Files
Delta-v/Content.Server/Communications/CommsHackerSystem.cs
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a635429d3e Communications console & screens overhaul (#5954)
* i'm going insane from screens

* some wiring

* screemes

* holy shit adhd lock-in

* incomplete

* its FUCKING DONE

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* zeta

* mrrrp

* test fix

* fix arrivals

* fix misnetwork

* Fix iteration outline. Fixed all headers showing if all options where hidden. Added access requirement to keycard auth mechnism. Added countdown. Fixed ninja and fugitive. Fixed AI and aghost.

---------

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: Vanessa <vanessalouwagie@gmail.com>
2026-08-27 13:37:40 -05:00

96 lines
3.6 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.GameTicking;
using Content.Server.Ninja.Systems;
using Content.Shared._DV.Communications; // DeltaV Comms Console
using Content.Shared.Communications;
using Content.Shared.DoAfter;
using Content.Shared.Interaction;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Server.Communications;
public sealed class CommsHackerSystem : SharedCommsHackerSystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
// TODO: remove when generic check event is used
[Dependency] private readonly NinjaGlovesSystem _gloves = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CommsHackerComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
SubscribeLocalEvent<CommsHackerComponent, TerrorDoAfterEvent>(OnDoAfter);
}
/// <summary>
/// Start the doafter to hack a comms console
/// </summary>
private void OnBeforeInteractHand(EntityUid uid, CommsHackerComponent comp, BeforeInteractHandEvent args)
{
if (args.Handled || !HasComp<DVCommunicationsConsoleComponent>(args.Target)) // DeltaV - Comms Console
return;
// TODO: generic check event
if (!_gloves.AbilityCheck(uid, args, out var target))
return;
var doAfterArgs = new DoAfterArgs(EntityManager, uid, comp.Delay, new TerrorDoAfterEvent(), target: target, used: uid, eventTarget: uid)
{
BreakOnDamage = true,
BreakOnMove = true,
MovementThreshold = 0.5f,
CancelDuplicate = false
};
_doAfter.TryStartDoAfter(doAfterArgs);
args.Handled = true;
}
/// <summary>
/// Call in a random threat and do cleanup.
/// </summary>
private void OnDoAfter(EntityUid uid, CommsHackerComponent comp, TerrorDoAfterEvent args)
{
if (args.Cancelled || args.Handled || args.Target == null)
return;
var threats = _proto.Index<WeightedRandomPrototype>(comp.Threats);
var threat = threats.Pick(_random);
CallInThreat(_proto.Index<NinjaHackingThreatPrototype>(threat));
// prevent calling in multiple threats
RemComp<CommsHackerComponent>(uid);
var ev = new ThreatCalledInEvent(uid, args.Target.Value);
RaiseLocalEvent(args.User, ref ev);
}
/// <summary>
/// Makes announcement and adds game rule of the threat.
/// </summary>
public void CallInThreat(NinjaHackingThreatPrototype ninjaHackingThreat)
{
_gameTicker.StartGameRule(ninjaHackingThreat.Rule, out _);
_chat.DispatchGlobalAnnouncement(Loc.GetString(ninjaHackingThreat.Announcement), playSound: true, colorOverride: Color.Red);
}
}
/// <summary>
/// Raised on the user when a threat is called in on the communications console.
/// </summary>
/// <remarks>
/// If you add <see cref="CommsHackerComponent"/>, make sure to use this event to prevent adding it twice.
/// For example, you could add a marker component after a threat is called in then check if the user doesn't have that marker before adding CommsHackerComponent.
/// </remarks>
[ByRefEvent]
public record struct ThreatCalledInEvent(EntityUid Used, EntityUid Target);