434 lines
17 KiB
C#
434 lines
17 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Server.Administration.Logs;
|
|
using Content.Server.NodeContainer;
|
|
using Content.Server.NodeContainer.EntitySystems;
|
|
using Content.Server.NodeContainer.NodeGroups;
|
|
using Content.Server.NodeContainer.Nodes;
|
|
using Content.Server.Power.Components;
|
|
using Content.Server.Power.EntitySystems;
|
|
using Content.Server.Power.NodeGroups;
|
|
using Content.Server.Window;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Damage.Prototypes;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Electrocution;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Jittering;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Pulling.Components;
|
|
using Content.Shared.Speech.EntitySystems;
|
|
using Content.Shared.StatusEffect;
|
|
using Content.Shared.Stunnable;
|
|
using Content.Shared.Weapons.Melee;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Physics.Dynamics;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Electrocution
|
|
{
|
|
public sealed class ElectrocutionSystem : SharedElectrocutionSystem
|
|
{
|
|
[Dependency] private readonly IEntityLookup _entityLookup = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
|
|
[Dependency] private readonly SharedJitteringSystem _jitteringSystem = default!;
|
|
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
|
|
[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
|
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
|
[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
|
|
[Dependency] private readonly AdminLogSystem _logSystem = default!;
|
|
|
|
private const string StatusEffectKey = "Electrocution";
|
|
private const string DamageType = "Shock";
|
|
|
|
// Yes, this is absurdly small for a reason.
|
|
private const float ElectrifiedDamagePerWatt = 0.0015f;
|
|
|
|
private const float RecursiveDamageMultiplier = 0.75f;
|
|
private const float RecursiveTimeMultiplier = 0.8f;
|
|
|
|
private const float ParalyzeTimeMultiplier = 1f;
|
|
|
|
private const float StutteringTimeMultiplier = 1.5f;
|
|
|
|
private const float JitterTimeMultiplier = 0.75f;
|
|
private const float JitterAmplitude = 80f;
|
|
private const float JitterFrequency = 8f;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<ElectrifiedComponent, StartCollideEvent>(OnElectrifiedStartCollide);
|
|
SubscribeLocalEvent<ElectrifiedComponent, AttackedEvent>(OnElectrifiedAttacked);
|
|
SubscribeLocalEvent<ElectrifiedComponent, InteractHandEvent>(OnElectrifiedHandInteract);
|
|
SubscribeLocalEvent<ElectrifiedComponent, InteractUsingEvent>(OnElectrifiedInteractUsing);
|
|
SubscribeLocalEvent<RandomInsulationComponent, MapInitEvent>(OnRandomInsulationMapInit);
|
|
|
|
UpdatesAfter.Add(typeof(PowerNetSystem));
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
// Update "in progress" electrocutions
|
|
|
|
RemQueue<ElectrocutionComponent> finishedElectrocutionsQueue = new();
|
|
foreach (var (electrocution, consumer) in EntityManager
|
|
.EntityQuery<ElectrocutionComponent, PowerConsumerComponent>())
|
|
{
|
|
var ftAdjusted = Math.Min(frameTime, electrocution.TimeLeft);
|
|
|
|
electrocution.TimeLeft -= ftAdjusted;
|
|
electrocution.AccumulatedDamage += consumer.ReceivedPower * ElectrifiedDamagePerWatt * ftAdjusted;
|
|
|
|
if (MathHelper.CloseTo(electrocution.TimeLeft, 0))
|
|
finishedElectrocutionsQueue.Add(electrocution);
|
|
}
|
|
|
