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+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
505 lines
19 KiB
C#
505 lines
19 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Light.Components;
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using Content.Server.NodeContainer;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Weapons.Melee;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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using Content.Shared.Electrocution;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Jittering;
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using Content.Shared.Maps;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Electrocution;
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public sealed class ElectrocutionSystem : SharedElectrocutionSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly MeleeWeaponSystem _meleeWeapon = default!;
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[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroup = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly SharedJitteringSystem _jittering = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly SharedStutteringSystem _stuttering = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[ValidatePrototypeId<StatusEffectPrototype>]
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private const string StatusEffectKey = "Electrocution";
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[ValidatePrototypeId<DamageTypePrototype>]
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private const string DamageType = "Shock";
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// Yes, this is absurdly small for a reason.
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private const float ElectrifiedDamagePerWatt = 0.0015f;
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private const float RecursiveDamageMultiplier = 0.75f;
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private const float RecursiveTimeMultiplier = 0.8f;
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private const float ParalyzeTimeMultiplier = 1f;
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private const float StutteringTimeMultiplier = 1.5f;
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private const float JitterTimeMultiplier = 0.75f;
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private const float JitterAmplitude = 80f;
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private const float JitterFrequency = 8f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ElectrifiedComponent, StartCollideEvent>(OnElectrifiedStartCollide);
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SubscribeLocalEvent<ElectrifiedComponent, AttackedEvent>(OnElectrifiedAttacked);
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SubscribeLocalEvent<ElectrifiedComponent, InteractHandEvent>(OnElectrifiedHandInteract);
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SubscribeLocalEvent<ElectrifiedComponent, InteractUsingEvent>(OnElectrifiedInteractUsing);
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SubscribeLocalEvent<RandomInsulationComponent, MapInitEvent>(OnRandomInsulationMapInit);
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SubscribeLocalEvent<PoweredLightComponent, AttackedEvent>(OnLightAttacked);
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UpdatesAfter.Add(typeof(PowerNetSystem));
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}
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public override void Update(float frameTime)
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{
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UpdateElectrocutions(frameTime);
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UpdateState(frameTime);
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}
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private void UpdateElectrocutions(float frameTime)
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{
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var query = EntityQueryEnumerator<ElectrocutionComponent, PowerConsumerComponent>();
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while (query.MoveNext(out var uid, out var electrocution, out var consumer))
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{
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var timePassed = Math.Min(frameTime, electrocution.TimeLeft);
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electrocution.TimeLeft -= timePassed;
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electrocution.AccumulatedDamage += consumer.ReceivedPower * ElectrifiedDamagePerWatt * timePassed;
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if (!MathHelper.CloseTo(electrocution.TimeLeft, 0))
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continue;
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if (EntityManager.EntityExists(electrocution.Electrocuting))
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{
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// TODO: damage should be scaled by shock damage multiplier
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// TODO: better paralyze/jitter timing
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var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>(DamageType), (int) electrocution.AccumulatedDamage);
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var actual = _damageable.TryChangeDamage(electrocution.Electrocuting, damage, origin: electrocution.Source);
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if (actual != null)
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{
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_adminLogger.Add(LogType.Electrocution,
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$"{ToPrettyString(electrocution.Electrocuting):entity} received {actual.Total:damage} powered electrocution damage from {ToPrettyString(electrocution.Source):source}");
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}
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}
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QueueDel(uid);
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}
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}
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private void UpdateState(float frameTime)
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{
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var query = EntityQueryEnumerator<ActivatedElectrifiedComponent, ElectrifiedComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var activated, out var electrified, out var transform))
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{
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activated.TimeLeft -= frameTime;
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if (activated.TimeLeft <= 0 || !IsPowered(uid, electrified, transform))
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{
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_appearance.SetData(uid, ElectrifiedVisuals.IsPowered, false);
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RemComp<ActivatedElectrifiedComponent>(uid);
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}
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}
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}
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private bool IsPowered(EntityUid uid, ElectrifiedComponent electrified, TransformComponent transform)
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{
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if (!electrified.Enabled)
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return false;
