mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* 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...
689 lines
23 KiB
C#
689 lines
23 KiB
C#
using Content.Server.AlertLevel;
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using Content.Server.Audio;
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using Content.Server.Chat.Systems;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Kitchen.Components;
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using Content.Server.Pinpointer;
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using Content.Server.Popups;
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using Content.Server.Station.Systems;
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using Content.Shared.Audio;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Coordinates.Helpers;
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using Content.Shared.DoAfter;
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using Content.Shared.Examine;
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using Content.Shared.Kitchen.Components;
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using Content.Shared.Maps;
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using Content.Shared.Nuke;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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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.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Nuke;
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public sealed class NukeSystem : EntitySystem
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{
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[Dependency] private readonly AlertLevelSystem _alertLevel = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlots = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!;
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[Dependency] private readonly PointLightSystem _pointLight = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly ServerGlobalSoundSystem _sound = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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/// <summary>
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/// Used to calculate when the nuke song should start playing for maximum kino with the nuke sfx
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/// </summary>
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private float _nukeSongLength;
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private ResolvedSoundSpecifier _selectedNukeSong = String.Empty;
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/// <summary>
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/// Time to leave between the nuke song and the nuke alarm playing.
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/// </summary>
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private const float NukeSongBuffer = 1.5f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NukeComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<NukeComponent, ComponentRemove>(OnRemove);
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SubscribeLocalEvent<NukeComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<NukeComponent, EntInsertedIntoContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<NukeComponent, EntRemovedFromContainerMessage>(OnItemSlotChanged);
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SubscribeLocalEvent<NukeComponent, ExaminedEvent>(OnExaminedEvent);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<NukeComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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// ui events
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SubscribeLocalEvent<NukeComponent, NukeAnchorMessage>(OnAnchorButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeArmedMessage>(OnArmButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadMessage>(OnKeypadButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadClearMessage>(OnClearButtonPressed);
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SubscribeLocalEvent<NukeComponent, NukeKeypadEnterMessage>(OnEnterButtonPressed);
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// Doafter events
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SubscribeLocalEvent<NukeComponent, NukeDisarmDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<NukeDiskComponent, BeingMicrowavedEvent>(OnMicrowaved);
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}
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private void OnInit(EntityUid uid, NukeComponent component, ComponentInit args)
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{
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_itemSlots.AddItemSlot(uid, SharedNukeComponent.NukeDiskSlotId, component.DiskSlot);
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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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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var query = EntityQueryEnumerator<NukeComponent>();
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while (query.MoveNext(out var uid, out var nuke))
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{
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switch (nuke.Status)
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{
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case NukeStatus.ARMED:
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TickTimer(uid, frameTime, nuke);
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break;
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case NukeStatus.COOLDOWN:
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TickCooldown(uid, frameTime, nuke);
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break;
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}
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}
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}
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private void OnMapInit(EntityUid uid, NukeComponent nuke, MapInitEvent args)
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{
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nuke.RemainingTime = nuke.Timer;
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var originStation = _station.GetOwningStation(uid);
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if (originStation != null)
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{
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nuke.OriginStation = originStation;
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}
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else
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{
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var transform = Transform(uid);
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nuke.OriginMapGrid = (transform.MapID, transform.GridUid);
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}
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nuke.Code = GenerateRandomNumberString(nuke.CodeLength);
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}
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/// <summary>
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/// Slightly randomize nuke countdown timer
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/// </summary>
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private void OnMicrowaved(Entity<NukeDiskComponent> ent, ref BeingMicrowavedEvent args)
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{
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if (ent.Comp.TimeModifier != null)
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return;
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var seconds = _random.NextGaussian(ent.Comp.MicrowaveMean.TotalSeconds, ent.Comp.MicrowaveStd.TotalSeconds);
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ent.Comp.TimeModifier = TimeSpan.FromSeconds(seconds);
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_popups.PopupEntity(Loc.GetString("nuke-disk-component-microwave"), ent.Owner, PopupType.Medium);
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}
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private void OnRemove(EntityUid uid, NukeComponent component, ComponentRemove args)
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{
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_itemSlots.RemoveItemSlot(uid, component.DiskSlot);
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}
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private void OnItemSlotChanged(EntityUid uid, NukeComponent component, ContainerModifiedMessage args)
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{
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if (!component.Initialized)
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return;
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if (args.Container.ID != component.DiskSlot.ID)
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return;
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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}
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#region Anchor
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private void OnAnchorChanged(EntityUid uid, NukeComponent component, ref AnchorStateChangedEvent args)
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{
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UpdateUserInterface(uid, component);
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if (args.Anchored == false && component.Status == NukeStatus.ARMED && component.RemainingTime > component.DisarmDoAfterLength)
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{
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// yes, this means technically if you can find a way to unanchor the nuke, you can disarm it
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// 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.