|
foreach (var finished in finishedElectrocutionsQueue)
|
|
{
|
|
var uid = finished.Owner;
|
|
if (EntityManager.EntityExists(finished.Electrocuting))
|
|
{
|
|
// TODO: damage should be scaled by shock damage multiplier
|
|
// TODO: better paralyze/jitter timing
|
|
var damage = new DamageSpecifier(
|
|
_prototypeManager.Index<DamageTypePrototype>(DamageType),
|
|
(int) finished.AccumulatedDamage);
|
|
|
|
var actual = _damageableSystem.TryChangeDamage(finished.Electrocuting, damage);
|
|
if (actual != null)
|
|
{
|
|
_logSystem.Add(LogType.Electrocution,
|
|
$"{ToPrettyString(finished.Owner):entity} received {actual.Total:damage} powered electrocution damage");
|
|
}
|
|
}
|
|
|
|
EntityManager.DeleteEntity(uid);
|
|
}
|
|
}
|
|
|
|
private void OnElectrifiedStartCollide(EntityUid uid, ElectrifiedComponent electrified, StartCollideEvent args)
|
|
{
|
|
if (!electrified.OnBump)
|
|
return;
|
|
|
|
TryDoElectrifiedAct(uid, args.OtherFixture.Body.Owner, 1, electrified);
|
|
}
|
|
|
|
private void OnElectrifiedAttacked(EntityUid uid, ElectrifiedComponent electrified, AttackedEvent args)
|
|
{
|
|
if (!electrified.OnAttacked)
|
|
return;
|
|
|
|
TryDoElectrifiedAct(uid, args.User, 1, electrified);
|
|
}
|
|
|
|
private void OnElectrifiedHandInteract(EntityUid uid, ElectrifiedComponent electrified, InteractHandEvent args)
|
|
{
|
|
if (!electrified.OnHandInteract)
|
|
return;
|
|
|
|
TryDoElectrifiedAct(uid, args.User, 1, electrified);
|
|
}
|
|
|
|
private void OnElectrifiedInteractUsing(EntityUid uid, ElectrifiedComponent electrified, InteractUsingEvent args)
|
|
{
|
|
if (!electrified.OnInteractUsing)
|
|
return;
|
|
|
|
var siemens = TryComp(args.Used, out InsulatedComponent? insulation)
|
|
? insulation.SiemensCoefficient
|
|
: 1;
|
|
|
|
TryDoElectrifiedAct(uid, args.User, siemens, electrified);
|
|
}
|
|
|
|
public bool TryDoElectrifiedAct(EntityUid uid, EntityUid targetUid,
|
|
float siemens = 1,
|
|
ElectrifiedComponent? electrified = null,
|
|
NodeContainerComponent? nodeContainer = null,
|
|
TransformComponent? transform = null)
|
|
{
|
|
if (!Resolve(uid, ref electrified, ref transform, false))
|
|
return false;
|
|
|
|
if (!electrified.Enabled)
|
|
return false;
|
|
|
|
if (electrified.NoWindowInTile)
|
|
{
|
|
foreach (var entity in transform.Coordinates.GetEntitiesInTile(
|
|
LookupFlags.Approximate | LookupFlags.IncludeAnchored, _entityLookup))
|
|
{
|
|
if (EntityManager.HasComponent<WindowComponent>(entity))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
siemens *= electrified.SiemensCoefficient;
|
|
if (!DoCommonElectrocutionAttempt(targetUid, uid, ref siemens) || siemens <= 0)
|
|
return false; // If electrocution would fail, do nothing.
|
|
|
|
var targets = new List<(EntityUid entity, int depth)>();
|
|
GetChainedElectrocutionTargets(targetUid, targets);
|
|
if (!electrified.RequirePower)
|
|
{
|
|
var lastRet = true;
|
|
for (var i = targets.Count - 1; i >= 0; i--)
|
|
{
|
|
var (entity, depth) = targets[i];
|
|
lastRet = TryDoElectrocution(
|
|
entity,
|
|
uid,
|
|
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth)),
|
|
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)), true,
|
|
electrified.SiemensCoefficient);
|
|
}
|
|
|
|
return lastRet;
|
|
}
|
|
|
|
if (!Resolve(uid, ref nodeContainer, false))
|
|
return false;
|
|
|
|
var node = TryNode(electrified.HighVoltageNode) ??
|
|
TryNode(electrified.MediumVoltageNode) ??
