* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem * guap * More fixes * Wait you can do that? --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
420 lines
17 KiB
C#
420 lines
17 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash;
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using Content.Server.Electrocution;
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using Content.Server.Pinpointer;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Flash.Components;
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using Content.Server.Radio.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Database;
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using Content.Shared.Explosion.Components;
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using Content.Shared.Explosion.Components.OnTrigger;
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using Content.Shared.Implants.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Payload.Components;
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using Content.Shared.Radio;
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using Content.Shared.Slippery;
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using Content.Shared.StepTrigger.Systems;
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using Content.Shared.Trigger;
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using Content.Shared.Weapons.Ranged.Events;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Player;
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using Content.Shared.Coordinates;
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using Robust.Shared.Utility;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion.EntitySystems
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{
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/// <summary>
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/// Raised whenever something is Triggered on the entity.
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/// </summary>
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public sealed class TriggerEvent : HandledEntityEventArgs
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{
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public EntityUid Triggered { get; }
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public EntityUid? User { get; }
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public TriggerEvent(EntityUid triggered, EntityUid? user = null)
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{
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Triggered = triggered;
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User = user;
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}
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}
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/// <summary>
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/// Raised when timer trigger becomes active.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ActiveTimerTriggerEvent(EntityUid Triggered, EntityUid? User);
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[UsedImplicitly]
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public sealed partial class TriggerSystem : EntitySystem
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{
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly FlashSystem _flashSystem = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly BodySystem _body = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!;
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[Dependency] private readonly RadioSystem _radioSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly ElectrocutionSystem _electrocution = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeProximity();
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InitializeOnUse();
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InitializeSignal();
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InitializeTimedCollide();
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InitializeVoice();
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InitializeMobstate();
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SubscribeLocalEvent<TriggerOnSpawnComponent, MapInitEvent>(OnSpawnTriggered);
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SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(OnTriggerCollide);
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SubscribeLocalEvent<TriggerOnActivateComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<TriggerImplantActionComponent, ActivateImplantEvent>(OnImplantTrigger);
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SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredOffEvent>(OnStepTriggered);
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SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
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SubscribeLocalEvent<TriggerWhenEmptyComponent, OnEmptyGunShotEvent>(OnEmptyTriggered);
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SubscribeLocalEvent<RepeatingTriggerComponent, MapInitEvent>(OnRepeatInit);
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SubscribeLocalEvent<SpawnOnTriggerComponent, TriggerEvent>(OnSpawnTrigger);
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SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
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SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
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SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
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SubscribeLocalEvent<GibOnTriggerComponent, TriggerEvent>(HandleGibTrigger);
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SubscribeLocalEvent<AnchorOnTriggerComponent, TriggerEvent>(OnAnchorTrigger);
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SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(OnSoundTrigger);
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SubscribeLocalEvent<ShockOnTriggerComponent, TriggerEvent>(HandleShockTrigger);
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SubscribeLocalEvent<RattleComponent, TriggerEvent>(HandleRattleTrigger);
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}
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private void OnSoundTrigger(EntityUid uid, SoundOnTriggerComponent component, TriggerEvent args)
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{
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if (component.RemoveOnTrigger) // if the component gets removed when it's triggered
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{
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var xform = Transform(uid);
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_audio.PlayPvs(component.Sound, xform.Coordinates); // play the sound at its last known coordinates
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}
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else // if the component doesn't get removed when triggered
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{
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_audio.PlayPvs(component.Sound, uid); // have the sound follow the entity itself
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}
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}
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private void HandleShockTrigger(Entity<ShockOnTriggerComponent> shockOnTrigger, ref TriggerEvent args)
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{
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if (!_container.TryGetContainingContainer(shockOnTrigger, out var container))
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return;
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var containerEnt = container.Owner;
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var curTime = _timing.CurTime;
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if (curTime < shockOnTrigger.Comp.NextTrigger)
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{
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// The trigger's on cooldown.
