* Revert "- fix: YAML linter fixes. (#598)" This reverts commit012bf3c357. * Revert "Automatic changelog update" This reverts commitcf1c3a9af5. * Revert "[Fix] Base Layer Prototype (#597)" This reverts commitb000423999. * Revert "Modules update (#596)" This reverts commit00fbdead77. * Revert "Automatic changelog update" This reverts commit0d7a12b2a2. * Revert "Fixes (#593)" This reverts commit943c77031c. * Revert "minor loadout fixes (#594)" This reverts commit143c010a89. * Revert "Update DryDock.yml (#595)" This reverts commit4cd0100ac7. * Revert "Automatic changelog update" This reverts commit08eadc690f. * Revert "fix: Maximum message size (#591)" This reverts commit343f3612eb. * Revert "Черри пики 7 (#592)" This reverts commit3f97bdce2f. * Revert "Automatic changelog update" This reverts commit0678eca250. * Revert "Рандомфиксы (#590)" This reverts commit2b9e5e2437. * Revert "Нижнее бельё в лодауты (#580)" This reverts commite01a47b089. * Revert "add lathe sounds (#588)" This reverts commitc80a2985f2. * Revert "Добавил параметр группы для некоторых реагентов (#585)" This reverts commit713b16bb98. * Revert "add hrp ++++ aspect (#587)" This reverts commita6a69cc60f. * Revert "Новые амбиенты и пару песен (#586)" This reverts commit48c86bd846. * Revert "Сообщения в ПДА 2 (#583)" This reverts commitcced3cc98b. * Revert "Automatic changelog update" This reverts commitabf435b11d. * Revert "Chem stuff and more (#584)" This reverts commit3608960f5c. * Revert "JobRequiremet refactor (#579)" This reverts commit9a9c9598e0. * Revert "Revert "Reapply "Нижнее бельё в лодауты""" This reverts commit44447d573f. * Revert "Reapply "Нижнее бельё в лодауты"" This reverts commit0c4d082ad3. * Revert "Revert "Нижнее бельё в лодауты"" This reverts commit56473c5492. * Revert "Нижнее бельё в лодауты" This reverts commitd1cb0cb364. * Revert "DryDock and WhiteMoose update (#578)" This reverts commit14755808af. * Revert "Automatic changelog update" This reverts commit0133f82722. * Revert "Fixes (#576)" This reverts commitb7cc49896c. * Revert "порт системы регенерации солюшена цинки (#574)" This reverts commita22cf3d50b. * Revert "Воровские перчатки (#573)" This reverts commitbb7140f3d4. * Revert "mood resprite (#572)" This reverts commit4db96dc569. * Revert "fix missing letter (#571)" This reverts commit94ea756794. * Revert "Сообщения в ПДА (#564)" This reverts commitd023d29e54. * Revert "- fix: No visible aghost." This reverts commit27e7f25f7e. * Revert "- tweak: Nerf cult shield." This reverts commit6a384246b8.
305 lines
11 KiB
C#
305 lines
11 KiB
C#
using Content.Server.Atmos.Rotting;
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using Content.Server.Chat.Systems;
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using Content.Server.DoAfter;
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using Content.Server.Electrocution;
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using Content.Server.EUI;
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using Content.Server.Ghost;
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using Content.Server.Popups;
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using Content.Server.PowerCell;
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using Content.Server.Traits.Assorted;
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using Content.Shared._White.Item.DelayedKnockdown;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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using Content.Shared.DoAfter;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Medical;
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using Content.Shared.Mind;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.PowerCell;
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using Content.Shared.Timing;
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using Content.Shared.Toggleable;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Medical;
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/// <summary>
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/// This handles interactions and logic relating to <see cref="DefibrillatorComponent"/>
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/// </summary>
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public sealed class DefibrillatorSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ChatSystem _chatManager = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly ElectrocutionSystem _electrocution = default!;
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[Dependency] private readonly EuiManager _euiManager = default!;
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[Dependency] private readonly RottingSystem _rotting = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<DefibrillatorComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<DefibrillatorComponent, PowerCellSlotEmptyEvent>(OnPowerCellSlotEmpty);
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SubscribeLocalEvent<DefibrillatorComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<DefibrillatorComponent, DefibrillatorZapDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<DefibrillatorComponent, StaminaDamageOnHitAttemptEvent>(OnStaminaHitAttempt); // WD
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}
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// WD START
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private void OnStaminaHitAttempt(Entity<DefibrillatorComponent> ent, ref StaminaDamageOnHitAttemptEvent args)
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{
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var (uid, comp) = ent;
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if (comp.Enabled && _powerCell.TryUseActivatableCharge(uid))
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{
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if (!_powerCell.HasActivatableCharge(uid))
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TryDisable(uid, comp);
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return;
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}
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args.Cancelled = true;
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}
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// WD END
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private void OnUseInHand(EntityUid uid, DefibrillatorComponent component, UseInHandEvent args)
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{
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if (args.Handled || !TryComp(uid, out UseDelayComponent? useDelay) || _useDelay.IsDelayed((uid, useDelay)))
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return;
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if (!TryToggle(uid, component, args.User))
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return;
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args.Handled = true;
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_useDelay.TryResetDelay((uid, useDelay));
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}
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private void OnPowerCellSlotEmpty(EntityUid uid, DefibrillatorComponent component, ref PowerCellSlotEmptyEvent args)
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{
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if (!TerminatingOrDeleted(uid))
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TryDisable(uid, component);
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}
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private void OnAfterInteract(EntityUid uid, DefibrillatorComponent component, AfterInteractEvent args)
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{
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if (args.Handled || args.Target is not { } target)
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return;
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args.Handled = TryStartZap(uid, target, args.User, component);
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}
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private void OnDoAfter(EntityUid uid, DefibrillatorComponent component, DefibrillatorZapDoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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if (args.Target is not { } target)
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return;
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if (!CanZap(uid, target, args.User, component))
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return;
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args.Handled = true;
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Zap(uid, target, args.User, component);
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}
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public bool TryToggle(EntityUid uid, DefibrillatorComponent? component = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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return component.Enabled
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? TryDisable(uid, component)
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: TryEnable(uid, component, user);
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}
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public bool TryEnable(EntityUid uid, DefibrillatorComponent? component = null, EntityUid? user = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (component.Enabled)
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return false;
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if (!_powerCell.HasActivatableCharge(uid))
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return false;
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component.Enabled = true;
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_appearance.SetData(uid, ToggleVisuals.Toggled, true);
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_audio.PlayPvs(component.PowerOnSound, uid);
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return true;
