using Content.Shared.Atmos.Rotting; using Content.Shared.Chat; using Content.Shared.Damage.Components; using Content.Shared.Damage.Systems; using Content.Shared.DoAfter; using Content.Shared.Electrocution; using Content.Shared.Interaction; using Content.Shared.Item.ItemToggle; using Content.Shared.Mind; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.Popups; using Content.Shared.PowerCell; using Content.Shared.Timing; using Content.Shared.Traits.Assorted; using Robust.Shared.Audio.Systems; using Robust.Shared.Player; namespace Content.Shared.Medical; /// /// This handles interactions and logic relating to /// public abstract class SharedDefibrillatorSystem : EntitySystem { [Dependency] private readonly SharedChatSystem _chat = default!; [Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly SharedDoAfterSystem _doAfter = default!; [Dependency] private readonly SharedElectrocutionSystem _electrocution = default!; [Dependency] private readonly ISharedPlayerManager _player = default!; [Dependency] private readonly ItemToggleSystem _toggle = default!; [Dependency] private readonly MobStateSystem _mobState = default!; [Dependency] private readonly MobThresholdSystem _mobThreshold = default!; [Dependency] private readonly SharedPopupSystem _popup = default!; [Dependency] private readonly PowerCellSystem _powerCell = default!; [Dependency] private readonly SharedRottingSystem _rotting = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedMindSystem _mind = default!; [Dependency] private readonly UseDelaySystem _useDelay = default!; [Dependency] private readonly SharedInteractionSystem _interactionSystem = default!; private readonly HashSet _interacters = new(); public override void Initialize() { SubscribeLocalEvent(OnAfterInteract); SubscribeLocalEvent(OnDoAfter); } private void OnAfterInteract(Entity ent, ref AfterInteractEvent args) { if (args.Handled || args.Target is not { } target) return; args.Handled = TryStartZap(ent.AsNullable(), target, args.User); } private void OnDoAfter(Entity ent, ref DefibrillatorZapDoAfterEvent args) { if (args.Handled || args.Cancelled) return; if (args.Target is not { } target) return; if (!CanZap(ent.AsNullable(), target, args.User)) return; args.Handled = true; Zap(ent.AsNullable(), target, args.User); } /// /// Checks if you can actually defib a target. /// /// The defbrillator being used. /// Uid of the target getting defibbed. /// Uid of the entity using the defibrillator. /// /// If true, the target can be alive. If false, the function will check if the target is alive and will return false if they are. /// /// /// Returns true if the target is valid to be defibed, false otherwise. /// public bool CanZap(Entity ent, EntityUid target, EntityUid? user = null, bool targetCanBeAlive = false) { if (!Resolve(ent, ref ent.Comp)) return false; if (!_toggle.IsActivated(ent.Owner)) { _popup.PopupClient(Loc.GetString("defibrillator-not-on"), ent.Owner, user); return false; } if (!TryComp(ent, out var useDelay) || _useDelay.IsDelayed((ent.Owner, useDelay), ent.Comp.DelayId)) return false; if (!TryComp(target, out var mobState)) return false; if (!_powerCell.HasActivatableCharge(ent.Owner, user: user, predicted: true)) return false; if (!targetCanBeAlive && _mobState.IsAlive(target, mobState)) return false; if (!targetCanBeAlive && !ent.Comp.CanDefibCrit && _mobState.IsCritical(target, mobState)) return false; return true; } /// /// Tries to start defibrillating the target. If the target is valid, will start the defib do-after. /// /// The defbrillator being used. /// Uid of the target getting defibbed. /// Uid of the entity using the defibrillator. /// /// Returns true if the defibrillation do-after started, otherwise false. /// public bool TryStartZap(Entity ent, EntityUid target, EntityUid