Files
Delta-v/Content.Server/Nuke/NukeSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

689 lines
23 KiB
C#

using Content.Server.AlertLevel;
using Content.Server.Audio;
using Content.Server.Chat.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Kitchen.Components;
using Content.Server.Pinpointer;
using Content.Server.Popups;
using Content.Server.Station.Systems;
using Content.Shared.Audio;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Coordinates.Helpers;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.Kitchen.Components;
using Content.Shared.Maps;
using Content.Shared.Nuke;
using Content.Shared.Popups;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Nuke;
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 IRobustRandom _random = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
[Dependency] private readonly NavMapSystem _navMap = default!;
[Dependency] private readonly PointLightSystem _pointLight = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly TurfSystem _turf = default!;
/// <summary>
/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
/// </summary>
private float _nukeSongLength;
private ResolvedSoundSpecifier _selectedNukeSong = String.Empty;
/// <summary>
/// Time to leave between the nuke song and the nuke alarm playing.
/// </summary>
private const float NukeSongBuffer = 1.5f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NukeComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<NukeComponent, ComponentRemove>(OnRemove);
SubscribeLocalEvent<NukeComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<NukeComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<NukeComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
SubscribeLocalEvent<NukeComponent, ExaminedEvent>(OnExaminedEvent);
// Shouldn't need re-anchoring.
SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
// ui events
SubscribeLocalEvent<NukeComponent, NukeAnchorMessage>(OnAnchorButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeArmedMessage>(OnArmButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadMessage>(OnKeypadButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadClearMessage>(OnClearButtonPressed);
SubscribeLocalEvent<NukeComponent, NukeKeypadEnterMessage>(OnEnterButtonPressed);
// Doafter events
SubscribeLocalEvent<NukeComponent, NukeDisarmDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<NukeDiskComponent, BeingMicrowavedEvent>(OnMicrowaved);
}
private void OnInit(EntityUid uid, NukeComponent component, ComponentInit args)
{
_itemSlots.AddItemSlot(uid, SharedNukeComponent.NukeDiskSlotId, component.DiskSlot);
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<NukeComponent>();
while (query.MoveNext(out var uid, out var nuke))
{
switch (nuke.Status)
{
case NukeStatus.ARMED:
TickTimer(uid, frameTime, nuke);
break;
case NukeStatus.COOLDOWN:
TickCooldown(uid, frameTime, nuke);
break;
}
}
}
private void OnMapInit(EntityUid uid, NukeComponent nuke, MapInitEvent args)
{
nuke.RemainingTime = nuke.Timer;
var originStation = _station.GetOwningStation(uid);
if (originStation != null)
{
nuke.OriginStation = originStation;
}
else
{
var transform = Transform(uid);
nuke.OriginMapGrid = (transform.MapID, transform.GridUid);
}
nuke.Code = GenerateRandomNumberString(nuke.CodeLength);
}
/// <summary>
/// Slightly randomize nuke countdown timer
/// </summary>
private void OnMicrowaved(Entity<NukeDiskComponent> ent, ref BeingMicrowavedEvent args)
{
if (ent.Comp.TimeModifier != null)
return;
var seconds = _random.NextGaussian(ent.Comp.MicrowaveMean.TotalSeconds, ent.Comp.MicrowaveStd.TotalSeconds);
ent.Comp.TimeModifier = TimeSpan.FromSeconds(seconds);
_popups.PopupEntity(Loc.GetString("nuke-disk-component-microwave"), ent.Owner, PopupType.Medium);
}
private void OnRemove(EntityUid uid, NukeComponent component, ComponentRemove args)
{
_itemSlots.RemoveItemSlot(uid, component.DiskSlot);
}
private void OnItemSlotChanged(EntityUid uid, NukeComponent component, ContainerModifiedMessage args)
{
if (!component.Initialized)
return;
if (args.Container.ID != component.DiskSlot.ID)
return;
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
#region Anchor
private void OnAnchorChanged(EntityUid uid, NukeComponent component, ref AnchorStateChangedEvent args)
{
UpdateUserInterface(uid, component);
if (args.Anchored == false && component.Status == NukeStatus.ARMED && component.RemainingTime > component.DisarmDoAfterLength)
{
// yes, this means technically if you can find a way to unanchor the nuke, you can disarm it
// without the doafter. but that takes some effort, and it won't allow you to disarm a nuke that can't be disarmed by the doafter.
