Files
tbd-station-14/Content.Server/Emp/EmpSystem.cs
Fildrance d38042a0c0 3mo xeno archeology (first phase) (#33370)
* 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>
2025-04-15 10:34:53 +10:00

160 lines
6.4 KiB
C#

using Content.Server.Explosion.EntitySystems;
using Content.Server.Power.EntitySystems;
using Content.Server.Radio;
using Content.Server.SurveillanceCamera;
using Content.Shared.Emp;
using Content.Shared.Examine;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.Emp;
public sealed class EmpSystem : SharedEmpSystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly TransformSystem _transform = default!;
public const string EmpPulseEffectPrototype = "EffectEmpPulse";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmpDisabledComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<EmpOnTriggerComponent, TriggerEvent>(HandleEmpTrigger);
SubscribeLocalEvent<EmpDisabledComponent, RadioSendAttemptEvent>(OnRadioSendAttempt);
SubscribeLocalEvent<EmpDisabledComponent, RadioReceiveAttemptEvent>(OnRadioReceiveAttempt);
SubscribeLocalEvent<EmpDisabledComponent, ApcToggleMainBreakerAttemptEvent>(OnApcToggleMainBreaker);
SubscribeLocalEvent<EmpDisabledComponent, SurveillanceCameraSetActiveAttemptEvent>(OnCameraSetActive);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="coordinates">The location to trigger the EMP pulse at.</param>
/// <param name="range">The range of the EMP pulse.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public void EmpPulse(MapCoordinates coordinates, float range, float energyConsumption, float duration)
{
foreach (var uid in _lookup.GetEntitiesInRange(coordinates, range))
{
TryEmpEffects(uid, energyConsumption, duration);
}
Spawn(EmpPulseEffectPrototype, coordinates);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="coordinates">The location to trigger the EMP pulse at.</param>
/// <param name="range">The range of the EMP pulse.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public void EmpPulse(EntityCoordinates coordinates, float range, float energyConsumption, float duration)
{
foreach (var uid in _lookup.GetEntitiesInRange(coordinates, range))
{
TryEmpEffects(uid, energyConsumption, duration);
}
Spawn(EmpPulseEffectPrototype, coordinates);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="uid">The entity to apply the EMP effects on.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public void TryEmpEffects(EntityUid uid, float energyConsumption, float duration)
{
var attemptEv = new EmpAttemptEvent();
RaiseLocalEvent(uid, attemptEv);
if (attemptEv.Cancelled)
return;
DoEmpEffects(uid, energyConsumption, duration);
}
/// <summary>
/// Applies the effects of an EMP pulse onto an entity by raising a <see cref="EmpPulseEvent"/> on it.
/// </summary>
/// <param name="uid">The entity to apply the EMP effects on.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public void DoEmpEffects(EntityUid uid, float energyConsumption, float duration)
{
var ev = new EmpPulseEvent(energyConsumption, false, false, TimeSpan.FromSeconds(duration));
RaiseLocalEvent(uid, ref ev);
if (ev.Affected)
{
Spawn(EmpDisabledEffectPrototype, Transform(uid).Coordinates);
}
if (ev.Disabled)
{
var disabled = EnsureComp<EmpDisabledComponent>(uid);
disabled.DisabledUntil = Timing.CurTime + TimeSpan.FromSeconds(duration);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<EmpDisabledComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.DisabledUntil < Timing.CurTime)
{
RemComp<EmpDisabledComponent>(uid);
var ev = new EmpDisabledRemoved();
RaiseLocalEvent(uid, ref ev);
}
}
}
private void OnExamine(EntityUid uid, EmpDisabledComponent component, ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("emp-disabled-comp-on-examine"));
}
private void HandleEmpTrigger(EntityUid uid, EmpOnTriggerComponent comp, TriggerEvent args)
{
EmpPulse(_transform.GetMapCoordinates(uid), comp.Range, comp.EnergyConsumption, comp.DisableDuration);
args.Handled = true;
}
private void OnRadioSendAttempt(EntityUid uid, EmpDisabledComponent component, ref RadioSendAttemptEvent args)
{
args.Cancelled = true;
}
private void OnRadioReceiveAttempt(EntityUid uid, EmpDisabledComponent component, ref RadioReceiveAttemptEvent args)
{
args.Cancelled = true;
}
private void OnApcToggleMainBreaker(EntityUid uid, EmpDisabledComponent component, ref ApcToggleMainBreakerAttemptEvent args)
{
args.Cancelled = true;
}
private void OnCameraSetActive(EntityUid uid, EmpDisabledComponent component, ref SurveillanceCameraSetActiveAttemptEvent args)
{
args.Cancelled = true;
}
}
/// <summary>
/// Raised on an entity before <see cref="EmpPulseEvent"/>. Cancel this to prevent the emp event being raised.
/// </summary>
public sealed partial class EmpAttemptEvent : CancellableEntityEventArgs
{
}
[ByRefEvent]
public record struct EmpPulseEvent(float EnergyConsumption, bool Affected, bool Disabled, TimeSpan Duration);
[ByRefEvent]
public record struct EmpDisabledRemoved();