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return;
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}
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_electrocution.TryDoElectrocution(containerEnt, null, shockOnTrigger.Comp.Damage, shockOnTrigger.Comp.Duration, true);
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shockOnTrigger.Comp.NextTrigger = curTime + shockOnTrigger.Comp.Cooldown;
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}
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private void OnAnchorTrigger(EntityUid uid, AnchorOnTriggerComponent component, TriggerEvent args)
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{
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var xform = Transform(uid);
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if (xform.Anchored)
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return;
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_transformSystem.AnchorEntity(uid, xform);
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if (component.RemoveOnTrigger)
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RemCompDeferred<AnchorOnTriggerComponent>(uid);
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}
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private void OnSpawnTrigger(EntityUid uid, SpawnOnTriggerComponent component, TriggerEvent args)
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{
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var xform = Transform(uid);
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var coords = xform.Coordinates;
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if (!coords.IsValid(EntityManager))
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return;
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Spawn(component.Proto, coords);
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}
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private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
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{
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_explosions.TriggerExplosive(uid, user: args.User);
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args.Handled = true;
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}
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private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
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{
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// TODO Make flash durations sane ffs.
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_flashSystem.FlashArea(uid, args.User, component.Range, component.Duration * 1000f, probability: component.Probability);
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args.Handled = true;
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}
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private void HandleDeleteTrigger(EntityUid uid, DeleteOnTriggerComponent component, TriggerEvent args)
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{
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EntityManager.QueueDeleteEntity(uid);
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args.Handled = true;
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}
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private void HandleGibTrigger(EntityUid uid, GibOnTriggerComponent component, TriggerEvent args)
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{
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if (!TryComp(uid, out TransformComponent? xform))
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return;
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if (component.DeleteItems)
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{
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var items = _inventory.GetHandOrInventoryEntities(xform.ParentUid);
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foreach (var item in items)
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{
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Del(item);
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}
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}
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_body.GibBody(xform.ParentUid, true);
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args.Handled = true;
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}
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private void HandleRattleTrigger(EntityUid uid, RattleComponent component, TriggerEvent args)
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{
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if (!TryComp<SubdermalImplantComponent>(uid, out var implanted))
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return;
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if (implanted.ImplantedEntity == null)
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return;
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// Gets location of the implant
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var posText = FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString(uid));
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var critMessage = Loc.GetString(component.CritMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
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var deathMessage = Loc.GetString(component.DeathMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
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if (!TryComp<MobStateComponent>(implanted.ImplantedEntity, out var mobstate))
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return;
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// Sends a message to the radio channel specified by the implant
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if (mobstate.CurrentState == MobState.Critical)
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_radioSystem.SendRadioMessage(uid, critMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
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if (mobstate.CurrentState == MobState.Dead)
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_radioSystem.SendRadioMessage(uid, deathMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
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args.Handled = true;
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}
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private void OnTriggerCollide(EntityUid uid, TriggerOnCollideComponent component, ref StartCollideEvent args)
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{
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if (args.OurFixtureId == component.FixtureID && (!component.IgnoreOtherNonHard || args.OtherFixture.Hard))
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Trigger(uid);
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}
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private void OnSpawnTriggered(EntityUid uid, TriggerOnSpawnComponent component, MapInitEvent args)
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{
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Trigger(uid);
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}
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private void OnActivate(EntityUid uid, TriggerOnActivateComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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Trigger(uid, args.User);
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args.Handled = true;
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}
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private void OnImplantTrigger(EntityUid uid, TriggerImplantActionComponent component, ActivateImplantEvent args)
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{
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args.Handled = Trigger(uid);
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}
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private void OnStepTriggered(EntityUid uid, TriggerOnStepTriggerComponent component, ref StepTriggeredOffEvent args)
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{
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Trigger(uid, args.Tripper);
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}
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private void OnSlipTriggered(EntityUid uid, TriggerOnSlipComponent component, ref SlipEvent args)
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{
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Trigger(uid, args.Slipped);
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}
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private void OnEmptyTriggered(EntityUid uid, TriggerWhenEmptyComponent component, ref OnEmptyGunShotEvent args)
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{
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Trigger(uid, args.EmptyGun);
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}
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private void OnRepeatInit(Entity<RepeatingTriggerComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextTrigger = _timing.CurTime + ent.Comp.Delay;
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}
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public bool Trigger(EntityUid trigger, EntityUid? user = null)
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{
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var triggerEvent = new TriggerEvent(trigger, user);
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EntityManager.EventBus.RaiseLocalEvent(trigger, triggerEvent, true);
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return triggerEvent.Handled;
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}
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public void TryDelay(EntityUid uid, float amount, ActiveTimerTriggerComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false))
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return;
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comp.TimeRemaining += amount;
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}
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/// <summary>
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/// Start the timer for triggering the device.
