# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
137 lines
5.4 KiB
C#
137 lines
5.4 KiB
C#
using Content.Server.Chat.Systems;
|
|
using Content.Server.Explosion.EntitySystems;
|
|
using Content.Server.Power.Components;
|
|
using Content.Server.Power.EntitySystems;
|
|
using Content.Server.Station.Systems;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Power.Components;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.PowerSink
|
|
{
|
|
public sealed class PowerSinkSystem : EntitySystem
|
|
{
|
|
/// <summary>
|
|
/// Percentage of battery full to trigger the announcement warning at.
|
|
/// </summary>
|
|
private const float WarningMessageThreshold = 0.70f;
|
|
|
|
private readonly float[] _warningSoundThresholds = new[] { .80f, .90f, .95f, .98f };
|
|
|
|
/// <summary>
|
|
/// Length of time to delay explosion from battery full state -- this is used to play
|
|
/// a brief SFX winding up the explosion.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private readonly TimeSpan _explosionDelayTime = TimeSpan.FromSeconds(1.465);
|
|
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
[Dependency] private readonly ChatSystem _chat = default!;
|
|
[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly StationSystem _station = default!;
|
|
[Dependency] private readonly BatterySystem _battery = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<PowerSinkComponent, ExaminedEvent>(OnExamine);
|
|
}
|
|
|
|
private void OnExamine(EntityUid uid, PowerSinkComponent component, ExaminedEvent args)
|
|
{
|
|
if (!args.IsInDetailsRange || !TryComp<PowerConsumerComponent>(uid, out var consumer))
|
|
return;
|
|
|
|
var drainAmount = (int) consumer.NetworkLoad.ReceivingPower / 1000;
|
|
args.PushMarkup(
|
|
Loc.GetString(
|
|
"powersink-examine-drain-amount",
|
|
("amount", drainAmount),
|
|
("markupDrainColor", "orange"))
|
|
);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
var toRemove = new RemQueue<(EntityUid Entity, PowerSinkComponent Sink)>();
|
|
var query = EntityQueryEnumerator<PowerSinkComponent, PowerConsumerComponent, BatteryComponent, TransformComponent>();
|
|
|
|
// Realistically it's gonna be like <5 per station.
|
|
while (query.MoveNext(out var entity, out var component, out var networkLoad, out var battery, out var transform))
|
|
{
|
|
if (!transform.Anchored)
|
|
continue;
|
|
|
|
_battery.ChangeCharge(entity, networkLoad.NetworkLoad.ReceivingPower * frameTime, battery);
|
|
|
|
var currentBatteryThreshold = battery.CurrentCharge / battery.MaxCharge;
|
|
|
|
// Check for warning message threshold
|
|
if (!component.SentImminentExplosionWarningMessage &&
|
|
currentBatteryThreshold >= WarningMessageThreshold)
|
|
{
|
|
NotifyStationOfImminentExplosion(entity, component);
|
|
}
|
|
|
|
// Check for warning sound threshold
|
|
foreach (var testThreshold in _warningSoundThresholds)
|
|
{
|
|
if (currentBatteryThreshold >= testThreshold &&
|
|
testThreshold > component.HighestWarningSoundThreshold)
|
|
{
|
|
component.HighestWarningSoundThreshold = currentBatteryThreshold; // Don't re-play in future until next threshold hit
|
|
_audio.PlayPvs(component.ElectricSound, entity); // Play SFX
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Check for explosion
|
|
if (battery.CurrentCharge < battery.MaxCharge)
|
|
continue;
|
|
|
|
if (component.ExplosionTime == null)
|
|
{
|
|
// Set explosion sequence to start soon
|
|
component.ExplosionTime = _gameTiming.CurTime.Add(_explosionDelayTime);
|
|
|
|
// Wind-up SFX
|
|
_audio.PlayPvs(component.ChargeFireSound, entity); // Play SFX
|
|
}
|
|
else if (_gameTiming.CurTime >= component.ExplosionTime)
|
|
{
|
|
// Explode!
|
|
toRemove.Add((entity, component));
|
|
}
|
|
}
|
|
|
|
foreach (var (entity, component) in toRemove)
|
|
{
|
|
_explosionSystem.QueueExplosion(entity, "PowerSink", 2000f, 4f, 20f, canCreateVacuum: true);
|
|
RemComp(entity, component);
|
|
}
|
|
}
|
|
|
|
private void NotifyStationOfImminentExplosion(EntityUid uid, PowerSinkComponent powerSinkComponent)
|
|
{
|
|
if (powerSinkComponent.SentImminentExplosionWarningMessage)
|
|
return;
|
|
|
|
powerSinkComponent.SentImminentExplosionWarningMessage = true;
|
|
var station = _station.GetOwningStation(uid);
|
|
|
|
if (station == null)
|
|
return;
|
|
|
|
_chat.DispatchStationAnnouncement(
|
|
station.Value,
|
|
Loc.GetString("powersink-imminent-explosion-announcement"),
|
|
playDefault: true,
|
|
colorOverride: Color.Yellow
|
|
);
|
|
}
|
|
}
|
|
}
|