CatStation/Content.Server/StationEvents/Events/PowerGridCheckRule.cs
eoineoineoin ae66092d88
Remove player workarounds for PowerGridCheckRule (#32130)
Fix exploits for PowerGridCheckRule

Don't allow breakers to be toggled while rule is active
Turn off newly-constructed APCs while rule is active
2026-06-29 11:01:05 +00:00

156 lines
5.8 KiB
C#

using System.Threading;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.StationEvents.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Station.Components;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Utility;
using Timer = Robust.Shared.Timing.Timer;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events
{
[UsedImplicitly]
public sealed partial class PowerGridCheckRule : StationEventSystem<PowerGridCheckRuleComponent>
{
[Dependency] private ApcSystem _apcSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerGridCheckNotifyComponent, ComponentStartup>(OnApcStartup);
SubscribeLocalEvent<PowerGridCheckNotifyComponent, ApcToggleMainBreakerAttemptEvent>(OnApcToggleMainBreaker);
}
protected override void Started(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
if (!TryGetRandomStation(out var chosenStation))
return;
component.AffectedStation = chosenStation.Value;
var query = AllEntityQuery<ApcComponent, TransformComponent>();
while (query.MoveNext(out var apcUid ,out var apc, out var transform))
{
if (apc.MainBreakerEnabled && CompOrNull<StationMemberComponent>(transform.GridUid)?.Station == chosenStation)
component.Powered.Add(apcUid);
}
RobustRandom.Shuffle(component.Powered);
component.NumberPerSecond = Math.Max(1, (int)(component.Powered.Count / component.SecondsUntilOff)); // Number of APCs to turn off every second. At least one.
}
/// <summary>
/// Check if the entity should be affected by an existing
/// PowerGridCheckRuleComponent and if so, turns off the APC.
/// </summary>
private void OnApcStartup(EntityUid apcUid, PowerGridCheckNotifyComponent comp, ComponentStartup args)
{
if (!TryComp<ApcComponent>(apcUid, out var apcComp))
{
return;
}
PowerGridCheckRuleComponent? rule = GetRuleAffectingEntity(apcUid);
if (rule != null && apcComp.MainBreakerEnabled)
{
_apcSystem.ApcToggleBreaker(apcUid, apcComp);
rule.Unpowered.Add(apcUid);
}
}
private void OnApcToggleMainBreaker(EntityUid uid, PowerGridCheckNotifyComponent component, ref ApcToggleMainBreakerAttemptEvent args)
{
args.Cancelled |= GetRuleAffectingEntity(uid) != null;
}
/// <summary>
/// Returns the PowerGridCheckRuleComponent affecting the uid, or null if none
/// </summary>
private PowerGridCheckRuleComponent? GetRuleAffectingEntity(EntityUid uid)
{
if (!TryComp(uid, out TransformComponent? xform))
{
return null;
}
if (!TryComp<StationMemberComponent>(xform.GridUid, out var stationMemberComp))
{
return null;
}
var activeRules = AllEntityQuery<PowerGridCheckRuleComponent, ActiveGameRuleComponent>();
while (activeRules.MoveNext(out var _entity, out var powerGridRule, out var _activeGameRule))
{
if (stationMemberComp.Station == powerGridRule.AffectedStation)
{
return powerGridRule;
}
}
return null;
}
protected override void Ended(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
base.Ended(uid, component, gameRule, args);
foreach (var entity in component.Unpowered)
{
if (Deleted(entity))
continue;
if (TryComp(entity, out ApcComponent? apcComponent))
{
if(!apcComponent.MainBreakerEnabled)
_apcSystem.ApcToggleBreaker(entity, apcComponent);
}
}
// Can't use the default EndAudio
component.AnnounceCancelToken?.Cancel();
component.AnnounceCancelToken = new CancellationTokenSource();
Timer.Spawn(3000, () =>
{
Audio.PlayGlobal(component.PowerOnSound, Filter.Broadcast(), true);
}, component.AnnounceCancelToken.Token);
component.Unpowered.Clear();
}
protected override void ActiveTick(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
var updates = 0;
component.FrameTimeAccumulator += frameTime;
if (component.FrameTimeAccumulator > component.UpdateRate)
{
updates = (int) (component.FrameTimeAccumulator / component.UpdateRate);
component.FrameTimeAccumulator -= component.UpdateRate * updates;
}
for (var i = 0; i < updates; i++)
{
if (component.Powered.Count == 0)
break;
var selected = component.Powered.Pop();
if (Deleted(selected))
continue;
if (TryComp<ApcComponent>(selected, out var apcComponent))
{
if (apcComponent.MainBreakerEnabled)
_apcSystem.ApcToggleBreaker(selected, apcComponent);
}
component.Unpowered.Add(selected);
}
}
}
}