--- /dev/null
+using Content.Shared.Electrocution;
+using Robust.Client.GameObjects;
+using Robust.Client.Player;
+using Robust.Shared.Player;
+
+namespace Content.Client.Electrocution;
+
+/// <summary>
+/// Shows the ElectrocutionOverlay to entities with the ElectrocutionOverlayComponent.
+/// </summary>
+public sealed class ElectrocutionOverlaySystem : EntitySystem
+{
+
+ [Dependency] private readonly AppearanceSystem _appearance = default!;
+ [Dependency] private readonly IPlayerManager _playerMan = default!;
+
+ /// <inheritdoc/>
+ public override void Initialize()
+ {
+ SubscribeLocalEvent<ElectrocutionOverlayComponent, ComponentInit>(OnInit);
+ SubscribeLocalEvent<ElectrocutionOverlayComponent, ComponentShutdown>(OnShutdown);
+ SubscribeLocalEvent<ElectrocutionOverlayComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
+ SubscribeLocalEvent<ElectrocutionOverlayComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
+
+ SubscribeLocalEvent<ElectrifiedComponent, AppearanceChangeEvent>(OnAppearanceChange);
+ }
+
+ private void OnPlayerAttached(Entity<ElectrocutionOverlayComponent> ent, ref LocalPlayerAttachedEvent args)
+ {
+ ShowOverlay();
+ }
+
+ private void OnPlayerDetached(Entity<ElectrocutionOverlayComponent> ent, ref LocalPlayerDetachedEvent args)
+ {
+ RemoveOverlay();
+ }
+
+ private void OnInit(Entity<ElectrocutionOverlayComponent> ent, ref ComponentInit args)
+ {
+ if (_playerMan.LocalEntity == ent)
+ {
+ ShowOverlay();
+ }
+ }
+
+ private void OnShutdown(Entity<ElectrocutionOverlayComponent> ent, ref ComponentShutdown args)
+ {
+ if (_playerMan.LocalEntity == ent)
+ {
+ RemoveOverlay();
+ }
+ }
+
+ private void ShowOverlay()
+ {
+ var electrifiedQuery = AllEntityQuery<ElectrifiedComponent, AppearanceComponent, SpriteComponent>();
+ while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
+ {
+ if (!_appearance.TryGetData<bool>(uid, ElectrifiedVisuals.IsElectrified, out var electrified, appearanceComp))
+ continue;
+
+ if (!spriteComp.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
+ continue;
+
+ if (electrified)
+ spriteComp.LayerSetVisible(ElectrifiedLayers.Overlay, true);
+ else
+ spriteComp.LayerSetVisible(ElectrifiedLayers.Overlay, false);
+ }
+ }
+
+ private void RemoveOverlay()
+ {
+ var electrifiedQuery = AllEntityQuery<ElectrifiedComponent, AppearanceComponent, SpriteComponent>();
+ while (electrifiedQuery.MoveNext(out var uid, out var _, out var appearanceComp, out var spriteComp))
+ {
+ if (!spriteComp.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
+ continue;
+
+ spriteComp.LayerSetVisible(layer, false);
+ }
+ }
+
+ private void OnAppearanceChange(Entity<ElectrifiedComponent> ent, ref AppearanceChangeEvent args)
+ {
+ if (args.Sprite == null)
+ return;
+
+ if (!_appearance.TryGetData<bool>(ent.Owner, ElectrifiedVisuals.IsElectrified, out var electrified, args.Component))
+ return;
+
+ if (!args.Sprite.LayerMapTryGet(ElectrifiedLayers.Overlay, out var layer))
+ return;
+
+ var player = _playerMan.LocalEntity;
+ if (electrified && HasComp<ElectrocutionOverlayComponent>(player))
+ args.Sprite.LayerSetVisible(layer, true);
+ else
+ args.Sprite.LayerSetVisible(layer, false);
+ }
+}
activated.TimeLeft -= frameTime;
if (activated.TimeLeft <= 0 || !IsPowered(uid, electrified, transform))
{
- _appearance.SetData(uid, ElectrifiedVisuals.IsPowered, false);
+ _appearance.SetData(uid, ElectrifiedVisuals.ShowSparks, false);
RemComp<ActivatedElectrifiedComponent>(uid);
}
}
return false;
EnsureComp<ActivatedElectrifiedComponent>(uid);
- _appearance.SetData(uid, ElectrifiedVisuals.IsPowered, true);
+ _appearance.SetData(uid, ElectrifiedVisuals.ShowSparks, true);
siemens *= electrified.SiemensCoefficient;
if (!DoCommonElectrocutionAttempt(targetUid, uid, ref siemens) || siemens <= 0)
}
_audio.PlayPvs(electrified.ShockNoises, targetUid, AudioParams.Default.WithVolume(electrified.ShockVolume));
}
-
- public void SetElectrifiedWireCut(Entity<ElectrifiedComponent> ent, bool value)
- {
- if (ent.Comp.IsWireCut == value)
- {
- return;
- }
-
- ent.Comp.IsWireCut = value;
- Dirty(ent);
- }
}
[DataField("pulseTimeout")]
private int _pulseTimeout = 30;
- private ElectrocutionSystem _electrocutionSystem = default!;
+ private ElectrocutionSystem _electrocution = default!;
public override object StatusKey { get; } = PowerWireActionKey.Status;
&& !EntityManager.TryGetComponent(used, out electrified))
return;
- _electrocutionSystem.SetElectrifiedWireCut((used, electrified), setting);
- electrified.Enabled = setting;
+ _electrocution.SetElectrifiedWireCut((used, electrified), setting);
+ _electrocution.SetElectrified((used, electrified), setting);
}
/// <returns>false if failed, true otherwise, or if the entity cannot be electrified</returns>
// always set this to true
SetElectrified(wire.Owner, true, electrified);
- var electrifiedAttempt = _electrocutionSystem.TryDoElectrifiedAct(wire.Owner, user);
+ var electrifiedAttempt = _electrocution.TryDoElectrifiedAct(wire.Owner, user);
// if we were electrified, then return false
return !electrifiedAttempt;
{
base.Initialize();
- _electrocutionSystem = EntityManager.System<ElectrocutionSystem>();
+ _electrocution = EntityManager.System<ElectrocutionSystem>();
}
// This should add a wire into the entity's state, whether it be
--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Electrocution;
+
+/// <summary>
+/// Allow an entity to see the ElectrocutionOverlay showing electrocuted doors.
