SuitSensorComponent> sensors, ref SuitSensorChangeDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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SetSensor(sensors, args.Mode, args.User);
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}
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public void SetSensor(Entity<SuitSensorComponent> sensors, SuitSensorMode mode, EntityUid? userUid = null)
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{
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var comp = sensors.Comp;
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comp.Mode = mode;
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if (userUid != null)
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{
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var msg = Loc.GetString("suit-sensor-mode-state", ("mode", GetModeName(mode)));
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_popupSystem.PopupEntity(msg, sensors, userUid.Value);
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}
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}
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/// <summary>
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/// Set all suit sensors on the equipment someone is wearing to the specified mode.
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/// </summary>
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public void SetAllSensors(EntityUid target, SuitSensorMode mode, SlotFlags slots = SlotFlags.All )
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{
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// iterate over all inventory slots
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var slotEnumerator = _inventory.GetSlotEnumerator(target, slots);
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while (slotEnumerator.NextItem(out var item, out _))
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{
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if (TryComp<SuitSensorComponent>(item, out var sensorComp))
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SetSensor((item, sensorComp), mode);
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}
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}
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public SuitSensorStatus? GetSensorState(EntityUid uid, SuitSensorComponent? sensor = null, TransformComponent? transform = null)
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{
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if (!Resolve(uid, ref sensor, ref transform))
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return null;
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// check if sensor is enabled and worn by user
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if (sensor.Mode == SuitSensorMode.SensorOff || sensor.User == null || !HasComp<MobStateComponent>(sensor.User) || transform.GridUid == null)
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return null;
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// try to get mobs id from ID slot
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var userName = Loc.GetString("suit-sensor-component-unknown-name");
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var userJob = Loc.GetString("suit-sensor-component-unknown-job");
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var userJobIcon = "JobIconNoId";
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var userJobDepartments = new List<string>();
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if (_idCardSystem.TryFindIdCard(sensor.User.Value, out var card))
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{
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if (card.Comp.FullName != null)
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userName = card.Comp.FullName;
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if (card.Comp.LocalizedJobTitle != null)
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userJob = card.Comp.LocalizedJobTitle;
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userJobIcon = card.Comp.JobIcon;
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foreach (var department in card.Comp.JobDepartments)
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userJobDepartments.Add(Loc.GetString(_proto.Index(department).Name));
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}
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// get health mob state
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var isAlive = false;
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if (EntityManager.TryGetComponent(sensor.User.Value, out MobStateComponent? mobState))
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isAlive = !_mobStateSystem.IsDead(sensor.User.Value, mobState);
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// get mob total damage
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var totalDamage = 0;
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if (TryComp<DamageableComponent>(sensor.User.Value, out var damageable))
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totalDamage = damageable.TotalDamage.Int();
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// Get mob total damage crit threshold
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int? totalDamageThreshold = null;
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if (_mobThresholdSystem.TryGetThresholdForState(sensor.User.Value, MobState.Critical, out var critThreshold))
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totalDamageThreshold = critThreshold.Value.Int();
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// finally, form suit sensor status
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var status = new SuitSensorStatus(GetNetEntity(sensor.User.Value), GetNetEntity(uid), userName, userJob, userJobIcon, userJobDepartments);
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switch (sensor.Mode)
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{
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case SuitSensorMode.SensorBinary:
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status.IsAlive = isAlive;
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break;
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case SuitSensorMode.SensorVitals:
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status.IsAlive = isAlive;
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status.TotalDamage = totalDamage;
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status.TotalDamageThreshold = totalDamageThreshold;
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break;
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case SuitSensorMode.SensorCords:
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status.IsAlive = isAlive;
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status.TotalDamage = totalDamage;
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status.TotalDamageThreshold = totalDamageThreshold;
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EntityCoordinates coordinates;
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (transform.GridUid != null)
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{
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coordinates = new EntityCoordinates(transform.GridUid.Value,
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Vector2.Transform(_transform.GetWorldPosition(transform, xformQuery),
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_transform.GetInvWorldMatrix(xformQuery.GetComponent(transform.GridUid.Value), xformQuery)));
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}
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else if (transform.MapUid != null)
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{
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coordinates = new EntityCoordinates(transform.MapUid.Value,
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_transform.GetWorldPosition(transform, xformQuery));
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}
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else
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{
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coordinates = EntityCoordinates.Invalid;
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}
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status.Coordinates = GetNetCoordinates(coordinates);
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break;
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}
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return status;
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}
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/// <summary>
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/// Serialize create a device network package from the suit sensors status.
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/// </summary>
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public NetworkPayload SuitSensorToPacket(SuitSensorStatus status)
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{
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var payload = new NetworkPayload()
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{
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[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
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[SuitSensorConstants.NET_NAME] = status.Name,
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[SuitSensorConstants.NET_JOB] = status.Job,
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[SuitSensorConstants.NET_JOB_ICON] = status.JobIcon,
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[SuitSensorConstants.NET_JOB_DEPARTMENTS] = status.JobDepartments,
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[SuitSensorConstants.NET_IS_ALIVE] = status.IsAlive,
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[SuitSensorConstants.NET_SUIT_SENSOR_UID] = status.SuitSensorUid,
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[SuitSensorConstants.NET_OWNER_UID] = status.OwnerUid,
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};
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if (status.TotalDamage != null)
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payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE, status.TotalDamage);
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if (status.TotalDamageThreshold != null)
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payload.Add(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, status.TotalDamageThreshold);
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if (status.Coordinates != null)
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payload.Add(SuitSensorConstants.NET_COORDINATES, status.Coordinates);
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return payload;
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}
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/// <summary>
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/// Try to create the suit sensors status from the device network message
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/// </summary>
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public SuitSensorStatus? PacketToSuitSensor(NetworkPayload payload)
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{
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// check command
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if (!payload.TryGetValue(DeviceNetworkConstants.Command, out string? command))
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return null;
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if (command != DeviceNetworkConstants.CmdUpdatedState)
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return null;
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// check name, job and alive
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if (!payload.TryGetValue(SuitSensorConstants.NET_NAME, out string? name)) return null;
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if (!payload.TryGetValue(SuitSensorConstants.NET_JOB, out string? job)) return null;
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if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_ICON, out string? jobIcon)) return null;
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if (!payload.TryGetValue(SuitSensorConstants.NET_JOB_DEPARTMENTS, out List<string>? jobDepartments)) return null;
|
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if (!payload.TryGetValue(SuitSensorConstants.NET_IS_ALIVE, out bool? isAlive)) return null;
|
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if (!payload.TryGetValue(SuitSensorConstants.NET_SUIT_SENSOR_UID, out NetEntity suitSensorUid)) return null;
|
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if (!payload.TryGetValue(SuitSensorConstants.NET_OWNER_UID, out NetEntity ownerUid)) return null;
|
|
|
|
// try get total damage and cords (optionals)
|
|
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE, out int? totalDamage);
|
|
payload.TryGetValue(SuitSensorConstants.NET_TOTAL_DAMAGE_THRESHOLD, out int? totalDamageThreshold);
|
|
payload.TryGetValue(SuitSensorConstants.NET_COORDINATES, out NetCoordinates? coords);
|
|
|
|
var status = new SuitSensorStatus(ownerUid, suitSensorUid, name, job, jobIcon, jobDepartments)
|
|
{
|
|
IsAlive = isAlive.Value,
|
|
TotalDamage = totalDamage,
|
|
TotalDamageThreshold = totalDamageThreshold,
|
|
Coordinates = coords,
|
|
};
|
|
return status;
|
|
}
|
|
}
|