Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
142 lines
5.5 KiB
C#
142 lines
5.5 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.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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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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/// 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(uid).MapPosition, 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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