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ElectricityAnomalySystem.cs 3.0 KB

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  1. using Content.Server.Electrocution;
  2. using Content.Server.Emp;
  3. using Content.Server.Lightning;
  4. using Content.Shared.Anomaly.Components;
  5. using Content.Shared.Anomaly.Effects.Components;
  6. using Content.Shared.StatusEffect;
  7. using Robust.Shared.Random;
  8. using Robust.Shared.Timing;
  9. namespace Content.Server.Anomaly.Effects;
  10. public sealed class ElectricityAnomalySystem : EntitySystem
  11. {
  12. [Dependency] private readonly IGameTiming _timing = default!;
  13. [Dependency] private readonly SharedTransformSystem _transform = default!;
  14. [Dependency] private readonly IRobustRandom _random = default!;
  15. [Dependency] private readonly LightningSystem _lightning = default!;
  16. [Dependency] private readonly ElectrocutionSystem _electrocution = default!;
  17. [Dependency] private readonly EmpSystem _emp = default!;
  18. [Dependency] private readonly EntityLookupSystem _lookup = default!;
  19. /// <inheritdoc/>
  20. public override void Initialize()
  21. {
  22. SubscribeLocalEvent<ElectricityAnomalyComponent, AnomalyPulseEvent>(OnPulse);
  23. SubscribeLocalEvent<ElectricityAnomalyComponent, AnomalySupercriticalEvent>(OnSupercritical);
  24. }
  25. private void OnPulse(Entity<ElectricityAnomalyComponent> anomaly, ref AnomalyPulseEvent args)
  26. {
  27. var range = anomaly.Comp.MaxElectrocuteRange * args.Stability * args.PowerModifier;
  28. int boltCount = (int)MathF.Floor(MathHelper.Lerp((float)anomaly.Comp.MinBoltCount, (float)anomaly.Comp.MaxBoltCount, args.Severity));
  29. _lightning.ShootRandomLightnings(anomaly, range, boltCount);
  30. }
  31. private void OnSupercritical(Entity<ElectricityAnomalyComponent> anomaly, ref AnomalySupercriticalEvent args)
  32. {
  33. var range = anomaly.Comp.MaxElectrocuteRange * 3 * args.PowerModifier;
  34. _emp.EmpPulse(_transform.GetMapCoordinates(anomaly), range, anomaly.Comp.EmpEnergyConsumption, anomaly.Comp.EmpDisabledDuration);
  35. _lightning.ShootRandomLightnings(anomaly, range, anomaly.Comp.MaxBoltCount * 3, arcDepth: 3);
  36. }
  37. public override void Update(float frameTime)
  38. {
  39. base.Update(frameTime);
  40. var query = EntityQueryEnumerator<ElectricityAnomalyComponent, AnomalyComponent, TransformComponent>();
  41. while (query.MoveNext(out var uid, out var elec, out var anom, out var xform))
  42. {
  43. if (_timing.CurTime < elec.NextSecond)
  44. continue;
  45. elec.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(1);
  46. if (!_random.Prob(elec.PassiveElectrocutionChance * anom.Stability))
  47. continue;
  48. var range = elec.MaxElectrocuteRange * anom.Stability;
  49. var damage = (int) (elec.MaxElectrocuteDamage * anom.Severity);
  50. var duration = elec.MaxElectrocuteDuration * anom.Severity;
  51. foreach (var (ent, comp) in _lookup.GetEntitiesInRange<StatusEffectsComponent>(_transform.GetMapCoordinates(uid, xform), range))
  52. {
  53. _electrocution.TryDoElectrocution(ent, uid, damage, duration, true, statusEffects: comp, ignoreInsulation: true);
  54. }
  55. }
  56. }
  57. }