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

@@ -0,0 +1,73 @@
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Radio.Components;
using Content.Server.Radio;
using Robust.Shared.Random;
using Content.Server.Light.EntitySystems;
using Content.Server.Light.Components;
namespace Content.Server.StationEvents.Events;
public sealed class SolarFlare : StationEventSystem
{
[Dependency] private readonly PoweredLightSystem _poweredLight = default!;
public override string Prototype => "SolarFlare";
private SolarFlareEventRuleConfiguration _event = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ActiveRadioComponent, RadioReceiveAttemptEvent>(OnRadioSendAttempt);
}
public override void Added()
{
base.Added();
if (Configuration is not SolarFlareEventRuleConfiguration ev)
return;
_event = ev;
_event.EndAfter = RobustRandom.Next(ev.MinEndAfter, ev.MaxEndAfter);
}
public override void Started()
{
base.Started();
MessLights();
}
private void MessLights()
{
foreach (var comp in EntityQuery<PoweredLightComponent>())
{
if (RobustRandom.Prob(_event.LightBreakChance))
{
var uid = comp.Owner;
_poweredLight.TryDestroyBulb(uid, comp);
}
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!RuleStarted)
return;
if (Elapsed > _event.EndAfter)
{
ForceEndSelf();
return;
}
}
private void OnRadioSendAttempt(EntityUid uid, ActiveRadioComponent component, RadioReceiveAttemptEvent args)
{
if (RuleStarted && _event.AffectedChannels.Contains(args.Channel.ID))
if (!_event.OnlyJamHeadsets || (HasComp<HeadsetComponent>(uid) || HasComp<HeadsetComponent>(args.RadioSource)))
args.Cancel();
}
}