DisarmBomb(uid, component);
}
UpdateAppearance(uid, component);
}
#endregion
#region UI Events
private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
{
// malicious client sanity check
if (component.Status == NukeStatus.ARMED)
return;
// Nuke has to have the disk in it to be moved
if (!component.DiskSlot.HasItem)
{
var msg = Loc.GetString("nuke-component-cant-anchor-toggle");
_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
return;
}
// manually set transform anchor (bypassing anchorable)
// todo: it will break pullable system
var xform = Transform(uid);
if (xform.Anchored)
{
_transform.Unanchor(uid, xform);
_itemSlots.SetLock(uid, component.DiskSlot, true);
}
else
{
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
return;
var worldPos = _transform.GetWorldPosition(xform);
foreach (var tile in _map.GetTilesIntersecting(xform.GridUid.Value, grid, new Circle(worldPos, component.RequiredFloorRadius), false))
{
if (!_turf.IsSpace(tile))
continue;
var msg = Loc.GetString("nuke-component-cant-anchor-floor");
_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
return;
}
_transform.SetCoordinates(uid, xform, xform.Coordinates.SnapToGrid());
_transform.AnchorEntity(uid, xform);
_itemSlots.SetLock(uid, component.DiskSlot, false);
}
UpdateUserInterface(uid, component);
}
private void OnEnterButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadEnterMessage args)
{
if (component.Status != NukeStatus.AWAIT_CODE)
return;
UpdateStatus(uid, component);
UpdateUserInterface(uid, component);
}
private void OnKeypadButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadMessage args)
{
PlayNukeKeypadSound(uid, args.Value, component);
if (component.Status != NukeStatus.AWAIT_CODE)
return;
if (component.EnteredCode.Length >= component.CodeLength)
return;
component.EnteredCode += args.Value.ToString();
UpdateUserInterface(uid, component);
}
private void OnClearButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadClearMessage args)
{
_audio.PlayPvs(component.KeypadPressSound, uid);
if (component.Status != NukeStatus.AWAIT_CODE)
return;
component.EnteredCode = "";
UpdateUserInterface(uid, component);
}
private void OnArmButtonPressed(EntityUid uid, NukeComponent component, NukeArmedMessage args)
{
if (!component.DiskSlot.HasItem)
return;
if (component.Status == NukeStatus.AWAIT_ARM && Transform(uid).Anchored)
ArmBomb(uid, component);
else
{
DisarmBombDoAfter(uid, args.Actor, component);
}
}
#endregion
#region Doafter Events
private void OnDoAfter(EntityUid uid, NukeComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled)
return;
DisarmBomb(uid, component);
var ev = new NukeDisarmSuccessEvent();
RaiseLocalEvent(ev);
args.Handled = true;
}
#endregion
private void TickCooldown(EntityUid uid, float frameTime, NukeComponent? nuke = null)
{
if (!Resolve(uid, ref nuke))
return;
nuke.CooldownTime -= frameTime;
if (nuke.CooldownTime <= 0)
{
// reset nuke to default state
nuke.CooldownTime = 0;
nuke.Status = NukeStatus.AWAIT_ARM;
UpdateStatus(uid, nuke);
}
UpdateUserInterface(uid, nuke);
}
private void TickTimer(EntityUid uid, float frameTime, NukeComponent? nuke = null)
{
if (!Resolve(uid, ref nuke))
return;
nuke.RemainingTime -= frameTime;
// Start playing the nuke event song so that it ends a couple seconds before the alert sound
// should play
if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !ResolvedSoundSpecifier.IsNullOrEmpty(_selectedNukeSong))
{
_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
nuke.PlayedNukeSong = true;
}
// play alert sound if time is running out
if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
{
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(nuke.AlertSound), new AudioParams{Volume = -5f});
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
nuke.PlayedAlertSound = true;
UpdateAppearance(uid, nuke);
}
if (nuke.RemainingTime <= 0)
{
nuke.RemainingTime = 0;
ActivateBomb(uid, nuke);
}
else
UpdateUserInterface(uid, nuke);
}
private void UpdateStatus(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
switch (component.Status)
{
case NukeStatus.AWAIT_DISK:
if (component.DiskSlot.HasItem)
component.Status = NukeStatus.AWAIT_CODE;
break;
