* The easy ones * For certain values of easy * Easy test * Hair * Fix sandbox violations * Sort usings
492 lines
19 KiB
C#
492 lines
19 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Light.Components;
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using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Weapons.Melee;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Electrocution;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Jittering;
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using Content.Shared.Maps;
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using Content.Shared.NodeContainer;
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using Content.Shared.NodeContainer.NodeGroups;
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using Content.Shared.Popups;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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using PullerComponent = Content.Shared.Movement.Pulling.Components.PullerComponent;
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namespace Content.Server.Electrocution;
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public sealed class ElectrocutionSystem : SharedElectrocutionSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly MeleeWeaponSystem _meleeWeapon = default!;
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[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroup = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly SharedJitteringSystem _jittering = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly SharedStutteringSystem _stuttering = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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private static readonly ProtoId<StatusEffectPrototype> StatusEffectKey = "Electrocution";
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private static readonly ProtoId<DamageTypePrototype> DamageType = "Shock";
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private static readonly ProtoId<TagPrototype> WindowTag = "Window";
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// Multiply and shift the log scale for shock damage.
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private const float RecursiveDamageMultiplier = 0.75f;
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private const float RecursiveTimeMultiplier = 0.8f;
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private const float ParalyzeTimeMultiplier = 1f;
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private const float StutteringTimeMultiplier = 1.5f;
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private const float JitterTimeMultiplier = 0.75f;
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private const float JitterAmplitude = 80f;
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private const float JitterFrequency = 8f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ElectrifiedComponent, StartCollideEvent>(OnElectrifiedStartCollide);
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SubscribeLocalEvent<ElectrifiedComponent, AttackedEvent>(OnElectrifiedAttacked);
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SubscribeLocalEvent<ElectrifiedComponent, InteractHandEvent>(OnElectrifiedHandInteract);
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SubscribeLocalEvent<ElectrifiedComponent, InteractUsingEvent>(OnElectrifiedInteractUsing);
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SubscribeLocalEvent<RandomInsulationComponent, MapInitEvent>(OnRandomInsulationMapInit);
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SubscribeLocalEvent<PoweredLightComponent, AttackedEvent>(OnLightAttacked);
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UpdatesAfter.Add(typeof(PowerNetSystem));
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}
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public override void Update(float frameTime)
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{
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UpdateElectrocutions(frameTime);
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UpdateState(frameTime);
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}
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private void UpdateElectrocutions(float frameTime)
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{
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var query = EntityQueryEnumerator<ElectrocutionComponent, PowerConsumerComponent>();
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while (query.MoveNext(out var uid, out var electrocution, out _))
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{
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var timePassed = Math.Min(frameTime, electrocution.TimeLeft);
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electrocution.TimeLeft -= timePassed;
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if (!MathHelper.CloseTo(electrocution.TimeLeft, 0))
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continue;
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// We tried damage scaling based on power in the past and it really wasn't good.
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// Various scaling types didn't fix tiders and HV grilles instantly critting players.
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QueueDel(uid);
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}
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}
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private void UpdateState(float frameTime)
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{
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var query = EntityQueryEnumerator<ActivatedElectrifiedComponent, ElectrifiedComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var activated, out var electrified, out var transform))
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{
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activated.TimeLeft -= frameTime;
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if (activated.TimeLeft <= 0 || !IsPowered(uid, electrified, transform))
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{
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_appearance.SetData(uid, ElectrifiedVisuals.ShowSparks, false);
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RemComp<ActivatedElectrifiedComponent>(uid);
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}
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}
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}
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private bool IsPowered(EntityUid uid, ElectrifiedComponent electrified, TransformComponent transform)
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{
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if (!electrified.Enabled)
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return false;
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if (electrified.NoWindowInTile)
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{
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var tileRef = _turf.GetTileRef(transform.Coordinates);
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if (tileRef != null)
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{
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foreach (var entity in _entityLookup.GetLocalEntitiesIntersecting(tileRef.Value, flags: LookupFlags.StaticSundries))
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{
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if (_tag.HasTag(entity, WindowTag))
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return false;
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}
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}
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}
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if (electrified.UsesApcPower)
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{
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if (!this.IsPowered(uid, EntityManager))
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return false;
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}
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else if (electrified.RequirePower && PoweredNode(uid, electrified) == null)
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return false;
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return true;
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}
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private void OnElectrifiedStartCollide(EntityUid uid, ElectrifiedComponent electrified, ref StartCollideEvent args)
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{
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if (electrified.OnBump)
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TryDoElectrifiedAct(uid, args.OtherEntity, 1, electrified);
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}
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private void OnElectrifiedAttacked(EntityUid uid, ElectrifiedComponent electrified, AttackedEvent args)
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{
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if (!electrified.OnAttacked)
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return;
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if (_meleeWeapon.GetDamage(args.Used, args.User).Empty)
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return;
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TryDoElectrifiedAct(uid, args.User, 1, electrified);
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}
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private void OnElectrifiedHandInteract(EntityUid uid, ElectrifiedComponent electrified, InteractHandEvent args)
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{
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if (electrified.OnHandInteract)
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TryDoElectrifiedAct(uid, args.User, 1, electrified);
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}
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private void OnLightAttacked(EntityUid uid, PoweredLightComponent component, AttackedEvent args)
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{
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if (!component.CurrentLit || args.Used != args.User)
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return;
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if (_meleeWeapon.GetDamage(args.Used, args.User).Empty)
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return;
