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https://github.com/space-wizards/space-station-14.git
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Emitters now give alerts if interfered with. (#39513)
* tesloose alert * forgot to remove this when I removed naming the unlocker * and these too... * migrate to Entity<T> and clarify emitter lines --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
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@@ -4,9 +4,14 @@ using Content.Server.Administration.Logs;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Projectiles;
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using Content.Server.Pinpointer;
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using Content.Server.Radio.EntitySystems;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Construction;
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using Content.Shared.Database;
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using Content.Shared.Destructible;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Lock;
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using Content.Shared.Popups;
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@@ -33,6 +38,8 @@ namespace Content.Server.Singularity.EntitySystems
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly ProjectileSystem _projectile = default!;
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[Dependency] private readonly GunSystem _gun = default!;
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[Dependency] private readonly RadioSystem _radio = default!;
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[Dependency] private readonly NavMapSystem _navMap = default!;
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public override void Initialize()
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{
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@@ -43,6 +50,9 @@ namespace Content.Server.Singularity.EntitySystems
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SubscribeLocalEvent<EmitterComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<EmitterComponent, AnchorStateChangedEvent>(OnAnchorStateChanged);
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SubscribeLocalEvent<EmitterComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<EmitterComponent, DestructionAttemptEvent>(OnDestructionAttempted);
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SubscribeLocalEvent<EmitterComponent, MachineDeconstructedEvent>(OnDeconstructed); // you shouldn't be able to deconstruct locked emitters but out of scope to fix
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SubscribeLocalEvent<EmitterComponent, LockToggledEvent>(OnLockToggled);
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}
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private void OnAnchorStateChanged(EntityUid uid, EmitterComponent component, ref AnchorStateChangedEvent args)
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@@ -164,6 +174,8 @@ namespace Content.Server.Singularity.EntitySystems
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return;
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}
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AlertRadio((uid, component), "unpowered");
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component.IsPowered = false;
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// Must be set while emitter powered.
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@@ -284,5 +296,38 @@ namespace Content.Server.Singularity.EntitySystems
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component.BoltType = boltType;
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}
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}
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private void OnDestructionAttempted(Entity<EmitterComponent> ent, ref DestructionAttemptEvent args)
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{
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// warn engineering their containment engine needs IMMEDIATE repairs
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// this doesn't change much for natural loosing through emitter destruction given any meteor warning serves the same purpose
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// can also be used to scare engineering though given it broadcasts its location you need a renamed station beacon to really scare them
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AlertRadio(ent, "destroyed");
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}
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private void OnDeconstructed(Entity<EmitterComponent> ent, ref MachineDeconstructedEvent args)
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{
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// right now you don't even need to unlock the emitter to deconstruct it. that's almost certainly a bug but even without it it probably still needs an alert
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AlertRadio(ent, "deconstructed");
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}
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private void AlertRadio(Entity<EmitterComponent> ent, string type)
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{
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if (!ent.Comp.AlertRadio || !ent.Comp.IsOn || !ent.Comp.IsPowered)
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return; // APEs do not need to scream over engineering radio, and an emitter that is off is probably not going to be alerting radios
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var message = Loc.GetString("emitter-" + type + "-broadcast",
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("location", FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString(ent.Owner)))
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);
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_radio.SendRadioMessage(ent.Owner, message, ent.Comp.RadioChannel, ent.Owner);
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}
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private void OnLockToggled(Entity<EmitterComponent> ent, ref LockToggledEvent args)
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{
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if (args.Locked)
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return;
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AlertRadio(ent, "unlocked");
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System.Threading;
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using Content.Shared.DeviceLinking;
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using Content.Shared.Radio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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@@ -96,6 +97,12 @@ public sealed partial class EmitterComponent : Component
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/// </summary>
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[DataField]
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public Dictionary<ProtoId<SinkPortPrototype>, EntProtoId> SetTypePorts = new();
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[DataField]
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public ProtoId<RadioChannelPrototype> RadioChannel = "Engineering";
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[DataField]
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public bool AlertRadio = false; // is this emitter critical to the station to the point a radio channel should be alerted if anything happens to it (i.e. emitters near singularity/tesla containment)
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}
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[NetSerializable, Serializable]
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@@ -13,3 +13,8 @@ comp-emitter-not-anchored = The {$target} isn't anchored to the ground!
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emitter-component-current-type = The current selected type is: [color=yellow]{$type}[/color].
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emitter-component-type-set = Type set to: {$type}
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emitter-destroyed-broadcast = A powered emitter {$location} has been destroyed.
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emitter-deconstructed-broadcast = A powered {$location} has been deconstructed.
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emitter-unlocked-broadcast = A powered {$location} has been unlocked.
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emitter-unpowered-broadcast = A powered {$location} has lost power.
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@@ -36,6 +36,7 @@
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visible: false
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map: ["enum.LockVisualLayers.Lock"]
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- type: Emitter
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alertRadio: true
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- type: Gun
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showExamineText: false
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fireRate: 10 #just has to be fast enough to keep up with upgrades
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@@ -55,6 +56,9 @@
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- type: Damageable
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damageContainer: StructuralInorganic
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damageModifierSet: StructuralMetallicStrong
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- type: ActiveRadio
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channels:
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- Engineering
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- type: Destructible
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thresholds:
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- trigger:
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