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using Content.Server.Power.EntitySystems ;
using Content.Server.Radio ;
using Content.Server.SurveillanceCamera ;
using Content.Shared.Emp ;
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using Robust.Shared.Map ;
namespace Content.Server.Emp ;
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public sealed class EmpSystem : SharedEmpSystem
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{
[Dependency] private readonly EntityLookupSystem _lookup = default ! ;
public const string EmpPulseEffectPrototype = "EffectEmpPulse" ;
public override void Initialize ( )
{
base . Initialize ( ) ;
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SubscribeLocalEvent < EmpDisabledComponent , RadioSendAttemptEvent > ( OnRadioSendAttempt ) ;
SubscribeLocalEvent < EmpDisabledComponent , RadioReceiveAttemptEvent > ( OnRadioReceiveAttempt ) ;
SubscribeLocalEvent < EmpDisabledComponent , ApcToggleMainBreakerAttemptEvent > ( OnApcToggleMainBreaker ) ;
SubscribeLocalEvent < EmpDisabledComponent , SurveillanceCameraSetActiveAttemptEvent > ( OnCameraSetActive ) ;
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}
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public override void EmpPulse ( MapCoordinates coordinates , float range , float energyConsumption , float duration )
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{
foreach ( var uid in _lookup . GetEntitiesInRange ( coordinates , range ) )
{
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TryEmpEffects ( uid , energyConsumption , duration ) ;
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}
Spawn ( EmpPulseEffectPrototype , coordinates ) ;
}
3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 03:34:53 +03:00
/// <summary>
/// Triggers an EMP pulse at the given location, by first raising an <see cref="EmpAttemptEvent"/>, then a raising <see cref="EmpPulseEvent"/> on all entities in range.
/// </summary>
/// <param name="coordinates">The location to trigger the EMP pulse at.</param>
/// <param name="range">The range of the EMP pulse.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP pulse.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public void EmpPulse ( EntityCoordinates coordinates , float range , float energyConsumption , float duration )
{
foreach ( var uid in _lookup . GetEntitiesInRange ( coordinates , range ) )
{
TryEmpEffects ( uid , energyConsumption , duration ) ;
}
Spawn ( EmpPulseEffectPrototype , coordinates ) ;
}
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/// <summary>
/// Attempts to apply the effects of an EMP pulse onto an entity by first raising an <see cref="EmpAttemptEvent"/>, followed by raising a <see cref="EmpPulseEvent"/> on it.
/// </summary>
/// <param name="uid">The entity to apply the EMP effects on.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public void TryEmpEffects ( EntityUid uid , float energyConsumption , float duration )
{
var attemptEv = new EmpAttemptEvent ( ) ;
RaiseLocalEvent ( uid , attemptEv ) ;
if ( attemptEv . Cancelled )
return ;
DoEmpEffects ( uid , energyConsumption , duration ) ;
}
/// <summary>
/// Applies the effects of an EMP pulse onto an entity by raising a <see cref="EmpPulseEvent"/> on it.
/// </summary>
/// <param name="uid">The entity to apply the EMP effects on.</param>
/// <param name="energyConsumption">The amount of energy consumed by the EMP.</param>
/// <param name="duration">The duration of the EMP effects.</param>
public void DoEmpEffects ( EntityUid uid , float energyConsumption , float duration )
{
var ev = new EmpPulseEvent ( energyConsumption , false , false , TimeSpan . FromSeconds ( duration ) ) ;
RaiseLocalEvent ( uid , ref ev ) ;
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if ( ev . Affected )
Spawn ( EmpDisabledEffectPrototype , Transform ( uid ) . Coordinates ) ;
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if ( ! ev . Disabled )
return ;
var disabled = EnsureComp < EmpDisabledComponent > ( uid ) ;
disabled . DisabledUntil = Timing . CurTime + TimeSpan . FromSeconds ( duration ) ;
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}
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public override void Update ( float frameTime )
{
base . Update ( frameTime ) ;
var query = EntityQueryEnumerator < EmpDisabledComponent > ( ) ;
while ( query . MoveNext ( out var uid , out var comp ) )
{
if ( comp . DisabledUntil < Timing . CurTime )
{
RemComp < EmpDisabledComponent > ( uid ) ;
var ev = new EmpDisabledRemoved ( ) ;
RaiseLocalEvent ( uid , ref ev ) ;
}
}
}
private void OnRadioSendAttempt ( EntityUid uid , EmpDisabledComponent component , ref RadioSendAttemptEvent args )
{
args . Cancelled = true ;
}
private void OnRadioReceiveAttempt ( EntityUid uid , EmpDisabledComponent component , ref RadioReceiveAttemptEvent args )
{
args . Cancelled = true ;
}
private void OnApcToggleMainBreaker ( EntityUid uid , EmpDisabledComponent component , ref ApcToggleMainBreakerAttemptEvent args )
{
args . Cancelled = true ;
}
private void OnCameraSetActive ( EntityUid uid , EmpDisabledComponent component , ref SurveillanceCameraSetActiveAttemptEvent args )
{
args . Cancelled = true ;
}
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}
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/// <summary>
/// Raised on an entity before <see cref="EmpPulseEvent"/>. Cancel this to prevent the emp event being raised.
/// </summary>
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public sealed partial class EmpAttemptEvent : CancellableEntityEventArgs ;
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[ByRefEvent]
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public record struct EmpPulseEvent ( float EnergyConsumption , bool Affected , bool Disabled , TimeSpan Duration ) ;
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[ByRefEvent]
public record struct EmpDisabledRemoved ( ) ;