case NukeStatus.AWAIT_CODE:
if (!component.DiskSlot.HasItem)
{
component.Status = NukeStatus.AWAIT_DISK;
component.EnteredCode = "";
break;
}
if (component.EnteredCode == component.Code)
{
component.Status = NukeStatus.AWAIT_ARM;
var modifier = CompOrNull<NukeDiskComponent>(component.DiskSlot.Item)?.TimeModifier ?? TimeSpan.Zero;
component.RemainingTime = MathF.Max(component.Timer + (float)modifier.TotalSeconds, component.MinimumTime);
_audio.PlayPvs(component.AccessGrantedSound, uid);
}
else
{
component.EnteredCode = "";
_audio.PlayPvs(component.AccessDeniedSound, uid);
}
break;
case NukeStatus.AWAIT_ARM:
// do nothing, wait for arm button to be pressed
break;
case NukeStatus.ARMED:
// handling case of wizard recalling disk out of armed Nuke
if (!component.DiskSlot.HasItem)
{
DisarmBomb(uid, component);
}
break;
}
}
private void UpdateUserInterface(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!_ui.HasUi(uid, NukeUiKey.Key))
return;
var anchored = Transform(uid).Anchored;
var allowArm = component.DiskSlot.HasItem &&
(component.Status == NukeStatus.AWAIT_ARM ||
component.Status == NukeStatus.ARMED);
var state = new NukeUiState
{
Status = component.Status,
RemainingTime = (int) component.RemainingTime,
DiskInserted = component.DiskSlot.HasItem,
IsAnchored = anchored,
AllowArm = allowArm,
EnteredCodeLength = component.EnteredCode.Length,
MaxCodeLength = component.CodeLength,
CooldownTime = (int) component.CooldownTime,
};
_ui.SetUiState(uid, NukeUiKey.Key, state);
}
private void PlayNukeKeypadSound(EntityUid uid, int number, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
// This is a C mixolydian blues scale.
// 1 2 3 C D Eb
// 4 5 6 E F F#
// 7 8 9 G A Bb
var semitoneShift = number switch
{
1 => 0,
2 => 2,
3 => 3,
4 => 4,
5 => 5,
6 => 6,
7 => 7,
8 => 9,
9 => 10,
0 => component.LastPlayedKeypadSemitones + 12,
_ => 0,
};
// Don't double-dip on the octave shifting
component.LastPlayedKeypadSemitones = number == 0 ? component.LastPlayedKeypadSemitones : semitoneShift;
var opts = component.KeypadPressSound.Params;
opts = AudioHelpers.ShiftSemitone(opts, semitoneShift).AddVolume(-5f);
_audio.PlayPvs(component.KeypadPressSound, uid, opts);
}
public string GenerateRandomNumberString(int length)
{
var ret = "";
for (var i = 0; i < length; i++)
{
var c = (char) _random.Next('0', '9' + 1);
ret += c;
}
return ret;
}
#region Public API
/// <summary>
/// Force a nuclear bomb to start a countdown timer
/// </summary>
public void ArmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status == NukeStatus.ARMED)
return;
var nukeXform = Transform(uid);
var stationUid = _station.GetStationInMap(nukeXform.MapID);
// The nuke may not be on a station, so it's more important to just
// let people know that a nuclear bomb was armed in their vicinity instead.
// Otherwise, you could set every station to whatever AlertLevelOnActivate is.
if (stationUid != null)
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnActivate, true, true, true, true);
var pos = _transform.GetMapCoordinates(uid, xform: nukeXform);
var x = (int) pos.X;
var y = (int) pos.Y;
var posText = $"({x}, {y})";
// We are collapsing the randomness here, otherwise we would get separate random song picks for checking duration and when actually playing the song afterwards
_selectedNukeSong = _audio.ResolveSound(component.ArmMusic);
// warn a crew
var announcement = Loc.GetString("nuke-component-announcement-armed",
("time", (int) component.RemainingTime),
("location", FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString((uid, nukeXform)))));
var sender = Loc.GetString("nuke-component-announcement-sender");
_chatSystem.DispatchStationAnnouncement(stationUid ?? uid, announcement, sender, false, null, Color.Red);
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.ArmSound));
_nukeSongLength = (float) _audio.GetAudioLength(_selectedNukeSong).TotalSeconds;
// turn on the spinny light
_pointLight.SetEnabled(uid, true);
// enable the navmap beacon for people to find it
_navMap.SetBeaconEnabled(uid, true);
_itemSlots.SetLock(uid, component.DiskSlot, true);
if (!nukeXform.Anchored)
{
// Admin command shenanigans, just make sure.
