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