Files
space-station-14/Content.Server/Singularity/EntitySystems/EmitterSystem.cs
Super 993c316b6c 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>
2026-02-07 11:46:59 +00:00

334 lines
12 KiB
C#

using System.Numerics;
using System.Threading;
using Content.Server.Administration.Logs;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Projectiles;
using Content.Server.Pinpointer;
using Content.Server.Radio.EntitySystems;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Construction;
using Content.Shared.Database;
using Content.Shared.Destructible;
using Content.Shared.DeviceLinking.Events;
using Content.Shared.Emag.Systems;
using Content.Shared.Interaction;
using Content.Shared.Lock;
using Content.Shared.Popups;
using Content.Shared.Power;
using Content.Shared.Projectiles;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Singularity.EntitySystems
{
public sealed class EmitterSystem : SharedEmitterSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly ProjectileSystem _projectile = default!;
[Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly RadioSystem _radio = default!;
[Dependency] private readonly NavMapSystem _navMap = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmitterComponent, PowerConsumerReceivedChanged>(ReceivedChanged);
SubscribeLocalEvent<EmitterComponent, PowerChangedEvent>(OnApcChanged);
SubscribeLocalEvent<EmitterComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<EmitterComponent, AnchorStateChangedEvent>(OnAnchorStateChanged);
SubscribeLocalEvent<EmitterComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<EmitterComponent, DestructionAttemptEvent>(OnDestructionAttempted);
SubscribeLocalEvent<EmitterComponent, MachineDeconstructedEvent>(OnDeconstructed); // you shouldn't be able to deconstruct locked emitters but out of scope to fix
SubscribeLocalEvent<EmitterComponent, LockToggledEvent>(OnLockToggled);
}
private void OnAnchorStateChanged(EntityUid uid, EmitterComponent component, ref AnchorStateChangedEvent args)
{
if (args.Anchored)
return;
SwitchOff(uid, component);
}
private void OnActivate(EntityUid uid, EmitterComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
if (TryComp(uid, out LockComponent? lockComp) && lockComp.Locked)
{
_popup.PopupEntity(Loc.GetString("comp-emitter-access-locked",
("target", uid)), uid, args.User);
return;
}
if (TryComp(uid, out PhysicsComponent? phys) && phys.BodyType == BodyType.Static)
{
if (!component.IsOn)
{
SwitchOn(uid, component);
_popup.PopupEntity(Loc.GetString("comp-emitter-turned-on",
("target", uid)), uid, args.User);
}
else
{
SwitchOff(uid, component);
_popup.PopupEntity(Loc.GetString("comp-emitter-turned-off",
("target", uid)), uid, args.User);
}
var stateText = component.IsOn ? "on" : "off";
_adminLogger.Add(LogType.FieldGeneration,
component.IsOn ? LogImpact.Medium : LogImpact.High,
$"{ToPrettyString(args.User):player} toggled {ToPrettyString(uid):emitter} to {stateText}");
args.Handled = true;
}
else
{
_popup.PopupEntity(Loc.GetString("comp-emitter-not-anchored",
("target", uid)), uid, args.User);
}
}
private void ReceivedChanged(
EntityUid uid,
EmitterComponent component,
ref PowerConsumerReceivedChanged args)
{
if (!component.IsOn)
{
return;
}
if (args.ReceivedPower < args.DrawRate)
{
PowerOff(uid, component);
}
else
{
PowerOn(uid, component);
}
}
private void OnApcChanged(EntityUid uid, EmitterComponent component, ref PowerChangedEvent args)
{
if (!component.IsOn)
{
return;
}
if (!args.Powered)
{
PowerOff(uid, component);
}
else
{
PowerOn(uid, component);
}
}
public void SwitchOff(EntityUid uid, EmitterComponent component)
{
component.IsOn = false;
if (TryComp<PowerConsumerComponent>(uid, out var powerConsumer))
powerConsumer.DrawRate = 1; // this needs to be not 0 so that the visuals still work.
if (TryComp<ApcPowerReceiverComponent>(uid, out var apcReceiver))
apcReceiver.Load = 1;
PowerOff(uid, component);
UpdateAppearance(uid, component);
}
public void SwitchOn(EntityUid uid, EmitterComponent component)
{
component.IsOn = true;
if (TryComp<PowerConsumerComponent>(uid, out var powerConsumer))
powerConsumer.DrawRate = component.PowerUseActive;
if (TryComp<ApcPowerReceiverComponent>(uid, out var apcReceiver))
{
apcReceiver.Load = component.PowerUseActive;
if (apcReceiver.Powered)
PowerOn(uid, component);
}
// Do not directly PowerOn().
// OnReceivedPowerChanged will get fired due to DrawRate change which will turn it on.
