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* 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>
97 lines
4 KiB
C#
97 lines
4 KiB
C#
using Content.Shared.Inventory;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Timing;
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namespace Content.Shared.Electrocution
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{
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public abstract partial class SharedElectrocutionSystem : EntitySystem
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{
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[Dependency] private SharedAppearanceSystem _appearance = default!;
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[Dependency] private IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
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// as long as legally distinct electric-mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
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SubscribeLocalEvent<ElectrifiedComponent, MapInitEvent>(OnInit);
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}
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/// <summary>
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/// Tries to set Siemens Coefficient on an entity's insulated component.
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/// </summary>
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public void SetInsulatedSiemensCoefficient(EntityUid uid, float siemensCoefficient, InsulatedComponent? insulated = null)
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{
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if (!Resolve(uid, ref insulated))
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return;
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insulated.Coefficient = siemensCoefficient;
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Dirty(uid, insulated);
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}
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/// <summary>
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/// Sets electrified value of component and marks dirty if required.
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/// </summary>
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public void SetElectrified(Entity<ElectrifiedComponent> ent, bool value)
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{
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if (ent.Comp.Enabled == value)
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{
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return;
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}
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ent.Comp.Enabled = value;
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Dirty(ent, ent.Comp);
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_appearance.SetData(ent.Owner, ElectrifiedVisuals.IsElectrified, value);
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}
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/// <summary>
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/// Set a wire's cut state.
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/// </summary>
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public void SetElectrifiedWireCut(Entity<ElectrifiedComponent> ent, bool value)
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{
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if (ent.Comp.IsWireCut == value)
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{
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return;
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}
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ent.Comp.IsWireCut = value;
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Dirty(ent);
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}
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/// <summary>
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/// Attempts to electrocute an entity interacting with electrified components.
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/// Only call server side.
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/// </summary>
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/// <param name="uid">Entity being electrocuted.</param>
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/// <param name="sourceUid">Source entity of the electrocution.</param>
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/// <param name="shockDamage">How much shock damage the entity takes.</param>
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/// <param name="time">How long the entity will be stunned.</param>
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/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumulated) if the entity is already electrocuted?</param>
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/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
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/// <param name="statusEffects">Status effects to apply to the entity.</param>
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/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
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/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
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public virtual 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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// only done serverside
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return false;
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}
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private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
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{
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args.SiemensCoefficient *= insulated.Coefficient;
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}
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private void OnInit(Entity<ElectrifiedComponent> entity, ref MapInitEvent args)
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{
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entity.Comp.NextShock = _timing.CurTime;
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Dirty(entity);
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}
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}
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}
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