+/// </summary>
+[RegisterComponent, NetworkedComponent]
+public sealed partial class ElectrocutionOverlayComponent : Component;
[Serializable, NetSerializable]
public enum ElectrifiedLayers : byte
{
- Powered
+ Sparks,
+ Overlay,
}
[Serializable, NetSerializable]
public enum ElectrifiedVisuals : byte
{
- IsPowered
+ ShowSparks, // only shown when zapping someone, deactivated after a short time
+ IsElectrified, // if the entity is electrified or not, used for the AI HUD
}
{
public abstract class SharedElectrocutionSystem : EntitySystem
{
+ [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
+
public override void Initialize()
{
base.Initialize();
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>
skipChecks: true
- type: Ghost
- type: GhostHearing
+ - type: ElectrocutionOverlay
- type: IntrinsicRadioReceiver
- type: ActiveRadio
receiveAllChannels: true
- type: IgnoreUIRange
- type: StationAiHeld
- type: StationAiOverlay
+ - type: ElectrocutionOverlay
- type: ActionGrant
actions:
- ActionJumpToCore
shader: unshaded
- state: panel_open
map: ["enum.WiresVisualLayers.MaintenancePanel"]
+ - state: electrified
+ sprite: Interface/Misc/ai_hud.rsi
+ shader: unshaded
+ visible: false
+ map: ["enum.ElectrifiedLayers.Overlay"]
- type: AnimationPlayer
- type: Physics
- type: Fixtures
- type: Appearance
- type: GenericVisualizer
visuals:
- enum.ElectrifiedVisuals.IsPowered:
- enum.ElectrifiedLayers.Powered:
+ enum.ElectrifiedVisuals.ShowSparks:
+ enum.ElectrifiedLayers.Sparks:
True: { visible: True }
False: { visible: False }
- type: AnimationPlayer
- state: straight_broken
- state: electrified
sprite: Effects/electricity.rsi
- map: ["enum.ElectrifiedLayers.Powered"]
+ map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Physics
- state: straight
- state: electrified
sprite: Effects/electricity.rsi
- map: ["enum.ElectrifiedLayers.Powered"]
+ map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Fixtures
- state: corner
- state: electrified
sprite: Effects/electricity.rsi
- map: ["enum.ElectrifiedLayers.Powered"]
+ map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Fixtures
- state: end
- state: electrified
sprite: Effects/electricity.rsi
- map: ["enum.ElectrifiedLayers.Powered"]
+ map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Fixtures
map: ["enum.DoorVisualLayers.Base"]
- state: electrified
sprite: Effects/electricity.rsi
- map: [ "enum.ElectrifiedLayers.Powered" ]
+ map: [ "enum.ElectrifiedLayers.Sparks" ]
shader: unshaded
visible: false
- type: Fixtures
- state: grille
- state: electrified
sprite: Effects/electricity.rsi
- map: ["enum.ElectrifiedLayers.Powered"]
+ map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Icon
- type: Appearance
- type: GenericVisualizer
visuals:
- enum.ElectrifiedVisuals.IsPowered:
- enum.ElectrifiedLayers.Powered:
+ enum.ElectrifiedVisuals.ShowSparks:
+ enum.ElectrifiedLayers.Sparks:
True: { visible: True }
False: { visible: False }
- type: AnimationPlayer
- state: grille_diagonal
- state: electrified_diagonal
sprite: Effects/electricity.rsi
- map: ["enum.ElectrifiedLayers.Powered"]
+ map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Icon
- state: ratvargrille_diagonal
- state: electrified_diagonal
sprite: Effects/electricity.rsi
- map: ["enum.ElectrifiedLayers.Powered"]
+ map: ["enum.ElectrifiedLayers.Sparks"]
shader: unshaded
visible: false
- type: Icon
--- /dev/null
+{
+ "version": 1,
+ "license": "CC-BY-SA-3.0",
+ "copyright": "taken from tgstation at commit https://github.com/tgstation/tgstation/commit/d170a410d40eec4fc19fe5eb8d561d58a0902082",
+ "size": {
+ "x": 32,
+ "y": 32
+ },
+ "states": [
+ {
+ "name": "electrified",
+ "delays": [
+ [
+ 0.2,
+ 0.2,
+ 0.2,
+ 0.2,
+ 0.2,
+ 0.2
+ ]
+ ]
+ },
+ {
+ "name": "apc_hacked",
+ "delays": [
+ [
+ 0.2,
+ 0.2,
+ 0.2,
+ 0.2,
+ 0.2,
+ 0.2
+ ]
+ ]
+ }
+ ]
+}
\ No newline at end of file