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TryDoElectrocution(args.User, uid, component.UnarmedHitShock, component.UnarmedHitStun, false);
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}
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private void OnElectrifiedInteractUsing(EntityUid uid, ElectrifiedComponent electrified, InteractUsingEvent args)
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{
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if (!electrified.OnInteractUsing)
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return;
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var siemens = TryComp<InsulatedComponent>(args.Used, out var insulation)
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? insulation.Coefficient
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: 1;
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TryDoElectrifiedAct(uid, args.User, siemens, electrified);
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}
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public bool TryDoElectrifiedAct(EntityUid uid, EntityUid targetUid,
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float siemens = 1,
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ElectrifiedComponent? electrified = null,
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NodeContainerComponent? nodeContainer = null,
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TransformComponent? transform = null)
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{
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if (!Resolve(uid, ref electrified, ref transform, false))
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return false;
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if (!IsPowered(uid, electrified, transform))
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return false;
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if (!_random.Prob(electrified.Probability))
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return false;
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EnsureComp<ActivatedElectrifiedComponent>(uid);
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_appearance.SetData(uid, ElectrifiedVisuals.ShowSparks, true);
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siemens *= electrified.SiemensCoefficient;
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if (!DoCommonElectrocutionAttempt(targetUid, uid, ref siemens) || siemens <= 0)
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return false; // If electrocution would fail, do nothing.
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var targets = new List<(EntityUid entity, int depth)>();
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GetChainedElectrocutionTargets(targetUid, targets);
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if (!electrified.RequirePower || electrified.UsesApcPower)
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{
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var lastRet = true;
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for (var i = targets.Count - 1; i >= 0; i--)
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{
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var (entity, depth) = targets[i];
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lastRet = TryDoElectrocution(
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entity,
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uid,
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(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth)),
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TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)),
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true,
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electrified.SiemensCoefficient
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);
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}
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return lastRet;
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}
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var node = PoweredNode(uid, electrified, nodeContainer);
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if (node?.NodeGroup is not IBasePowerNet)
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return false;
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var (damageScalar, timeScalar) = node.NodeGroupID switch
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{
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NodeGroupID.HVPower => (electrified.HighVoltageDamageMultiplier, electrified.HighVoltageTimeMultiplier),
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NodeGroupID.MVPower => (electrified.MediumVoltageDamageMultiplier, electrified.MediumVoltageTimeMultiplier),
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_ => (1f, 1f)
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};
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{
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var lastRet = true;
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for (var i = targets.Count - 1; i >= 0; i--)
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{
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var (entity, depth) = targets[i];
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lastRet = TryDoElectrocutionPowered(
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entity,
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uid,
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node,
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(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth) * damageScalar),
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TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth) * timeScalar),
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true,
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electrified.SiemensCoefficient);
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}
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return lastRet;
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}
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}
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private Node? PoweredNode(EntityUid uid, ElectrifiedComponent electrified, NodeContainerComponent? nodeContainer = null)
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{
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if (!Resolve(uid, ref nodeContainer, false))
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return null;
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return TryNode(electrified.HighVoltageNode) ?? TryNode(electrified.MediumVoltageNode) ?? TryNode(electrified.LowVoltageNode);
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Node? TryNode(string? id)
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{
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if (id != null &&
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_nodeContainer.TryGetNode<Node>(nodeContainer, id, out var tryNode) &&
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tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastCombinedMaxSupply: > 0 } })
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{
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return tryNode;
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}
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return null;
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}
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}
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/// <inheritdoc/>
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public override bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient, ignoreInsulation)
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|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
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return false;
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RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
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return true;
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}
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private bool TryDoElectrocutionPowered(
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EntityUid uid,
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EntityUid sourceUid,
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Node node,
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int shockDamage,
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TimeSpan time,
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bool refresh,
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float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null,
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TransformComponent? sourceTransform = null)
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{
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if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient))
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return false;
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if (!DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
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return false;
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// Coefficient needs to be higher than this to do a powered electrocution!
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if (siemensCoefficient <= 0.5f)
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return true;
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if (!Resolve(sourceUid, ref sourceTransform)) // This shouldn't really happen, but just in case...
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return true;
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var electrocutionEntity = Spawn($"VirtualElectrocutionLoad{node.NodeGroupID}", sourceTransform.Coordinates);
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var nodeContainer = Comp<NodeContainerComponent>(electrocutionEntity);
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if (!_nodeContainer.TryGetNode<ElectrocutionNode>(nodeContainer, "electrocution", out var electrocutionNode))
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return false;
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var electrocutionComponent = Comp<ElectrocutionComponent>(electrocutionEntity);
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// This shows up in the power monitor.
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// Yes. Yes exactly.