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}
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public bool TryDisable(EntityUid uid, DefibrillatorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!component.Enabled)
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return false;
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component.Enabled = false;
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_appearance.SetData(uid, ToggleVisuals.Toggled, false);
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_audio.PlayPvs(component.PowerOffSound, uid);
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return true;
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}
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public bool CanZap(EntityUid uid, EntityUid target, EntityUid? user = null, DefibrillatorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!component.Enabled)
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{
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if (user != null)
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_popup.PopupEntity(Loc.GetString("defibrillator-not-on"), uid, user.Value);
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return false;
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}
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if (_timing.CurTime < component.NextZapTime)
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return false;
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if (!TryComp<MobStateComponent>(target, out var mobState))
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return false;
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if (!_powerCell.HasActivatableCharge(uid, user: user))
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return false;
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// if (_mobState.IsAlive(target, mobState))
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// return false;
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return true;
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}
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public bool TryStartZap(EntityUid uid, EntityUid target, EntityUid user, DefibrillatorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!CanZap(uid, target, user, component))
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return false;
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_audio.PlayPvs(component.ChargeSound, uid);
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return _doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, component.DoAfterDuration, new DefibrillatorZapDoAfterEvent(),
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uid, target, uid)
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{
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BreakOnMove = user == target, // WD EDIT
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BlockDuplicate = true,
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BreakOnHandChange = true,
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NeedHand = true
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});
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}
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public void Zap(EntityUid uid, EntityUid target, EntityUid user, DefibrillatorComponent? component = null, MobStateComponent? mob = null, MobThresholdsComponent? thresholds = null)
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{
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if (!Resolve(uid, ref component) || !Resolve(target, ref mob, ref thresholds, false))
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return;
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// clowns zap themselves
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if (HasComp<ClumsyComponent>(user) && user != target)
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{
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Zap(uid, user, user, component);
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return;
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}
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if (!_powerCell.TryUseActivatableCharge(uid, user: user))
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return;
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_audio.PlayPvs(component.ZapSound, uid);
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_electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true);
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component.NextZapTime = _timing.CurTime + component.ZapDelay;
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_appearance.SetData(uid, DefibrillatorVisuals.Ready, false);
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ICommonSession? session = null;
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var dead = true;
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// WD EDIT START
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var alive = false;
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if (_mobState.IsAlive(target))
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{
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alive = true;
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}
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else if (_rotting.IsRotten(target)) // WD EDIT END
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{
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_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-rotten"),
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InGameICChatType.Speak, true);
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}
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else if (HasComp<UnrevivableComponent>(target))
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{
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_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-unrevivable"),
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InGameICChatType.Speak, true);
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}
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else
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{
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if (_mobState.IsDead(target, mob))
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_damageable.TryChangeDamage(target, component.ZapHeal, true, origin: uid);
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if (_mobThreshold.TryGetThresholdForState(target, MobState.Dead, out var threshold) &&
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TryComp<DamageableComponent>(target, out var damageableComponent) &&
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damageableComponent.TotalDamage < threshold)
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{
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_mobState.ChangeMobState(target, MobState.Critical, mob, uid);
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dead = false;
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}
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if (_mind.TryGetMind(target, out _, out var mind) &&
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mind.Session is { } playerSession)
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{
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session = playerSession;
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// notify them they're being revived.
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if (mind.CurrentEntity != target)
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{
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_euiManager.OpenEui(new ReturnToBodyEui(mind, _mind), session);
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}
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}
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else
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{
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_chatManager.TrySendInGameICMessage(uid, Loc.GetString("defibrillator-no-mind"),
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InGameICChatType.Speak, true);
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}
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}
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var sound = !alive && (dead || session == null) // WD EDIT
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? component.FailureSound
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: component.SuccessSound;
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_audio.PlayPvs(sound, uid);
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// if we don't have enough power left for another shot, turn it off
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if (!_powerCell.HasActivatableCharge(uid))
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TryDisable(uid, component);
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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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var query = EntityQueryEnumerator<DefibrillatorComponent>();
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while (query.MoveNext(out var uid, out var defib))
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{
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if (defib.NextZapTime == null || _timing.CurTime < defib.NextZapTime)
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continue;
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_audio.PlayPvs(defib.ReadySound, uid);
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_appearance.SetData(uid, DefibrillatorVisuals.Ready, true);
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defib.NextZapTime = null;
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}
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}
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}
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