using Content.Server.Electrocution; using Content.Server.Emp; using Content.Server.Lightning; using Content.Shared.Anomaly.Components; using Content.Shared.Anomaly.Effects.Components; using Content.Shared.StatusEffect; using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Server.Anomaly.Effects; public sealed class ElectricityAnomalySystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly LightningSystem _lightning = default!; [Dependency] private readonly ElectrocutionSystem _electrocution = default!; [Dependency] private readonly EmpSystem _emp = default!; [Dependency] private readonly EntityLookupSystem _lookup = default!; /// public override void Initialize() { SubscribeLocalEvent(OnPulse); SubscribeLocalEvent(OnSupercritical); } private void OnPulse(Entity anomaly, ref AnomalyPulseEvent args) { var range = anomaly.Comp.MaxElectrocuteRange * args.Stability * args.PowerModifier; int boltCount = (int)MathF.Floor(MathHelper.Lerp((float)anomaly.Comp.MinBoltCount, (float)anomaly.Comp.MaxBoltCount, args.Severity)); _lightning.ShootRandomLightnings(anomaly, range, boltCount); } private void OnSupercritical(Entity anomaly, ref AnomalySupercriticalEvent args) { var range = anomaly.Comp.MaxElectrocuteRange * 3 * args.PowerModifier; _emp.EmpPulse(_transform.GetMapCoordinates(anomaly), range, anomaly.Comp.EmpEnergyConsumption, anomaly.Comp.EmpDisabledDuration); _lightning.ShootRandomLightnings(anomaly, range, anomaly.Comp.MaxBoltCount * 3, arcDepth: 3); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var elec, out var anom, out var xform)) { if (_timing.CurTime < elec.NextSecond) continue; elec.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1); if (!_random.Prob(elec.PassiveElectrocutionChance * anom.Stability)) continue; var range = elec.MaxElectrocuteRange * anom.Stability; var damage = (int) (elec.MaxElectrocuteDamage * anom.Severity); var duration = elec.MaxElectrocuteDuration * anom.Severity; foreach (var (ent, comp) in _lookup.GetEntitiesInRange(_transform.GetMapCoordinates(uid, xform), range)) { _electrocution.TryDoElectrocution(ent, uid, damage, duration, true, statusEffects: comp, ignoreInsulation: true); } } } }