* DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
160 lines
6.4 KiB
C#
160 lines
6.4 KiB
C#
using Content.Server.Explosion.EntitySystems;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Radio;
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using Content.Server.SurveillanceCamera;
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using Content.Shared.Emp;
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using Content.Shared.Examine;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.Emp;
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public sealed class EmpSystem : SharedEmpSystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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public const string EmpPulseEffectPrototype = "EffectEmpPulse";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmpDisabledComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<EmpOnTriggerComponent, TriggerEvent>(HandleEmpTrigger);
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SubscribeLocalEvent<EmpDisabledComponent, RadioSendAttemptEvent>(OnRadioSendAttempt);
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SubscribeLocalEvent<EmpDisabledComponent, RadioReceiveAttemptEvent>(OnRadioReceiveAttempt);
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SubscribeLocalEvent<EmpDisabledComponent, ApcToggleMainBreakerAttemptEvent>(OnApcToggleMainBreaker);
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SubscribeLocalEvent<EmpDisabledComponent, SurveillanceCameraSetActiveAttemptEvent>(OnCameraSetActive);
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}
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/// <summary>
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/// Triggers an EMP pulse at the given location, by first raising an <see cref="EmpAttemptEvent"/>, then a raising <see cref="EmpPulseEvent"/> on all entities in range.
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/// </summary>
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/// <param name="coordinates">The location to trigger the EMP pulse at.</param>
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/// <param name="range">The range of the EMP pulse.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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public void EmpPulse(MapCoordinates coordinates, float range, float energyConsumption, float duration)
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{
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foreach (var uid in _lookup.GetEntitiesInRange(coordinates, range))
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{
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TryEmpEffects(uid, energyConsumption, duration);
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}
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Spawn(EmpPulseEffectPrototype, coordinates);
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}
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/// <summary>
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/// Triggers an EMP pulse at the given location, by first raising an <see cref="EmpAttemptEvent"/>, then a raising <see cref="EmpPulseEvent"/> on all entities in range.
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/// </summary>
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/// <param name="coordinates">The location to trigger the EMP pulse at.</param>
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/// <param name="range">The range of the EMP pulse.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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public void EmpPulse(EntityCoordinates coordinates, float range, float energyConsumption, float duration)
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{
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foreach (var uid in _lookup.GetEntitiesInRange(coordinates, range))
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{
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TryEmpEffects(uid, energyConsumption, duration);
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}
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Spawn(EmpPulseEffectPrototype, coordinates);
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}
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/// <summary>
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/// Attempts to apply the effects of an EMP pulse onto an entity by first raising an <see cref="EmpAttemptEvent"/>, followed by raising a <see cref="EmpPulseEvent"/> on it.
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/// </summary>
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/// <param name="uid">The entity to apply the EMP effects on.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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public void TryEmpEffects(EntityUid uid, float energyConsumption, float duration)
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{
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var attemptEv = new EmpAttemptEvent();
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RaiseLocalEvent(uid, attemptEv);
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if (attemptEv.Cancelled)
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return;
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DoEmpEffects(uid, energyConsumption, duration);
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}
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/// <summary>
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/// Applies the effects of an EMP pulse onto an entity by raising a <see cref="EmpPulseEvent"/> on it.
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/// </summary>
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/// <param name="uid">The entity to apply the EMP effects on.</param>
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/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
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/// <param name="duration">The duration of the EMP effects.</param>
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public void DoEmpEffects(EntityUid uid, float energyConsumption, float duration)
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{
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var ev = new EmpPulseEvent(energyConsumption, false, false, TimeSpan.FromSeconds(duration));
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RaiseLocalEvent(uid, ref ev);
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if (ev.Affected)
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{
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Spawn(EmpDisabledEffectPrototype, Transform(uid).Coordinates);
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}
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if (ev.Disabled)
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{
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var disabled = EnsureComp<EmpDisabledComponent>(uid);
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disabled.DisabledUntil = Timing.CurTime + TimeSpan.FromSeconds(duration);
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}
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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 query = EntityQueryEnumerator<EmpDisabledComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.DisabledUntil < Timing.CurTime)
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{
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RemComp<EmpDisabledComponent>(uid);
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var ev = new EmpDisabledRemoved();
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RaiseLocalEvent(uid, ref ev);
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}
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}
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}
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private void OnExamine(EntityUid uid, EmpDisabledComponent component, ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString("emp-disabled-comp-on-examine"));
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}
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private void HandleEmpTrigger(EntityUid uid, EmpOnTriggerComponent comp, TriggerEvent args)
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{
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EmpPulse(_transform.GetMapCoordinates(uid), comp.Range, comp.EnergyConsumption, comp.DisableDuration);
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args.Handled = true;
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}
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private void OnRadioSendAttempt(EntityUid uid, EmpDisabledComponent component, ref RadioSendAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnRadioReceiveAttempt(EntityUid uid, EmpDisabledComponent component, ref RadioReceiveAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnApcToggleMainBreaker(EntityUid uid, EmpDisabledComponent component, ref ApcToggleMainBreakerAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnCameraSetActive(EntityUid uid, EmpDisabledComponent component, ref SurveillanceCameraSetActiveAttemptEvent args)
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{
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args.Cancelled = true;
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}
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}
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/// <summary>
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/// Raised on an entity before <see cref="EmpPulseEvent"/>. Cancel this to prevent the emp event being raised.
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/// </summary>
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public sealed partial class EmpAttemptEvent : CancellableEntityEventArgs
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{
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}
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[ByRefEvent]
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public record struct EmpPulseEvent(float EnergyConsumption, bool Affected, bool Disabled, TimeSpan Duration);
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[ByRefEvent]
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public record struct EmpDisabledRemoved();
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