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- using Content.Shared.Inventory;
- using Content.Shared.StatusEffect;
- namespace Content.Shared.Electrocution
- {
- public abstract class SharedElectrocutionSystem : EntitySystem
- {
- [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
- // as long as legally distinct electric-mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
- SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
- }
- public void SetInsulatedSiemensCoefficient(EntityUid uid, float siemensCoefficient, InsulatedComponent? insulated = null)
- {
- if (!Resolve(uid, ref insulated))
- return;
- insulated.Coefficient = siemensCoefficient;
- Dirty(uid, insulated);
- }
- /// <summary>
- /// Sets electrified value of component and marks dirty if required.
- /// </summary>
- public void SetElectrified(Entity<ElectrifiedComponent> ent, bool value)
- {
- if (ent.Comp.Enabled == value)
- {
- return;
- }
- ent.Comp.Enabled = value;
- Dirty(ent, ent.Comp);
- _appearance.SetData(ent.Owner, ElectrifiedVisuals.IsElectrified, value);
- }
- public void SetElectrifiedWireCut(Entity<ElectrifiedComponent> ent, bool value)
- {
- if (ent.Comp.IsWireCut == value)
- {
- return;
- }
- ent.Comp.IsWireCut = value;
- Dirty(ent);
- }
- /// <param name="uid">Entity being electrocuted.</param>
- /// <param name="sourceUid">Source entity of the electrocution.</param>
- /// <param name="shockDamage">How much shock damage the entity takes.</param>
- /// <param name="time">How long the entity will be stunned.</param>
- /// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
- /// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
- /// <param name="statusEffects">Status effects to apply to the entity.</param>
- /// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
- /// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
- public virtual bool TryDoElectrocution(
- EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
- StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
- {
- // only done serverside
- return false;
- }
- private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
- {
- args.SiemensCoefficient *= insulated.Coefficient;
- }
- }
- }
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