using Content.Shared.Atmos.Rotting; using Content.Shared.Chat; using Content.Shared.Damage.Systems; using Content.Shared.DoAfter; using Content.Shared.Electrocution; using Content.Shared.IdentityManagement; using Content.Shared.Interaction; using Content.Shared.Item.ItemToggle; using Content.Shared.Mind; using Content.Shared.Mind.Components; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.Popups; using Content.Shared.PowerCell; using Content.Shared.Timing.Components; using Content.Shared.Timing.Systems; using Content.Shared.Traits.Assorted; using Robust.Shared.Audio.Systems; using Robust.Shared.Player; namespace Content.Shared.Medical; /// /// This handles interactions and logic relating to /// public abstract partial class SharedDefibrillatorSystem : EntitySystem { [Dependency] private SharedChatSystem _chat = default!; [Dependency] private DamageableSystem _damageable = default!; [Dependency] private SharedDoAfterSystem _doAfter = default!; [Dependency] private SharedElectrocutionSystem _electrocution = default!; [Dependency] private ISharedPlayerManager _player = default!; [Dependency] private ItemToggleSystem _toggle = default!; [Dependency] private MobStateSystem _mobState = default!; [Dependency] private MobThresholdSystem _mobThreshold = default!; [Dependency] private SharedPopupSystem _popup = default!; [Dependency] private PowerCellSystem _powerCell = default!; [Dependency] private SharedRottingSystem _rotting = default!; [Dependency] private SharedAudioSystem _audio = default!; [Dependency] private SharedMindSystem _mind = default!; [Dependency] private UseDelaySystem _useDelay = default!; [Dependency] private SharedInteractionSystem _interaction = default!; private readonly HashSet _interactors = new(); [SubscribeLocalEvent] private void OnAfterInteract(Entity ent, ref AfterInteractEvent args) { if (args.Handled || args.Target is not { } target || !args.CanReach) return; args.Handled = TryStartZap(ent.AsNullable(), target, args.User); } [SubscribeLocalEvent] private void OnDoAfter(Entity ent, ref DefibrillatorZapDoAfterEvent args) { if (args.Handled || args.Cancelled) return; if (args.Target is not { } target) return; if (!CanZap(ent.AsNullable(), target, args.User)) return; args.Handled = true; Zap(ent.AsNullable(), target, args.User); } /// /// Checks if you can actually defib a target. /// /// The defbrillator being used. /// Uid of the target getting defibbed. /// Uid of the entity using the defibrillator. /// /// Returns true if the target is valid to be defibed, false otherwise. /// public bool CanZap(Entity ent, EntityUid target, EntityUid? user = null) { if (!Resolve(ent, ref ent.Comp)) return false; if (!_toggle.IsActivated(ent.Owner)) { _popup.PopupEntity(Loc.GetString("defibrillator-not-on"), ent.Owner, user); return false; } if (!TryComp(ent, out var useDelay) || _useDelay.IsDelayed((ent.Owner, useDelay), ent.Comp.DelayId)) return false; if (!_powerCell.HasActivatableCharge(ent.Owner, user: user, predicted: true)) return false; return true; } /// /// Tries to start defibrillating the target. If the target is valid, will start the defib do-after. /// /// The defbrillator being used. /// Uid of the target getting defibbed. /// Uid of the entity using the defibrillator. /// /// Returns true if the defibrillation do-after started, otherwise false. /// public bool TryStartZap(Entity ent, EntityUid target, EntityUid user) { if (!Resolve(ent, ref ent.Comp)) return false; if (!CanZap(ent, target, user)) return false; _audio.PlayPredicted(ent.Comp.ChargeSound, ent.Owner, user); _popup.PopupEntity(Loc.GetString("defibrillator-begin", ("name", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(target, EntityManager))), target, PopupType.SmallCaution); return _doAfter.TryStartDoAfter( new DoAfterArgs(EntityManager, user, ent.Comp.DoAfterDuration, new DefibrillatorZapDoAfterEvent(), ent.Owner, target, ent.Owner) { NeedHand = true, BreakOnMove = !ent.Comp.AllowDoAfterMovement }); } /// /// Tries to defibrillate the target with the given defibrillator. /// /// The defbrillator being used. /// Uid of the target getting defibbed. /// Uid of the entity using the defibrillator. public void Zap(Entity ent, EntityUid target, EntityUid user) { if (!Resolve(ent, ref ent.Comp)) return; if (!