user) { if (!Resolve(ent, ref ent.Comp)) return false; if (!CanZap(ent, target, user)) return false; _audio.PlayPredicted(ent.Comp.ChargeSound, ent.Owner, user); return _doAfter.TryStartDoAfter( new DoAfterArgs(EntityManager, user, ent.Comp.DoAfterDuration, new DefibrillatorZapDoAfterEvent(), ent.Owner, target, ent.Owner) { NeedHand = true, BreakOnMove = !ent.Comp.AllowDoAfterMovement }); } /// /// Tries to defibrillate the target with the given defibrillator. /// /// The defbrillator being used. /// Uid of the target getting defibbed. /// Uid of the entity using the defibrillator. public void Zap(Entity ent, EntityUid target, EntityUid user) { if (!Resolve(ent, ref ent.Comp)) return; if (!_powerCell.TryUseActivatableCharge(ent.Owner, user: user)) return; var selfEvent = new SelfBeforeDefibrillatorZapsEvent(user, ent.Owner, target); RaiseLocalEvent(user, selfEvent); target = selfEvent.DefibTarget; // Ensure thet new target is still valid. if (selfEvent.Cancelled || !CanZap(ent, target, user, true)) return; var targetEvent = new TargetBeforeDefibrillatorZapsEvent(user, ent.Owner, target); RaiseLocalEvent(target, targetEvent); target = targetEvent.DefibTarget; if (targetEvent.Cancelled || !CanZap(ent, target, user, true)) return; if (!TryComp(target, out var targetMobState)) return; _audio.PlayPredicted(ent.Comp.ZapSound, ent.Owner, user); _electrocution.TryDoElectrocution(target, ent.Owner, ent.Comp.ZapDamage, ent.Comp.WritheDuration, true, ignoreInsulation: true); _interactionSystem.GetEntitiesInteractingWithTarget(target, _interacters); foreach (var other in _interacters) { if (other == user) continue; // Anyone else still operating on the target gets zapped too _electrocution.TryDoElectrocution(other, null, ent.Comp.ZapDamage, ent.Comp.WritheDuration, true); } if (TryComp(ent, out var useDelay)) { _useDelay.SetLength((ent.Owner, useDelay), ent.Comp.ZapDelay, id: ent.Comp.DelayId); _useDelay.TryResetDelay((ent.Owner, useDelay), id: ent.Comp.DelayId); } var failedRevive = true; if (_rotting.IsRotten(target)) { _chat.TrySendInGameICMessage(ent.Owner, Loc.GetString("defibrillator-rotten"), InGameICChatType.Speak, true); } else if (TryComp(target, out var unrevivable)) { _chat.TrySendInGameICMessage(ent.Owner, Loc.GetString(unrevivable.ReasonMessage), InGameICChatType.Speak, true); } else { if (_mobState.IsDead(target, targetMobState)) _damageable.TryChangeDamage(target, ent.Comp.ZapHeal, true, origin: user, canSever: false); // DeltaV - Stop Defibs from Nuggetizing people. if (TryComp(target, out var targetThresholds) && TryComp(target, out var targetDamageable) && _mobThreshold.TryGetThresholdForState(target, MobState.Dead, out var threshold, targetThresholds) && targetDamageable.TotalDamage < threshold) { _mobState.ChangeMobState(target, MobState.Critical, targetMobState, user); failedRevive = false; } if (_mind.TryGetMind(target, out var mindUid, out var mindComp) && _player.TryGetSessionById(mindComp.UserId, out var playerSession)) { // notify them they're being revived. if (mindComp.CurrentEntity != target) OpenReturnToBodyEui((mindUid, mindComp), playerSession); } else { _chat.TrySendInGameICMessage(ent.Owner, Loc.GetString("defibrillator-no-mind"), InGameICChatType.Speak, true); } } var sound = failedRevive ? ent.Comp.FailureSound : ent.Comp.SuccessSound; _audio.PlayPredicted(sound, ent.Owner, user); // if we don't have enough power left for another shot, turn it off if (!_powerCell.HasActivatableCharge(ent.Owner)) _toggle.TryDeactivate(ent.Owner); var ev = new TargetDefibrillatedEvent(user, (ent.Owner, ent.Comp)); RaiseLocalEvent(target, ref ev); } // TODO: SharedEuiManager so that we can just directly open the eui from shared. protected virtual void OpenReturnToBodyEui(Entity mind, ICommonSession session) { } }