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if (electrified.NoWindowInTile)
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{
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var tileRef = transform.Coordinates.GetTileRef(EntityManager, _mapManager);
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if (tileRef != null)
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{
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foreach (var entity in _entityLookup.GetEntitiesIntersecting(tileRef.Value, flags: LookupFlags.StaticSundries))
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{
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if (_tag.HasTag(entity, "Window"))
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return false;
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}
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}
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}
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if (electrified.UsesApcPower)
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{
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if (!this.IsPowered(uid, EntityManager))
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return false;
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}
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else if (electrified.RequirePower && PoweredNode(uid, electrified) == null)
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return false;
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return true;
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}
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private void OnElectrifiedStartCollide(EntityUid uid, ElectrifiedComponent electrified, ref StartCollideEvent args)
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{
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if (electrified.OnBump)
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TryDoElectrifiedAct(uid, args.OtherEntity, 1, electrified);
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}
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private void OnElectrifiedAttacked(EntityUid uid, ElectrifiedComponent electrified, AttackedEvent args)
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{
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if (!electrified.OnAttacked)
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return;
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if (_meleeWeapon.GetDamage(args.Used, args.User).Total == 0)
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return;
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TryDoElectrifiedAct(uid, args.User, 1, electrified);
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}
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private void OnElectrifiedHandInteract(EntityUid uid, ElectrifiedComponent electrified, InteractHandEvent args)
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{
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if (electrified.OnHandInteract)
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TryDoElectrifiedAct(uid, args.User, 1, electrified);
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}
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private void OnLightAttacked(EntityUid uid, PoweredLightComponent component, AttackedEvent args)
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{
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if (_meleeWeapon.GetDamage(args.Used, args.User).Total == 0)
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return;
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if (args.Used != args.User)
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return;
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if (component.CurrentLit == false)
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return;
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DoCommonElectrocution(args.User, uid, component.UnarmedHitShock, component.UnarmedHitStun, false, 1);
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}
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private void OnElectrifiedInteractUsing(EntityUid uid, ElectrifiedComponent electrified, InteractUsingEvent args)
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{
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if (!electrified.OnInteractUsing)
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return;
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var siemens = TryComp<InsulatedComponent>(args.Used, out var insulation)
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? insulation.Coefficient
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: 1;
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TryDoElectrifiedAct(uid, args.User, siemens, electrified);
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}
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public bool TryDoElectrifiedAct(EntityUid uid, EntityUid targetUid,
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float siemens = 1,
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ElectrifiedComponent? electrified = null,
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NodeContainerComponent? nodeContainer = null,
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TransformComponent? transform = null)
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{
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if (!Resolve(uid, ref electrified, ref transform, false))
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return false;
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if (!IsPowered(uid, electrified, transform))
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return false;
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EnsureComp<ActivatedElectrifiedComponent>(uid);
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_appearance.SetData(uid, ElectrifiedVisuals.IsPowered, true);
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siemens *= electrified.SiemensCoefficient;
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if (siemens <= 0 || !DoCommonElectrocutionAttempt(targetUid, uid, ref siemens))
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return false; // If electrocution would fail, do nothing.
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var targets = new List<(EntityUid entity, int depth)>();
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GetChainedElectrocutionTargets(targetUid, targets);
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if (!electrified.RequirePower || electrified.UsesApcPower)
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{
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var lastRet = true;
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for (var i = targets.Count - 1; i >= 0; i--)
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{
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var (entity, depth) = targets[i];
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lastRet = TryDoElectrocution(
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entity,
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uid,
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(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth)),
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TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)),
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true,
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electrified.SiemensCoefficient
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);
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}
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return lastRet;
