Add solar flare event (#13749)

* add solar flare event (only affects headsets)

* add popup

* cleaner impl using RadioReceiveAttemptEvent

* unused import

* handheld radio and intercom work again

* Revert "handheld radio and intercom work again"

This reverts commit 0032e3c0725a19a465daf1ff1d6b4942a5c14fbb.

* add radio source to Radio events

* intercoms and handheld radios work now

* use Elapsed instead of new field

* add configuration

* better not touch Elapsed

* the

* make popup bigger

* xml comments for configuration

* very minor refactoring

* default config is now in yaml

* lights can break

* use RobustRandom

* use file namespace

* use RuleStarted

* store config in field

* a

---------

Co-authored-by: AJCM <AJCM@tutanota.com>
This commit is contained in:
Slava0135
2023-02-11 23:24:29 +03:00
committed by GitHub
parent 5c06c4c3ef
commit 301956ef15
10 changed files with 153 additions and 10 deletions

View File

@@ -2,6 +2,7 @@ using Content.Server.Administration.Logs;
using Content.Server.Chat.Systems;
using Content.Server.Radio.Components;
using Content.Server.VoiceMask;
using Content.Server.Popups;
using Content.Shared.Chat;
using Content.Shared.Database;
using Content.Shared.Radio;
@@ -9,6 +10,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.Network;
using Robust.Shared.Replays;
using Robust.Shared.Utility;
using Content.Shared.Popups;
namespace Content.Server.Radio.EntitySystems;
@@ -20,6 +22,7 @@ public sealed class RadioSystem : EntitySystem
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly IReplayRecordingManager _replay = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
// set used to prevent radio feedback loops.
private readonly HashSet<string> _messages = new();
@@ -46,7 +49,7 @@ public sealed class RadioSystem : EntitySystem
_netMan.ServerSendMessage(args.ChatMsg, actor.PlayerSession.ConnectedClient);
}
public void SendRadioMessage(EntityUid source, string message, RadioChannelPrototype channel)
public void SendRadioMessage(EntityUid source, string message, RadioChannelPrototype channel, EntityUid? radioSource = null)
{
// TODO if radios ever garble / modify messages, feedback-prevention needs to be handled better than this.
if (!_messages.Add(message))
@@ -66,8 +69,9 @@ public sealed class RadioSystem : EntitySystem
EntityUid.Invalid);
var chatMsg = new MsgChatMessage { Message = chat };
var ev = new RadioReceiveEvent(message, source, channel, chatMsg);
var attemptEv = new RadioReceiveAttemptEvent(message, source, channel);
var ev = new RadioReceiveEvent(message, source, channel, chatMsg, radioSource);
var attemptEv = new RadioReceiveAttemptEvent(message, source, channel, radioSource);
bool sentAtLeastOnce = false;
foreach (var radio in EntityQuery<ActiveRadioComponent>())
{
@@ -82,9 +86,11 @@ public sealed class RadioSystem : EntitySystem
attemptEv.Uncancel();
continue;
}
sentAtLeastOnce = true;
RaiseLocalEvent(radio.Owner, ev);
}
if (!sentAtLeastOnce)
_popupSystem.PopupEntity(Loc.GetString("failed-to-send-message"), source, PopupType.MediumCaution);
if (name != Name(source))
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(source):user} as {name} on {channel.LocalizedName}: {message}");