CatStation/Content.Shared/Medical/SharedDefibrillatorSystem.cs
Mehnix 2d10561c74
Let Defibrillators be used on anything (#45062)
* Defib Functionality

let defib work with living creatures
popup on defib attempt

* remove unused using

* remove now-unneeded CanDefibCrit datafield

* Remove now-unused targetCanBeAlive function

* maybe build it first

* refactor: whitespaces!

* refactor: extracted TryDoChainElectrocution

* refactor: now defibbing entities with buckled other entities will defib and electrocute them too. Small defib system refactor.

* remove not-implemented function

* provide inanimate object message, make popup a caution

* move the sound

reading comprehension

---------

Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-11 15:15:44 +00:00

245 lines
9.7 KiB
C#

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;
using Content.Shared.Traits.Assorted;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
namespace Content.Shared.Medical;
/// <summary>
/// This handles interactions and logic relating to <see cref="DefibrillatorComponent"/>
/// </summary>
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<EntityUid> _interactors = new();
[SubscribeLocalEvent]
private void OnAfterInteract(Entity<DefibrillatorComponent> ent, ref AfterInteractEvent args)
{
if (args.Handled || args.Target is not { } target)
return;
args.Handled = TryStartZap(ent.AsNullable(), target, args.User);
}
[SubscribeLocalEvent]
private void OnDoAfter(Entity<DefibrillatorComponent> 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);
}
/// <summary>
/// Checks if you can actually defib a target.
/// </summary>
/// <param name="ent">The defbrillator being used.</param>
/// <param name="target">Uid of the target getting defibbed.</param>
/// <param name="user">Uid of the entity using the defibrillator.</param>
/// <returns>
/// Returns true if the target is valid to be defibed, false otherwise.
/// </returns>
public bool CanZap(Entity<DefibrillatorComponent?> 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<UseDelayComponent>(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;
}
/// <summary>
/// Tries to start defibrillating the target. If the target is valid, will start the defib do-after.
/// </summary>
/// <param name="ent">The defbrillator being used.</param>
/// <param name="target">Uid of the target getting defibbed.</param>
/// <param name="user">Uid of the entity using the defibrillator.</param>
/// <returns>
/// Returns true if the defibrillation do-after started, otherwise false.
/// </returns>
public bool TryStartZap(Entity<DefibrillatorComponent?> 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
});
}
/// <summary>
/// Tries to defibrillate the target with the given defibrillator.
/// </summary>
/// <param name="ent">The defbrillator being used.</param>
/// <param name="target">Uid of the target getting defibbed.</param>
/// <param name="user">Uid of the entity using the defibrillator.</param>
public void Zap(Entity<DefibrillatorComponent?> 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<UseDelayComponent>(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<DefibrillatorComponent> 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<DefibrillatorComponent> ent, EntityUid user, EntityUid target, bool isOriginal)
{
bool failedRevive = true;
if (_rotting.IsRotten(target))
{
_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString("defibrillator-rotten"), InGameICChatType.Speak, true);
}
else if (TryComp<UnrevivableComponent>(target, out var unrevivable))
{
_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString(unrevivable.ReasonMessage), InGameICChatType.Speak, true);
}
else
{
TryComp<MobStateComponent>(target, out var targetMobState);
_damageable.TryChangeDamage(target, ent.Comp.ZapHeal, true, origin: user);
if (_mobState.IsDead(target, targetMobState) && // is the target currently dead
TryComp<MobThresholdsComponent>(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<MindContainerComponent>(target))
_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString("defibrillator-no-mind"), InGameICChatType.Speak, true); //target can host a mind but doesn't
else
_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString("defibrillator-not-living"), InGameICChatType.Speak, true); //target couldn't have hosted a mind
}
}
_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<MindComponent> mind, ICommonSession session) { }
}