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}
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var node = PoweredNode(uid, electrified, nodeContainer);
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if (node == null)
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return false;
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var (damageMult, timeMult) = node.NodeGroupID switch
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{
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NodeGroupID.HVPower => (electrified.HighVoltageDamageMultiplier, electrified.HighVoltageTimeMultiplier),
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NodeGroupID.MVPower => (electrified.MediumVoltageDamageMultiplier, electrified.MediumVoltageTimeMultiplier),
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_ => (1f, 1f)
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};
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{
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var lastRet = true;
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for (var i = targets.Count - 1; i >= 0; i--)
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{
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var (entity, depth) = targets[i];
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lastRet = TryDoElectrocutionPowered(
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entity,
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uid,
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node,
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(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth) * damageMult),
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TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth) * timeMult),
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true,
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electrified.SiemensCoefficient);
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}
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return lastRet;
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}
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}
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private Node? PoweredNode(EntityUid uid, ElectrifiedComponent electrified, NodeContainerComponent? nodeContainer = null)
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{
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if (!Resolve(uid, ref nodeContainer, false))
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return null;
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return TryNode(electrified.HighVoltageNode) ?? TryNode(electrified.MediumVoltageNode) ?? TryNode(electrified.LowVoltageNode);
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Node? TryNode(string? id)
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{
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if (id != null &&
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_nodeContainer.TryGetNode<Node>(nodeContainer, id, out var tryNode) &&
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tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastCombinedSupply: > 0 } })
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{
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return tryNode;
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}
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return null;
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}
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}
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/// <inheritdoc/>
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public override bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient, ignoreInsulation)
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|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
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return false;
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RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
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return true;
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}
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private bool TryDoElectrocutionPowered(
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EntityUid uid,
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EntityUid sourceUid,
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Node node,
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int shockDamage,
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TimeSpan time,
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bool refresh,
|
|
float siemensCoefficient = 1f,
|
|
StatusEffectsComponent? statusEffects = null,
|
|
TransformComponent? sourceTransform = null)
|
|
{
|
|
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient))
|
|
return false;
|
|
|
|
// Coefficient needs to be higher than this to do a powered electrocution!
|
|
if (siemensCoefficient <= 0.5f)
|
|
return DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects);
|
|
|
|
if (!DoCommonElectrocution(uid, sourceUid, null, time, refresh, siemensCoefficient, statusEffects))
|
|
return false;
|
|
|
|
if (!Resolve(sourceUid, ref sourceTransform)) // This shouldn't really happen, but just in case...
|
|
return true;
|
|
|
|
var electrocutionEntity = Spawn($"VirtualElectrocutionLoad{node.NodeGroupID}", sourceTransform.Coordinates);
|
|
|
|
var nodeContainer = Comp<NodeContainerComponent>(electrocutionEntity);
|
|
|
|
if (!_nodeContainer.TryGetNode<ElectrocutionNode>(nodeContainer, "electrocution", out var electrocutionNode))
|
|
return false;
|
|
|
|
var electrocutionComponent = Comp<ElectrocutionComponent>(electrocutionEntity);
|
|
|
|
// This shows up in the power monitor.
|
|
// Yes. Yes exactly.
|
|
_metaData.SetEntityName(electrocutionEntity, MetaData(uid).EntityName);
|
|
|
|
electrocutionNode.CableEntity = sourceUid;
|
|
electrocutionNode.NodeName = node.Name;
|
|
|
|
_nodeGroup.QueueReflood(electrocutionNode);
|
|
|
|
electrocutionComponent.TimeLeft = 1f;
|
|
electrocutionComponent.Electrocuting = uid;
|
|
electrocutionComponent.Source = sourceUid;
|
|
|
|
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool DoCommonElectrocutionAttempt(EntityUid uid, EntityUid? sourceUid, ref float siemensCoefficient, bool ignoreInsulation = false)
|
|
{
|
|
|
|
var attemptEvent = new ElectrocutionAttemptEvent(uid, sourceUid, siemensCoefficient,
|
|
ignoreInsulation ? SlotFlags.NONE : ~SlotFlags.POCKET);
|
|
RaiseLocalEvent(uid, attemptEvent, true);
|
|
|
|
// Cancel the electrocution early, so we don't recursively electrocute anything.
|
|
if (attemptEvent.Cancelled)
|
|
return false;
|
|
|
|
siemensCoefficient = attemptEvent.SiemensCoefficient;
|
|
return true;
|
|
}
|
|
|
|
private bool DoCommonElectrocution(EntityUid uid, EntityUid? sourceUid,
|
|
int? shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
|
|
StatusEffectsComponent? statusEffects = null)
|
|
{
|
|
if (siemensCoefficient <= 0)
|
|
return false;
|
|
|
|
if (shockDamage != null)
|
|
{
|
|
shockDamage = (int) (shockDamage * siemensCoefficient);
|
|
|
|
if (shockDamage.Value <= 0)
|
|
return false;
|
|
}
|
|
|
|
if (!Resolve(uid, ref statusEffects, false) ||
|
|
!_statusEffects.CanApplyEffect(uid, StatusEffectKey, statusEffects))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_statusEffects.TryAddStatusEffect<ElectrocutedComponent>(uid, StatusEffectKey, time, refresh, statusEffects))
|
|
return false;
|
|
|
|
var shouldStun = siemensCoefficient > 0.5f;
|
|
|
|
if (shouldStun)
|
|
_stun.TryParalyze(uid, time * ParalyzeTimeMultiplier, refresh, statusEffects);
|
|
|
|
// TODO: Sparks here.
