CatStation/Content.Server/Electrocution/ElectrocutionSystem.cs
Dmitry 25c5e59248
Upstream (#3172)
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2025-05-24 11:00:17 +03:00

495 lines
19 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Light.Components;
using Content.Server.NodeContainer;
using Content.Server.NodeContainer.EntitySystems;
using Content.Server.NodeContainer.NodeGroups;
using Content.Server.NodeContainer.Nodes;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Power.NodeGroups;
using Content.Server.Weapons.Melee;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Database;
using Content.Shared.Electrocution;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Jittering;
using Content.Shared.Maps;
using Content.Shared.NodeContainer;
using Content.Shared.NodeContainer.NodeGroups;
using Content.Shared.Popups;
using Content.Shared.Speech.EntitySystems;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.Tag;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
using PullerComponent = Content.Shared.Movement.Pulling.Components.PullerComponent;
namespace Content.Server.Electrocution;
public sealed class ElectrocutionSystem : SharedElectrocutionSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly MeleeWeaponSystem _meleeWeapon = default!;
[Dependency] private readonly NodeContainerSystem _nodeContainer = default!;
[Dependency] private readonly NodeGroupSystem _nodeGroup = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly SharedJitteringSystem _jittering = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly SharedStutteringSystem _stuttering = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[ValidatePrototypeId<StatusEffectPrototype>]
private const string StatusEffectKey = "Electrocution";
[ValidatePrototypeId<DamageTypePrototype>]
private const string DamageType = "Shock";
private static readonly ProtoId<TagPrototype> WindowTag = "Window";
// Multiply and shift the log scale for shock damage.
private const float RecursiveDamageMultiplier = 0.75f;
private const float RecursiveTimeMultiplier = 0.8f;
private const float ParalyzeTimeMultiplier = 1f;
private const float StutteringTimeMultiplier = 1.5f;
private const float JitterTimeMultiplier = 0.75f;
private const float JitterAmplitude = 80f;
private const float JitterFrequency = 8f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ElectrifiedComponent, StartCollideEvent>(OnElectrifiedStartCollide);
SubscribeLocalEvent<ElectrifiedComponent, AttackedEvent>(OnElectrifiedAttacked);
SubscribeLocalEvent<ElectrifiedComponent, InteractHandEvent>(OnElectrifiedHandInteract);
SubscribeLocalEvent<ElectrifiedComponent, InteractUsingEvent>(OnElectrifiedInteractUsing);
SubscribeLocalEvent<RandomInsulationComponent, MapInitEvent>(OnRandomInsulationMapInit);
SubscribeLocalEvent<PoweredLightComponent, AttackedEvent>(OnLightAttacked);
UpdatesAfter.Add(typeof(PowerNetSystem));
}
public override void Update(float frameTime)
{
UpdateElectrocutions(frameTime);
UpdateState(frameTime);
}
private void UpdateElectrocutions(float frameTime)
{
var query = EntityQueryEnumerator<ElectrocutionComponent, PowerConsumerComponent>();
while (query.MoveNext(out var uid, out var electrocution, out _))
{
var timePassed = Math.Min(frameTime, electrocution.TimeLeft);
electrocution.TimeLeft -= timePassed;
if (!MathHelper.CloseTo(electrocution.TimeLeft, 0))
continue;
// We tried damage scaling based on power in the past and it really wasn't good.
// Various scaling types didn't fix tiders and HV grilles instantly critting players.
QueueDel(uid);
}
}
private void UpdateState(float frameTime)
{
var query = EntityQueryEnumerator<ActivatedElectrifiedComponent, ElectrifiedComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var activated, out var electrified, out var transform))
{
activated.TimeLeft -= frameTime;
if (activated.TimeLeft <= 0 || !IsPowered(uid, electrified, transform))
{
_appearance.SetData(uid, ElectrifiedVisuals.ShowSparks, false);
RemComp<ActivatedElectrifiedComponent>(uid);
}
}
}
private bool IsPowered(EntityUid uid, ElectrifiedComponent electrified, TransformComponent transform)
{
if (!electrified.Enabled)
return false;
if (electrified.NoWindowInTile)
{
var tileRef = transform.Coordinates.GetTileRef(EntityManager, _mapManager);
if (tileRef != null)
{
foreach (var entity in _entityLookup.GetLocalEntitiesIntersecting(tileRef.Value, flags: LookupFlags.StaticSundries))
{
if (_tag.HasTag(entity, WindowTag))
return false;
}
}
}
if (electrified.UsesApcPower)
{
if (!this.IsPowered(uid, EntityManager))
return false;
}
else if (electrified.RequirePower && PoweredNode(uid, electrified) == null)
return false;
return true;
}
private void OnElectrifiedStartCollide(EntityUid uid, ElectrifiedComponent electrified, ref StartCollideEvent args)
{
if (electrified.OnBump)
TryDoElectrifiedAct(uid, args.OtherEntity, 1, electrified);
}
private void OnElectrifiedAttacked(EntityUid uid, ElectrifiedComponent electrified, AttackedEvent args)
