Files
tbd-station-14/Content.Server/PowerSink/PowerSinkSystem.cs
slarticodefast 7155d0d291 Cleanup BatterySystem (#41298)
* cleanup

* fix fixtures

* this belongs into the next PR

* review

* misc

---------

Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
2025-11-08 20:55:02 +00:00

138 lines
5.4 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Station.Systems;
using Content.Shared.Examine;
using Content.Shared.Power.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.PowerSink
{
public sealed class PowerSinkSystem : EntitySystem
{
/// <summary>
/// Percentage of battery full to trigger the announcement warning at.
/// </summary>
private const float WarningMessageThreshold = 0.70f;
private readonly float[] _warningSoundThresholds = new[] { .80f, .90f, .95f, .98f };
/// <summary>
/// Length of time to delay explosion from battery full state -- this is used to play
/// a brief SFX winding up the explosion.
/// </summary>
/// <returns></returns>
private readonly TimeSpan _explosionDelayTime = TimeSpan.FromSeconds(1.465);
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly BatterySystem _battery = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerSinkComponent, ExaminedEvent>(OnExamine);
}
private void OnExamine(EntityUid uid, PowerSinkComponent component, ExaminedEvent args)
{
if (!args.IsInDetailsRange || !TryComp<PowerConsumerComponent>(uid, out var consumer))
return;
var drainAmount = (int) consumer.NetworkLoad.ReceivingPower / 1000;
args.PushMarkup(
Loc.GetString(
"powersink-examine-drain-amount",
("amount", drainAmount),
("markupDrainColor", "orange"))
);
}
public override void Update(float frameTime)
{
var toRemove = new RemQueue<(EntityUid Entity, PowerSinkComponent Sink)>();
var query = EntityQueryEnumerator<PowerSinkComponent, PowerConsumerComponent, BatteryComponent, TransformComponent>();
// Realistically it's gonna be like <5 per station.
while (query.MoveNext(out var entity, out var component, out var networkLoad, out var battery, out var transform))
{
if (!transform.Anchored)
continue;
_battery.ChangeCharge((entity, battery), networkLoad.NetworkLoad.ReceivingPower * frameTime);
var currentBatteryThreshold = battery.CurrentCharge / battery.MaxCharge;
// Check for warning message threshold
if (!component.SentImminentExplosionWarningMessage &&
currentBatteryThreshold >= WarningMessageThreshold)
{
NotifyStationOfImminentExplosion(entity, component);
}
// Check for warning sound threshold
foreach (var testThreshold in _warningSoundThresholds)
{
if (currentBatteryThreshold >= testThreshold &&
testThreshold > component.HighestWarningSoundThreshold)
{
component.HighestWarningSoundThreshold = currentBatteryThreshold; // Don't re-play in future until next threshold hit
_audio.PlayPvs(component.ElectricSound, entity); // Play SFX
break;
}
}
// Check for explosion
if (battery.CurrentCharge < battery.MaxCharge)
continue;
if (component.ExplosionTime == null)
{
// Set explosion sequence to start soon
component.ExplosionTime = _gameTiming.CurTime.Add(_explosionDelayTime);
// Wind-up SFX
_audio.PlayPvs(component.ChargeFireSound, entity); // Play SFX
}
else if (_gameTiming.CurTime >= component.ExplosionTime)
{
// Explode!
toRemove.Add((entity, component));
}
}
foreach (var (entity, component) in toRemove)
{
_explosionSystem.QueueExplosion(entity, "PowerSink", 2000f, 4f, 20f, canCreateVacuum: true);
RemComp(entity, component);
}
}
private void NotifyStationOfImminentExplosion(EntityUid uid, PowerSinkComponent powerSinkComponent)
{
if (powerSinkComponent.SentImminentExplosionWarningMessage)
return;
powerSinkComponent.SentImminentExplosionWarningMessage = true;
var station = _station.GetOwningStation(uid);
if (station == null)
return;
_chat.DispatchStationAnnouncement(
station.Value,
Loc.GetString("powersink-imminent-explosion-announcement"),
playDefaultSound: true,
colorOverride: Color.Yellow
);
}
}
}