|
|
|
|
if (shockDamage is { } dmg)
|
|
{
|
|
var actual = _damageable.TryChangeDamage(uid,
|
|
new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>(DamageType), dmg), origin: sourceUid);
|
|
|
|
if (actual != null)
|
|
{
|
|
_adminLogger.Add(LogType.Electrocution,
|
|
$"{ToPrettyString(uid):entity} received {actual.Total:damage} powered electrocution damage{(sourceUid != null ? " from " + ToPrettyString(sourceUid.Value) : ""):source}");
|
|
}
|
|
}
|
|
|
|
_stuttering.DoStutter(uid, time * StutteringTimeMultiplier, refresh, statusEffects);
|
|
_jittering.DoJitter(uid, time * JitterTimeMultiplier, refresh, JitterAmplitude, JitterFrequency, true, statusEffects);
|
|
|
|
_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-player"), uid, uid);
|
|
|
|
var filter = Filter.PvsExcept(uid, entityManager: EntityManager);
|
|
|
|
var identifiedUid = Identity.Entity(uid, ent: EntityManager);
|
|
// TODO: Allow being able to pass EntityUid to Loc...
|
|
if (sourceUid != null)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-by-source-popup-others",
|
|
("mob", identifiedUid), ("source", (sourceUid.Value))), uid, filter, true);
|
|
PlayElectrocutionSound(uid, sourceUid.Value);
|
|
}
|
|
else
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-others",
|
|
("mob", identifiedUid)), uid, filter, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void GetChainedElectrocutionTargets(EntityUid source, List<(EntityUid entity, int depth)> all)
|
|
{
|
|
var visited = new HashSet<EntityUid>();
|
|
|
|
GetChainedElectrocutionTargetsRecurse(source, 1, visited, all);
|
|
}
|
|
|
|
private void GetChainedElectrocutionTargetsRecurse(
|
|
EntityUid entity,
|
|
int depth,
|
|
HashSet<EntityUid> visited,
|
|
List<(EntityUid entity, int depth)> all)
|
|
{
|
|
all.Add((entity, depth));
|
|
visited.Add(entity);
|
|
|
|
if (TryComp<SharedPullableComponent>(entity, out var pullable) &&
|
|
pullable.Puller is { Valid: true } pullerId &&
|
|
!visited.Contains(pullerId))
|
|
{
|
|
GetChainedElectrocutionTargetsRecurse(pullerId, depth + 1, visited, all);
|
|
}
|
|
|
|
if (TryComp<SharedPullerComponent>(entity, out var puller) &&
|
|
puller.Pulling is { Valid: true } pullingId &&
|
|
!visited.Contains(pullingId))
|
|
{
|
|
GetChainedElectrocutionTargetsRecurse(pullingId, depth + 1, visited, all);
|
|
}
|
|
}
|
|
|
|
private void OnRandomInsulationMapInit(EntityUid uid, RandomInsulationComponent randomInsulation,
|
|
MapInitEvent args)
|
|
{
|
|
if (!TryComp<InsulatedComponent>(uid, out var insulated))
|
|
return;
|
|
|
|
if (randomInsulation.List.Length == 0)
|
|
return;
|
|
|
|
SetInsulatedSiemensCoefficient(uid, _random.Pick(randomInsulation.List), insulated);
|
|
}
|
|
|
|
private void PlayElectrocutionSound(EntityUid targetUid, EntityUid sourceUid, ElectrifiedComponent? electrified = null)
|
|
{
|
|
if (!Resolve(sourceUid, ref electrified) || !electrified.PlaySoundOnShock)
|
|
{
|
|
return;
|
|
}
|
|
_audio.PlayPvs(electrified.ShockNoises, targetUid, AudioParams.Default.WithVolume(electrified.ShockVolume));
|
|
}
|
|
}
|