Make anchoring nukes require enough nearby floor (#18720)

* Make anchoring nukes require enough nearby floor

* Remove unused Anchorable event subscriptions

The nuke doesn't have Anchorable so this never comes up.
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Vordenburg 2023-08-05 17:28:06 -04:00 committed by GitHub
parent f4dbb4d24c
commit 7d08061304
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3 changed files with 28 additions and 27 deletions

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@ -175,5 +175,12 @@ namespace Content.Server.Nuke
public bool PlayedAlertSound = false;
public IPlayingAudioStream? AlertAudioStream = default;
/// <summary>
/// The radius from the nuke for which there must be floor tiles for it to be anchorable.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("requiredFloorRadius")]
public float RequiredFloorRadius = 7;
}
}

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@ -5,14 +5,15 @@ using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.Audio;
using Content.Shared.Construction.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.DoAfter;
using Content.Shared.Maps;
using Content.Shared.Nuke;
using Content.Shared.Popups;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
@ -23,7 +24,9 @@ public sealed class NukeSystem : EntitySystem
[Dependency] private readonly AlertLevelSystem _alertLevel = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
@ -53,9 +56,6 @@ public sealed class NukeSystem : EntitySystem
SubscribeLocalEvent<NukeComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<NukeComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
// anchoring logic
SubscribeLocalEvent<NukeComponent, AnchorAttemptEvent>(OnAnchorAttempt);
SubscribeLocalEvent<NukeComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
// Shouldn't need re-anchoring.
SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
@ -133,28 +133,6 @@ public sealed class NukeSystem : EntitySystem
#region Anchor
private void OnAnchorAttempt(EntityUid uid, NukeComponent component, AnchorAttemptEvent args)
{
CheckAnchorAttempt(uid, component, args);
}
private void OnUnanchorAttempt(EntityUid uid, NukeComponent component, UnanchorAttemptEvent args)
{
CheckAnchorAttempt(uid, component, args);
}
private void CheckAnchorAttempt(EntityUid uid, NukeComponent component, BaseAnchoredAttemptEvent args)
{
// cancel any anchor attempt if armed
if (component.Status == NukeStatus.ARMED)
{
var msg = Loc.GetString("nuke-component-cant-anchor");
_popups.PopupEntity(msg, uid, args.User);
args.Cancel();
}
}
private void OnAnchorChanged(EntityUid uid, NukeComponent component, ref AnchorStateChangedEvent args)
{
UpdateUserInterface(uid, component);
@ -186,6 +164,22 @@ public sealed class NukeSystem : EntitySystem
}
else
{
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
return;
var worldPos = _transform.GetWorldPosition(xform);
foreach (var tile in grid.GetTilesIntersecting(new Circle(worldPos, component.RequiredFloorRadius), false))
{
if (!tile.IsSpace(_tileDefManager))
continue;
var msg = Loc.GetString("nuke-component-cant-anchor-floor");
_popups.PopupEntity(msg, uid, args.Session, PopupType.MediumCaution);
return;
}
_transform.SetCoordinates(uid, xform, xform.Coordinates.SnapToGrid());
_transform.AnchorEntity(uid, xform);
}

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@ -1,4 +1,4 @@
nuke-component-cant-anchor = The bolts seems to be blocked without disk!
nuke-component-cant-anchor-floor = The anchoring bolts fail to lock into the floor!
nuke-component-announcement-sender = Nuclear Fission Explosive
nuke-component-announcement-armed = Attention! The station's self-destruct mechanism has been engaged at global coordinates {$position}. {$time} seconds until detonation. If this was made in error, the mechanism may still be disarmed.
nuke-component-announcement-unarmed = The station's self-destruct was deactivated! Have a nice day!