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/// </summary>
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public void StartTimer(Entity<OnUseTimerTriggerComponent?> ent, EntityUid? user)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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var comp = ent.Comp;
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HandleTimerTrigger(ent, user, comp.Delay, comp.BeepInterval, comp.InitialBeepDelay, comp.BeepSound);
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}
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public void HandleTimerTrigger(EntityUid uid, EntityUid? user, float delay, float beepInterval, float? initialBeepDelay, SoundSpecifier? beepSound)
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{
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if (delay <= 0)
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{
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RemComp<ActiveTimerTriggerComponent>(uid);
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Trigger(uid, user);
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return;
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}
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if (HasComp<ActiveTimerTriggerComponent>(uid))
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return;
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if (user != null)
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{
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// Check if entity is bomb/mod. grenade/etc
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if (_container.TryGetContainer(uid, "payload", out BaseContainer? container) &&
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container.ContainedEntities.Count > 0 &&
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TryComp(container.ContainedEntities[0], out ChemicalPayloadComponent? chemicalPayloadComponent))
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{
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// If a beaker is missing, the entity won't explode, so no reason to log it
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if (chemicalPayloadComponent?.BeakerSlotA.Item is not { } beakerA ||
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chemicalPayloadComponent?.BeakerSlotB.Item is not { } beakerB ||
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!TryComp(beakerA, out SolutionContainerManagerComponent? containerA) ||
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!TryComp(beakerB, out SolutionContainerManagerComponent? containerB) ||
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!TryComp(beakerA, out FitsInDispenserComponent? fitsA) ||
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!TryComp(beakerB, out FitsInDispenserComponent? fitsB) ||
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!_solutionContainerSystem.TryGetSolution((beakerA, containerA), fitsA.Solution, out _, out var solutionA) ||
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!_solutionContainerSystem.TryGetSolution((beakerB, containerB), fitsB.Solution, out _, out var solutionB))
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return;
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_adminLogger.Add(LogType.Trigger,
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$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}, which contains {SharedSolutionContainerSystem.ToPrettyString(solutionA)} in one beaker and {SharedSolutionContainerSystem.ToPrettyString(solutionB)} in the other.");
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}
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else
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{
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_adminLogger.Add(LogType.Trigger,
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$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}");
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}
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}
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else
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{
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_adminLogger.Add(LogType.Trigger,
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$"{delay} second timer trigger started on entity {ToPrettyString(uid):timer}");
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}
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var active = AddComp<ActiveTimerTriggerComponent>(uid);
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active.TimeRemaining = delay;
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active.User = user;
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active.BeepSound = beepSound;
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active.BeepInterval = beepInterval;
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active.TimeUntilBeep = initialBeepDelay == null ? active.BeepInterval : initialBeepDelay.Value;
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var ev = new ActiveTimerTriggerEvent(uid, user);
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RaiseLocalEvent(uid, ref ev);
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Primed, appearance);
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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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UpdateProximity();
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UpdateTimer(frameTime);
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UpdateTimedCollide(frameTime);
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UpdateRepeat();
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}
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private void UpdateTimer(float frameTime)
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{
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HashSet<EntityUid> toRemove = new();
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var query = EntityQueryEnumerator<ActiveTimerTriggerComponent>();
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while (query.MoveNext(out var uid, out var timer))
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{
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timer.TimeRemaining -= frameTime;
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timer.TimeUntilBeep -= frameTime;
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if (timer.TimeRemaining <= 0)
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{
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Trigger(uid, timer.User);
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toRemove.Add(uid);
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continue;
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}
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if (timer.BeepSound == null || timer.TimeUntilBeep > 0)
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continue;
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timer.TimeUntilBeep += timer.BeepInterval;
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_audio.PlayPvs(timer.BeepSound, uid, timer.BeepSound.Params);
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}
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foreach (var uid in toRemove)
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{
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RemComp<ActiveTimerTriggerComponent>(uid);
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// In case this is a re-usable grenade, un-prime it.
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Unprimed, appearance);
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}
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}
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private void UpdateRepeat()
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{
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var now = _timing.CurTime;
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var query = EntityQueryEnumerator<RepeatingTriggerComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.NextTrigger > now)
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continue;
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comp.NextTrigger = now + comp.Delay;
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Trigger(uid);
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}
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}
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}
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}
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