UpdateAppearance(uid, component);
}
public void PowerOff(EntityUid uid, EmitterComponent component)
{
if (!component.IsPowered)
{
return;
}
AlertRadio((uid, component), "unpowered");
component.IsPowered = false;
// Must be set while emitter powered.
DebugTools.AssertNotNull(component.TimerCancel);
component.TimerCancel?.Cancel();
UpdateAppearance(uid, component);
}
public void PowerOn(EntityUid uid, EmitterComponent component)
{
if (component.IsPowered)
{
return;
}
component.IsPowered = true;
component.FireShotCounter = 0;
component.TimerCancel = new CancellationTokenSource();
Timer.Spawn(component.FireBurstDelayMax, () => ShotTimerCallback(uid, component), component.TimerCancel.Token);
UpdateAppearance(uid, component);
}
private void ShotTimerCallback(EntityUid uid, EmitterComponent component)
{
if (component.Deleted)
return;
// Any power-off condition should result in the timer for this method being cancelled
// and thus not firing
DebugTools.Assert(component.IsPowered);
DebugTools.Assert(component.IsOn);
Fire(uid, component);
TimeSpan delay;
if (component.FireShotCounter < component.FireBurstSize)
{
component.FireShotCounter += 1;
delay = component.FireInterval;
}
else
{
component.FireShotCounter = 0;
var diff = component.FireBurstDelayMax - component.FireBurstDelayMin;
// TIL you can do TimeSpan * double.
delay = component.FireBurstDelayMin + _random.NextFloat() * diff;
}
// Must be set while emitter powered.
DebugTools.AssertNotNull(component.TimerCancel);
Timer.Spawn(delay, () => ShotTimerCallback(uid, component), component.TimerCancel!.Token);
}
private void Fire(EntityUid uid, EmitterComponent component)
{
if (!TryComp<GunComponent>(uid, out var gunComponent))
return;
var xform = Transform(uid);
var ent = Spawn(component.BoltType, xform.Coordinates);
var proj = EnsureComp<ProjectileComponent>(ent);
_projectile.SetShooter(ent, proj, uid);
var targetPos = new EntityCoordinates(uid, new Vector2(0, -1));
_gun.Shoot((uid, gunComponent), ent, xform.Coordinates, targetPos, out _);
}
private void UpdateAppearance(EntityUid uid, EmitterComponent component)
{
EmitterVisualState state;
if (component.IsPowered)
{
state = EmitterVisualState.On;
}
else if (component.IsOn)
{
state = EmitterVisualState.Underpowered;
}
else
{
state = EmitterVisualState.Off;
}
_appearance.SetData(uid, EmitterVisuals.VisualState, state);
}
private void OnSignalReceived(EntityUid uid, EmitterComponent component, ref SignalReceivedEvent args)
{
// must anchor the emitter for signals to work
if (TryComp<PhysicsComponent>(uid, out var phys) && phys.BodyType != BodyType.Static)
return;
if (args.Port == component.OffPort)
{
SwitchOff(uid, component);
}
else if (args.Port == component.OnPort)
{
SwitchOn(uid, component);
}
else if (args.Port == component.TogglePort)
{
if (component.IsOn)
{
SwitchOff(uid, component);
}
else
{
SwitchOn(uid, component);
}
}
else if (component.SetTypePorts.TryGetValue(args.Port, out var boltType))
{
component.BoltType = boltType;
}
}
private void OnDestructionAttempted(Entity<EmitterComponent> ent, ref DestructionAttemptEvent args)
{
// warn engineering their containment engine needs IMMEDIATE repairs
// this doesn't change much for natural loosing through emitter destruction given any meteor warning serves the same purpose
// can also be used to scare engineering though given it broadcasts its location you need a renamed station beacon to really scare them
AlertRadio(ent, "destroyed");
}
private void OnDeconstructed(Entity<EmitterComponent> ent, ref MachineDeconstructedEvent args)
{
// 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
AlertRadio(ent, "deconstructed");
}
private void AlertRadio(Entity<EmitterComponent> ent, string type)
{
if (!ent.Comp.AlertRadio || !ent.Comp.IsOn || !ent.Comp.IsPowered)
return; // APEs do not need to scream over engineering radio, and an emitter that is off is probably not going to be alerting radios
var message = Loc.GetString("emitter-" + type + "-broadcast",
("location", FormattedMessage.RemoveMarkupOrThrow(_navMap.GetNearestBeaconString(ent.Owner)))
);
_radio.SendRadioMessage(ent.Owner, message, ent.Comp.RadioChannel, ent.Owner);
}
private void OnLockToggled(Entity<EmitterComponent> ent, ref LockToggledEvent args)
{
if (args.Locked)
return;
AlertRadio(ent, "unlocked");
}
}
}