_powerCell.TryUseActivatableCharge(ent.Owner, user: user)) return; var selfEvent = new SelfBeforeDefibrillatorZapsEvent(user, ent.Owner, target); RaiseLocalEvent(user, selfEvent); target = selfEvent.DefibTarget; // Ensure thet new target is still valid. if (selfEvent.Cancelled || !CanZap(ent, target, user)) return; var targetEvent = new TargetBeforeDefibrillatorZapsEvent(user, ent.Owner, target); RaiseLocalEvent(target, targetEvent); target = targetEvent.DefibTarget; if (targetEvent.Cancelled || !CanZap(ent, target, user)) return; if (TryComp(ent, out var useDelay)) { _useDelay.SetLength((ent.Owner, useDelay), ent.Comp.ZapDelay, id: ent.Comp.DelayId); _useDelay.TryResetDelay((ent.Owner, useDelay), id: ent.Comp.DelayId); } _audio.PlayPredicted(ent.Comp.ZapSound, ent, user); Entity defibEnt = (ent, ent.Comp); var failedRevive = TryRevive(defibEnt, user, target, true); _interaction.GetEntitiesInteractingWithTarget(target, _interactors); foreach (var interactor in _interactors) { TryRevive(defibEnt, user, interactor, false); } var sound = failedRevive ? ent.Comp.FailureSound : ent.Comp.SuccessSound; _audio.PlayPredicted(sound, ent.Owner, user); var ev = new TargetDefibrillatedEvent(user, target, (ent.Owner, ent.Comp), _interactors); RaiseLocalEvent(target, ref ev); // if we don't have enough power left for another shot, turn it off if (!_powerCell.HasActivatableCharge(ent.Owner)) _toggle.TryDeactivate(ent.Owner); } private bool TryRevive(Entity ent, EntityUid user, EntityUid target, bool isOriginal) { bool failedRevive = true; string? message = null; if (_rotting.IsRotten(target)) { message = Loc.GetString("defibrillator-rotten"); } else if (TryComp(target, out var unrevivable)) { message = Loc.GetString(unrevivable.ReasonMessage); } else { TryComp(target, out var targetMobState); _damageable.TryChangeDamage(target, ent.Comp.ZapHeal, true, origin: user); if (_mobState.IsDead(target, targetMobState) && // is the target currently dead TryComp(target, out var targetThresholds) && //do they have a threshold _mobThreshold.TryGetThresholdForState(target, MobState.Dead, out var threshold, targetThresholds) && _damageable.GetTotalDamage(target) < threshold) //is their current health above their death threshold { _mobState.ChangeMobState(target, MobState.Critical, targetMobState, user); //if so revive them failedRevive = false; } if (_mind.TryGetMind(target, out var mindUid, out var mindComp) && _player.TryGetSessionById(mindComp.UserId, out var playerSession)) { // notify them they're being revived. if (mindComp.CurrentEntity != target) OpenReturnToBodyEui((mindUid, mindComp), playerSession); } else { if (HasComp(target)) message = Loc.GetString("defibrillator-no-mind"); //target can host a mind but doesn't else message = Loc.GetString("defibrillator-not-living"); //target couldn't have hosted a mind } } // Only report on the entity the pads were actually placed on. Everything else caught in the chain // (the bed the patient is strapped to, whoever is pulling them) still gets zapped, just silently. if (isOriginal && message != null) _chat.TrySendInGameICMessage(ent.Owner, message, InGameICChatType.Speak, true); _electrocution.TryDoElectrocution( target, ent.Owner, ent.Comp.ZapDamage, ent.Comp.WritheDuration, true, ignoreInsulation: isOriginal ); return failedRevive; } // TODO: SharedEuiManager so that we can just directly open the eui from shared. protected virtual void OpenReturnToBodyEui(Entity mind, ICommonSession session) { } }