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_metaData.SetEntityName(electrocutionEntity, MetaData(uid).EntityName);
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electrocutionNode.CableEntity = sourceUid;
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electrocutionNode.NodeName = node.Name;
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_nodeGroup.QueueReflood(electrocutionNode);
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electrocutionComponent.TimeLeft = 1f;
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electrocutionComponent.Electrocuting = uid;
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electrocutionComponent.Source = sourceUid;
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RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
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return true;
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}
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private bool DoCommonElectrocutionAttempt(EntityUid uid, EntityUid? sourceUid, ref float siemensCoefficient, bool ignoreInsulation = false)
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{
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var attemptEvent = new ElectrocutionAttemptEvent(uid, sourceUid, siemensCoefficient,
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ignoreInsulation ? SlotFlags.NONE : ~SlotFlags.POCKET);
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RaiseLocalEvent(uid, attemptEvent, true);
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// Cancel the electrocution early, so we don't recursively electrocute anything.
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if (attemptEvent.Cancelled)
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return false;
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siemensCoefficient = attemptEvent.SiemensCoefficient;
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return true;
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}
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private bool DoCommonElectrocution(EntityUid uid, EntityUid? sourceUid,
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int? shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null)
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{
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if (siemensCoefficient <= 0)
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return false;
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if (shockDamage != null)
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{
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shockDamage = (int) (shockDamage * siemensCoefficient);
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if (shockDamage.Value <= 0)
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return false;
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}
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if (!Resolve(uid, ref statusEffects, false) ||
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!_statusEffects.CanApplyEffect(uid, StatusEffectKey, statusEffects))
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{
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return false;
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}
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if (!_statusEffects.TryAddStatusEffect<ElectrocutedComponent>(uid, StatusEffectKey, time, refresh, statusEffects))
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return false;
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var shouldStun = siemensCoefficient > 0.5f;
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if (shouldStun)
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_stun.TryParalyze(uid, time * ParalyzeTimeMultiplier, refresh, statusEffects);
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// TODO: Sparks here.
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if (shockDamage is { } dmg)
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{
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var actual = _damageable.TryChangeDamage(uid,
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new DamageSpecifier(_prototypeManager.Index(DamageType), dmg), origin: sourceUid);
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if (actual != null)
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{
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_adminLogger.Add(LogType.Electrocution,
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$"{ToPrettyString(uid):entity} received {actual.GetTotal():damage} powered electrocution damage{(sourceUid != null ? " from " + ToPrettyString(sourceUid.Value) : ""):source}");
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}
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}
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_stuttering.DoStutter(uid, time * StutteringTimeMultiplier, refresh, statusEffects);
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_jittering.DoJitter(uid, time * JitterTimeMultiplier, refresh, JitterAmplitude, JitterFrequency, true, statusEffects);
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_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-player"), uid, uid);
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var filter = Filter.PvsExcept(uid, entityManager: EntityManager);
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var identifiedUid = Identity.Entity(uid, ent: EntityManager);
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// TODO: Allow being able to pass EntityUid to Loc...
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if (sourceUid != null)
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{
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_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-by-source-popup-others",
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("mob", identifiedUid), ("source", (sourceUid.Value))), uid, filter, true);
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PlayElectrocutionSound(uid, sourceUid.Value);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-others",
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("mob", identifiedUid)), uid, filter, true);
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}
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return true;
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}
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private void GetChainedElectrocutionTargets(EntityUid source, List<(EntityUid entity, int depth)> all)
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{
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var visited = new HashSet<EntityUid>();
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GetChainedElectrocutionTargetsRecurse(source, 1, visited, all);
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}
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private void GetChainedElectrocutionTargetsRecurse(
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EntityUid entity,
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int depth,
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HashSet<EntityUid> visited,
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List<(EntityUid entity, int depth)> all)
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{
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all.Add((entity, depth));
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visited.Add(entity);
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if (TryComp<PullableComponent>(entity, out var pullable) &&
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pullable.Puller is { Valid: true } pullerId &&
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!visited.Contains(pullerId))
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{
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GetChainedElectrocutionTargetsRecurse(pullerId, depth + 1, visited, all);
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}
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if (TryComp<PullerComponent>(entity, out var puller) &&
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puller.Pulling is { Valid: true } pullingId &&
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!visited.Contains(pullingId))
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{
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GetChainedElectrocutionTargetsRecurse(pullingId, depth + 1, visited, all);
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}
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}
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private void OnRandomInsulationMapInit(EntityUid uid, RandomInsulationComponent randomInsulation,
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MapInitEvent args)
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{
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if (!TryComp<InsulatedComponent>(uid, out var insulated))
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return;
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if (randomInsulation.List.Length == 0)
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return;
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SetInsulatedSiemensCoefficient(uid, _random.Pick(randomInsulation.List), insulated);
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}
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private void PlayElectrocutionSound(EntityUid targetUid, EntityUid sourceUid, ElectrifiedComponent? electrified = null)
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{
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if (!Resolve(sourceUid, ref electrified, false) || !electrified.PlaySoundOnShock)
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{
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return;
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}
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_audio.PlayPvs(electrified.ShockNoises, targetUid, AudioParams.Default.WithVolume(electrified.ShockVolume));
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}
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}
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