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DisarmBomb(uid, component);
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}
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UpdateAppearance(uid, component);
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}
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#endregion
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#region UI Events
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private async void OnAnchorButtonPressed(EntityUid uid, NukeComponent component, NukeAnchorMessage args)
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{
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// malicious client sanity check
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if (component.Status == NukeStatus.ARMED)
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return;
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// Nuke has to have the disk in it to be moved
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if (!component.DiskSlot.HasItem)
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{
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var msg = Loc.GetString("nuke-component-cant-anchor-toggle");
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_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
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return;
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}
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// manually set transform anchor (bypassing anchorable)
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// todo: it will break pullable system
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var xform = Transform(uid);
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if (xform.Anchored)
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{
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_transform.Unanchor(uid, xform);
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_itemSlots.SetLock(uid, component.DiskSlot, true);
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}
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else
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{
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if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
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return;
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var worldPos = _transform.GetWorldPosition(xform);
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foreach (var tile in _map.GetTilesIntersecting(xform.GridUid.Value, grid, new Circle(worldPos, component.RequiredFloorRadius), false))
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{
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if (!_turf.IsSpace(tile))
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continue;
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var msg = Loc.GetString("nuke-component-cant-anchor-floor");
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_popups.PopupEntity(msg, uid, args.Actor, PopupType.MediumCaution);
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return;
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}
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_transform.SetCoordinates(uid, xform, xform.Coordinates.SnapToGrid());
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_transform.AnchorEntity(uid, xform);
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_itemSlots.SetLock(uid, component.DiskSlot, false);
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}
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UpdateUserInterface(uid, component);
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}
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private void OnEnterButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadEnterMessage args)
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{
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if (component.Status != NukeStatus.AWAIT_CODE)
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return;
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UpdateStatus(uid, component);
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UpdateUserInterface(uid, component);
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}
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private void OnKeypadButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadMessage args)
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{
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PlayNukeKeypadSound(uid, args.Value, component);
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if (component.Status != NukeStatus.AWAIT_CODE)
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return;
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if (component.EnteredCode.Length >= component.CodeLength)
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return;
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component.EnteredCode += args.Value.ToString();
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UpdateUserInterface(uid, component);
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}
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private void OnClearButtonPressed(EntityUid uid, NukeComponent component, NukeKeypadClearMessage args)
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{
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_audio.PlayPvs(component.KeypadPressSound, uid);
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if (component.Status != NukeStatus.AWAIT_CODE)
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return;
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component.EnteredCode = "";
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UpdateUserInterface(uid, component);
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}
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private void OnArmButtonPressed(EntityUid uid, NukeComponent component, NukeArmedMessage args)
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{
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if (!component.DiskSlot.HasItem)
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return;
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if (component.Status == NukeStatus.AWAIT_ARM && Transform(uid).Anchored)
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ArmBomb(uid, component);
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else
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{
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DisarmBombDoAfter(uid, args.Actor, component);
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}
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}
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#endregion
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#region Doafter Events
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private void OnDoAfter(EntityUid uid, NukeComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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DisarmBomb(uid, component);
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var ev = new NukeDisarmSuccessEvent();
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RaiseLocalEvent(ev);
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args.Handled = true;
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}
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#endregion
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private void TickCooldown(EntityUid uid, float frameTime, NukeComponent? nuke = null)
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{
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if (!Resolve(uid, ref nuke))
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return;
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nuke.CooldownTime -= frameTime;
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if (nuke.CooldownTime <= 0)
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{
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// reset nuke to default state
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nuke.CooldownTime = 0;
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nuke.Status = NukeStatus.AWAIT_ARM;
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UpdateStatus(uid, nuke);
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}
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UpdateUserInterface(uid, nuke);
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}
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private void TickTimer(EntityUid uid, float frameTime, NukeComponent? nuke = null)
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{
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if (!Resolve(uid, ref nuke))
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return;
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nuke.RemainingTime -= frameTime;
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// Start playing the nuke event song so that it ends a couple seconds before the alert sound
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// should play
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if (nuke.RemainingTime <= _nukeSongLength + nuke.AlertSoundTime + NukeSongBuffer && !nuke.PlayedNukeSong && !ResolvedSoundSpecifier.IsNullOrEmpty(_selectedNukeSong))
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{
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_sound.DispatchStationEventMusic(uid, _selectedNukeSong, StationEventMusicType.Nuke);
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nuke.PlayedNukeSong = true;
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}
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// play alert sound if time is running out
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if (nuke.RemainingTime <= nuke.AlertSoundTime && !nuke.PlayedAlertSound)
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{
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_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
|
|
{
|
|
|
|
}
|
|
|