Files
tbd-station-14/Content.Server/Electrocution/ElectrocutionSystem.cs
2022-12-19 08:41:47 +11:00

460 lines
19 KiB
C#

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.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Database;
using Content.Shared.Electrocution;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
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.Tag;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
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 EntityLookupSystem _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 IAdminLogManager _adminLogger= default!;
[Dependency] private readonly TagSystem _tagSystem = 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, origin: finished.Source);
if (actual != null)
{
_adminLogger.Add(LogType.Electrocution,
$"{ToPrettyString(finished.Electrocuting):entity} received {actual.Total:damage} powered electrocution damage from {ToPrettyString(finished.Source):source}");
}
}
EntityManager.DeleteEntity(uid);
}
}
private void OnElectrifiedStartCollide(EntityUid uid, ElectrifiedComponent electrified, ref 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.Static, _entityLookup))
{
if (_tagSystem.HasTag(entity, "Window"))
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 || electrified.UsesApcPower)
{
// Does it use APC power for its electrification check? Check if it's powered, and then
// attempt an electrocution if all the checks succeed.
if (electrified.UsesApcPower && !this.IsPowered(uid, EntityManager))
{
return false;
}
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: { LastCombinedSupply: >0 } })
{
return tryNode;
}
return null;
}
}
/// <param name="uid">Entity being electrocuted.</param>
/// <param name="sourceUid">Source entity of the electrocution.</param>
/// <param name="shockDamage">How much shock damage the entity takes.</param>
/// <param name="time">How long the entity will be stunned.</param>
/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
/// <param name="siemensCoeffiecient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
/// <param name="statusEffect">Status effect to apply to the entity.</param>
/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
/// <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, bool ignoreInsulation = false)
{
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient, ignoreInsulation)
|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
return false;
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
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;
electrocutionComponent.Source = sourceUid;
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
return true;
}
private bool DoCommonElectrocutionAttempt(EntityUid uid, EntityUid? sourceUid, ref float siemensCoefficient, bool ignoreInsulation = false)
{
var attemptEvent = new ElectrocutionAttemptEvent(uid, sourceUid, siemensCoefficient,
ignoreInsulation ? SlotFlags.NONE : ~SlotFlags.POCKET);
RaiseLocalEvent(uid, attemptEvent, true);
// 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), origin: sourceUid);
if (actual != null)
{
_adminLogger.Add(LogType.Electrocution,
$"{ToPrettyString(statusEffects.Owner):entity} received {actual.Total:damage} powered electrocution damage{(sourceUid != null ? " from " + ToPrettyString(sourceUid.Value) : ""):source}");
}
}
_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, uid);
var filter = Filter.PvsExcept(uid, entityManager: EntityManager);
// 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, true);
PlayElectrocutionSound(uid, sourceUid.Value);
}
else
{
_popupSystem.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-others",
("mob", uid)), uid, filter, true);
}
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);
}
private void PlayElectrocutionSound(EntityUid targetUid, EntityUid sourceUid, ElectrifiedComponent? electrified = null)
{
if (!Resolve(sourceUid, ref electrified) || !electrified.PlaySoundOnShock)
{
return;
}
SoundSystem.Play(electrified.ShockNoises.GetSound(), Filter.Pvs(targetUid), targetUid, AudioParams.Default.WithVolume(electrified.ShockVolume));
}
}
}