|
|
TryNode(electrified.LowVoltageNode);
|
|
|
|
if (node == null)
|
|
return false;
|
|
|
|
var (damageMult, timeMult) = node.NodeGroupID switch
|
|
{
|
|
NodeGroupID.HVPower => (electrified.HighVoltageDamageMultiplier, electrified.HighVoltageTimeMultiplier),
|
|
NodeGroupID.MVPower => (electrified.MediumVoltageDamageMultiplier,
|
|
electrified.MediumVoltageTimeMultiplier),
|
|
_ => (1f, 1f)
|
|
};
|
|
|
|
{
|
|
var lastRet = true;
|
|
for (var i = targets.Count - 1; i >= 0; i--)
|
|
{
|
|
var (entity, depth) = targets[i];
|
|
lastRet = TryDoElectrocutionPowered(
|
|
entity,
|
|
uid,
|
|
node,
|
|
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth) * damageMult),
|
|
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth) *
|
|
timeMult), true,
|
|
electrified.SiemensCoefficient);
|
|
}
|
|
|
|
return lastRet;
|
|
}
|
|
|
|
|
|
Node? TryNode(string? id)
|
|
{
|
|
if (id != null && nodeContainer.TryGetNode<Node>(id, out var tryNode)
|
|
&& tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastAvailableSupplySum: >0 } })
|
|
{
|
|
return tryNode;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
|
|
public bool TryDoElectrocution(
|
|
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
|
|
StatusEffectsComponent? statusEffects = null)
|
|
{
|
|
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient)
|
|
|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
|
|
return false;
|
|
|
|
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient));
|
|
return true;
|
|
|
|
}
|
|
|
|
private bool TryDoElectrocutionPowered(
|
|
EntityUid uid,
|
|
EntityUid sourceUid,
|
|
Node node,
|
|
int shockDamage,
|
|
TimeSpan time,
|
|
bool refresh,
|
|
float siemensCoefficient = 1f,
|
|
StatusEffectsComponent? statusEffects = null,
|
|
TransformComponent? sourceTransform = null)
|
|
{
|
|
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient))
|
|
return false;
|
|
|
|
// Coefficient needs to be higher than this to do a powered electrocution!
|
|
if(siemensCoefficient <= 0.5f)
|
|
return DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects);
|
|
|
|
if (!DoCommonElectrocution(uid, sourceUid, null, time, refresh, siemensCoefficient, statusEffects))
|
|
return false;
|
|
|
|
if (!Resolve(sourceUid, ref sourceTransform)) // This shouldn't really happen, but just in case...
|
|
return true;
|
|
|
|
var electrocutionEntity = EntityManager.SpawnEntity(
|
|
$"VirtualElectrocutionLoad{node.NodeGroupID}", sourceTransform.Coordinates);
|
|
|
|
var electrocutionNode = EntityManager.GetComponent<NodeContainerComponent>(electrocutionEntity)
|
|
.GetNode<ElectrocutionNode>("electrocution");
|
|
|
|
var electrocutionComponent = EntityManager.GetComponent<ElectrocutionComponent>(electrocutionEntity);
|
|
|
|
electrocutionNode.CableEntity = sourceUid;
|
|
electrocutionNode.NodeName = node.Name;
|
|
|
|
_nodeGroupSystem.QueueReflood(electrocutionNode);
|
|
|
|
electrocutionComponent.TimeLeft = 1f;
|
|
electrocutionComponent.Electrocuting = uid;
|
|
|
|
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient));
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool DoCommonElectrocutionAttempt(EntityUid uid, EntityUid? sourceUid, ref float siemensCoefficient)
|
|
{
|
|
var attemptEvent = new ElectrocutionAttemptEvent(uid, sourceUid, siemensCoefficient);
|
|
RaiseLocalEvent(uid, attemptEvent);
|
|
|
|
// Cancel the electrocution early, so we don't recursively electrocute anything.