{
if (!electrified.OnAttacked)
return;
if (_meleeWeapon.GetDamage(args.Used, args.User).Empty)
return;
TryDoElectrifiedAct(uid, args.User, 1, electrified);
}
private void OnElectrifiedHandInteract(EntityUid uid, ElectrifiedComponent electrified, InteractHandEvent args)
{
if (electrified.OnHandInteract)
TryDoElectrifiedAct(uid, args.User, 1, electrified);
}
private void OnLightAttacked(EntityUid uid, PoweredLightComponent component, AttackedEvent args)
{
if (!component.CurrentLit || args.Used != args.User)
return;
if (_meleeWeapon.GetDamage(args.Used, args.User).Empty)
return;
TryDoElectrocution(args.User, uid, component.UnarmedHitShock, component.UnarmedHitStun, false);
}
private void OnElectrifiedInteractUsing(EntityUid uid, ElectrifiedComponent electrified, InteractUsingEvent args)
{
if (!electrified.OnInteractUsing)
return;
var siemens = TryComp<InsulatedComponent>(args.Used, out var insulation)
? insulation.Coefficient
: 1;
TryDoElectrifiedAct(uid, args.User, siemens, electrified);
}
public bool TryDoElectrifiedAct(EntityUid uid, EntityUid targetUid,
float siemens = 1,
ElectrifiedComponent? electrified = null,
NodeContainerComponent? nodeContainer = null,
TransformComponent? transform = null)
{
if (!Resolve(uid, ref electrified, ref transform, false))
return false;
if (!IsPowered(uid, electrified, transform))
return false;
if (!_random.Prob(electrified.Probability))
return false;
EnsureComp<ActivatedElectrifiedComponent>(uid);
_appearance.SetData(uid, ElectrifiedVisuals.ShowSparks, true);
siemens *= electrified.SiemensCoefficient;
if (!DoCommonElectrocutionAttempt(targetUid, uid, ref siemens) || siemens <= 0)
return false; // If electrocution would fail, do nothing.
var targets = new List<(EntityUid entity, int depth)>();
GetChainedElectrocutionTargets(targetUid, targets);
if (!electrified.RequirePower || electrified.UsesApcPower)
{
var lastRet = true;
for (var i = targets.Count - 1; i >= 0; i--)
{
var (entity, depth) = targets[i];
lastRet = TryDoElectrocution(
entity,
uid,
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth)),
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)),
true,
electrified.SiemensCoefficient
);
}
return lastRet;
}
var node = PoweredNode(uid, electrified, nodeContainer);
if (node?.NodeGroup is not IBasePowerNet)
return false;
var (damageScalar, timeScalar) = node.NodeGroupID switch
{
NodeGroupID.HVPower => (electrified.HighVoltageDamageMultiplier, electrified.HighVoltageTimeMultiplier),
NodeGroupID.MVPower => (electrified.MediumVoltageDamageMultiplier, electrified.MediumVoltageTimeMultiplier),
_ => (1f, 1f)
};
{
var lastRet = true;
for (var i = targets.Count - 1; i >= 0; i--)
{
var (entity, depth) = targets[i];
lastRet = TryDoElectrocutionPowered(
entity,
uid,
node,
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth) * damageScalar),
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth) * timeScalar),
true,
electrified.SiemensCoefficient);
}
return lastRet;
}
}
private Node? PoweredNode(EntityUid uid, ElectrifiedComponent electrified, NodeContainerComponent? nodeContainer = null)
{
if (!Resolve(uid, ref nodeContainer, false))
return null;
return TryNode(electrified.HighVoltageNode) ?? TryNode(electrified.MediumVoltageNode) ?? TryNode(electrified.LowVoltageNode);
Node? TryNode(string? id)
{
if (id != null &&
_nodeContainer.TryGetNode<Node>(nodeContainer, id, out var tryNode) &&
tryNode.NodeGroup is IBasePowerNet { NetworkNode: { LastCombinedMaxSupply: > 0 } })
{
return tryNode;
}
return null;
}
}
/// <inheritdoc/>
public override bool TryDoElectrocution(
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
{
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient, ignoreInsulation)
|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
return false;
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient), true);
return true;
}
private bool TryDoElectrocutionPowered(
EntityUid uid,
EntityUid sourceUid,
Node node,
int shockDamage,
TimeSpan time,
bool refresh,
float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null,
TransformComponent? sourceTransform = null)
{
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient))
return false;
if (!DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects))
return false;
// Coefficient needs to be higher than this to do a powered electrocution!
if (siemensCoefficient <= 0.5f)
return true;
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.GetTotal():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<PullableComponent>(entity, out var pullable) &&
pullable.Puller is { Valid: true } pullerId &&
!visited.Contains(pullerId))
{
GetChainedElectrocutionTargetsRecurse(pullerId, depth + 1, visited, all);
}
if (TryComp<PullerComponent>(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, false) || !electrified.PlaySoundOnShock)
{
return;
}
_audio.PlayPvs(electrified.ShockNoises, targetUid, AudioParams.Default.WithVolume(electrified.ShockVolume));
}
}