_transform.AnchorEntity(uid, nukeXform);
}
component.Status = NukeStatus.ARMED;
UpdateUserInterface(uid, component);
UpdateAppearance(uid, component);
}
/// <summary>
/// Stop nuclear bomb timer
/// </summary>
public void DisarmBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status != NukeStatus.ARMED)
return;
var stationUid = _station.GetOwningStation(uid);
if (stationUid != null)
_alertLevel.SetLevel(stationUid.Value, component.AlertLevelOnDeactivate, true, true, true);
// warn a crew
var announcement = Loc.GetString("nuke-component-announcement-unarmed");
var sender = Loc.GetString("nuke-component-announcement-sender");
_chatSystem.DispatchStationAnnouncement(uid, announcement, sender, false);
component.PlayedNukeSong = false;
_sound.PlayGlobalOnStation(uid, _audio.ResolveSound(component.DisarmSound));
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
// reset nuke remaining time to either itself or the minimum time, whichever is higher
component.RemainingTime = Math.Max(component.RemainingTime, component.MinimumTime);
// disable sound and reset it
component.PlayedAlertSound = false;
component.AlertAudioStream = _audio.Stop(component.AlertAudioStream);
// turn off the spinny light
_pointLight.SetEnabled(uid, false);
// disable the navmap beacon now that its disarmed
_navMap.SetBeaconEnabled(uid, false);
// start bomb cooldown
_itemSlots.SetLock(uid, component.DiskSlot, false);
component.Status = NukeStatus.COOLDOWN;
component.CooldownTime = component.Cooldown;
UpdateUserInterface(uid, component);
UpdateAppearance(uid, component);
}
/// <summary>
/// Toggle bomb arm button
/// </summary>
public void ToggleBomb(EntityUid uid, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (component.Status == NukeStatus.ARMED)
DisarmBomb(uid, component);
else
ArmBomb(uid, component);
}
/// <summary>
/// Force bomb to explode immediately
/// </summary>
public void ActivateBomb(EntityUid uid, NukeComponent? component = null,
TransformComponent? transform = null)
{
if (!Resolve(uid, ref component, ref transform))
return;
if (component.Exploded)
return;
component.Exploded = true;
_explosions.QueueExplosion(uid,
component.ExplosionType,
component.TotalIntensity,
component.IntensitySlope,
component.MaxIntensity);
RaiseLocalEvent(new NukeExplodedEvent()
{
OwningStation = transform.GridUid,
});
_sound.StopStationEventMusic(uid, StationEventMusicType.Nuke);
Del(uid);
}
/// <summary>
/// Set remaining time value
/// </summary>
public void SetRemainingTime(EntityUid uid, float timer, NukeComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.RemainingTime = timer;
UpdateUserInterface(uid, component);
}
#endregion
private void DisarmBombDoAfter(EntityUid uid, EntityUid user, NukeComponent nuke)
{
var doAfter = new DoAfterArgs(EntityManager, user, nuke.DisarmDoAfterLength, new NukeDisarmDoAfterEvent(), uid, target: uid)
{
BreakOnDamage = true,
BreakOnMove = true,
NeedHand = true,
};
if (!_doAfter.TryStartDoAfter(doAfter))
return;
_popups.PopupEntity(Loc.GetString("nuke-component-doafter-warning"),
user,
user,
PopupType.LargeCaution);
}
private void UpdateAppearance(EntityUid uid, NukeComponent nuke)
{
var xform = Transform(uid);
_appearance.SetData(uid, NukeVisuals.Deployed, xform.Anchored);
NukeVisualState state;
if (nuke.PlayedAlertSound)
state = NukeVisualState.YoureFucked;
else if (nuke.Status == NukeStatus.ARMED)
state = NukeVisualState.Armed;
else
state = NukeVisualState.Idle;
_appearance.SetData(uid, NukeVisuals.State, state);
}
private void OnExaminedEvent(EntityUid uid, NukeComponent component, ExaminedEvent args)
{
if (component.PlayedAlertSound)
args.PushMarkup(Loc.GetString("nuke-examine-exploding"));
else if (component.Status == NukeStatus.ARMED)
args.PushMarkup(Loc.GetString("nuke-examine-armed"));
if (Transform(uid).Anchored)
args.PushMarkup(Loc.GetString("examinable-anchored"));
else
args.PushMarkup(Loc.GetString("examinable-unanchored"));
}
}
public sealed class NukeExplodedEvent : EntityEventArgs
{
public EntityUid? OwningStation;
}
/// <summary>
/// Raised directed on the nuke when its disarm doafter is successful.
/// So the game knows not to end.
/// </summary>
public sealed class NukeDisarmSuccessEvent : EntityEventArgs
{
}