|
|
if (attemptEvent.Cancelled)
|
|
return false;
|
|
|
|
siemensCoefficient = attemptEvent.SiemensCoefficient;
|
|
return true;
|
|
}
|
|
|
|
private bool DoCommonElectrocution(EntityUid uid, EntityUid? sourceUid,
|
|
int? shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
|
|
StatusEffectsComponent? statusEffects = null)
|
|
{
|
|
if (siemensCoefficient <= 0)
|
|
return false;
|
|
|
|
if (shockDamage != null)
|
|
{
|
|
shockDamage = (int) (shockDamage * siemensCoefficient);
|
|
|
|
if (shockDamage.Value <= 0)
|
|
return false;
|
|
}
|
|
|
|
if (!Resolve(uid, ref statusEffects, false) ||
|
|
!_statusEffectsSystem.CanApplyEffect(uid, StatusEffectKey, statusEffects))
|
|
return false;
|
|
|
|
if (!_statusEffectsSystem.TryAddStatusEffect<ElectrocutedComponent>(uid, StatusEffectKey, time, refresh,
|
|
statusEffects))
|
|
return false;
|
|
|
|
var shouldStun = siemensCoefficient > 0.5f;
|
|
|
|
if (shouldStun)
|
|
_stunSystem.TryParalyze(uid, time * ParalyzeTimeMultiplier, refresh, statusEffects);
|
|
|
|
// TODO: Sparks here.
|
|
|
|
if(shockDamage is {} dmg)
|
|
{
|
|
var actual = _damageableSystem.TryChangeDamage(uid,
|
|
new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>(DamageType), dmg));
|
|
|
|
if (actual != null)
|
|
{
|
|
_logSystem.Add(LogType.Electrocution,
|
|
$"{ToPrettyString(statusEffects.Owner):entity} received {actual.Total:damage} powered electrocution damage");
|
|
}
|
|
}
|
|
|
|
_stutteringSystem.DoStutter(uid, time * StutteringTimeMultiplier, refresh, statusEffects);
|
|
_jitteringSystem.DoJitter(uid, time * JitterTimeMultiplier, refresh, JitterAmplitude, JitterFrequency, true,
|
|
statusEffects);
|
|
|
|
_popupSystem.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-player"), uid,
|
|
Filter.Entities(uid).Unpredicted());
|
|
|
|
var filter = Filter.Pvs(uid, 2f, EntityManager).RemoveWhereAttachedEntity(puid => puid == uid)
|
|
.Unpredicted();
|
|
|
|
// TODO: Allow being able to pass EntityUid to Loc...
|
|
if (sourceUid != null)
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-by-source-popup-others",
|
|
("mob", uid), ("source", (sourceUid.Value))), uid, filter);
|
|
}
|
|
else
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-others",
|
|
("mob", uid)), uid, filter);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void GetChainedElectrocutionTargets(EntityUid source, List<(EntityUid entity, int depth)> all)
|
|
{
|
|
var visited = new HashSet<EntityUid>();
|
|
|
|
GetChainedElectrocutionTargetsRecurse(source, 1, visited, all);
|
|
}
|
|
|
|
private void GetChainedElectrocutionTargetsRecurse(
|
|
EntityUid entity,
|
|
int depth,
|
|
HashSet<EntityUid> visited,
|
|
List<(EntityUid entity, int depth)> all)
|
|
{
|
|
all.Add((entity, depth));
|
|
visited.Add(entity);
|
|
|
|
if (EntityManager.TryGetComponent(entity, out SharedPullableComponent? pullable)
|
|
&& pullable.Puller is {Valid: true} pullerId
|
|
&& !visited.Contains(pullerId))
|
|
{
|
|
GetChainedElectrocutionTargetsRecurse(pullerId, depth + 1, visited, all);
|
|
}
|
|
|
|
if (EntityManager.TryGetComponent(entity, out SharedPullerComponent? puller)
|
|
&& puller.Pulling is {Valid: true} pullingId
|
|
&& !visited.Contains(pullingId))
|
|
{
|
|
GetChainedElectrocutionTargetsRecurse(pullingId, depth + 1, visited, all);
|
|
}
|
|
}
|
|
|
|
private void OnRandomInsulationMapInit(EntityUid uid, RandomInsulationComponent randomInsulation,
|
|
MapInitEvent args)
|
|
{
|
|
if (!EntityManager.TryGetComponent(uid, out InsulatedComponent? insulated))
|
|
return;
|
|
|
|
if (randomInsulation.List.Length == 0)
|
|
return;
|
|
|
|
SetInsulatedSiemensCoefficient(uid, _random.Pick(randomInsulation.List), insulated);
|
|
}
|
|
}
|
|
}
|