using Content.Shared.Ame;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Ame.Components;
/// </summary>
[ViewVariables]
public TimeSpan UpdateUIPeriod = TimeSpan.FromSeconds(3.0);
+
+ /// <summary>
+ /// Time at which the admin alarm sound effect can next be played.
+ /// </summary>
+ [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
+ public TimeSpan EffectCooldown;
+
+ /// <summary>
+ /// Time between admin alarm sound effects. Prevents spam
+ /// </summary>
+ [DataField]
+ public TimeSpan CooldownDuration = TimeSpan.FromSeconds(10f);
}
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Logs;
+using Content.Server.Administration.Managers;
using Content.Server.Ame.Components;
using Content.Server.Chat.Managers;
using Content.Server.NodeContainer;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
+using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Ame.EntitySystems;
public sealed class AmeControllerSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
+ [Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AppearanceSystem _appearanceSystem = default!;
safeLimit = group.CoreCount * 2;
if (oldValue <= safeLimit && value > safeLimit)
- _chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}");
+ {
+ if (_gameTiming.CurTime > controller.EffectCooldown)
+ {
+ _chatManager.SendAdminAlert(user.Value, $"increased AME over safe limit to {controller.InjectionAmount}");
+ _audioSystem.PlayGlobal("/Audio/Misc/adminlarm.ogg",
+ Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false, AudioParams.Default.WithVolume(-8f));
+ controller.EffectCooldown = _gameTiming.CurTime + controller.CooldownDuration;
+ }
+ }
}
public void AdjustInjectionAmount(EntityUid uid, int delta, int min = 0, int max = int.MaxValue, EntityUid? user = null, AmeControllerComponent? controller = null)
using Content.Server.ParticleAccelerator.Wires;
using Content.Shared.Singularity.Components;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.ParticleAccelerator.Components;
[ViewVariables]
public bool StrengthLocked = false;
+ /// <summary>
+ /// Time at which the admin alarm sound effect can next be played.
+ /// </summary>
+ [DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
+ public TimeSpan EffectCooldown;
+
+ /// <summary>
+ /// Time between admin alarm sound effects. Prevents spam
+ /// </summary>
+ [DataField]
+ public TimeSpan CooldownDuration = TimeSpan.FromSeconds(10f);
+
/// <summary>
/// Whether the PA can be turned on.
/// Modified by <see cref="ParticleAcceleratorPowerWireAction"/>.
using Content.Shared.Singularity.Components;
using Robust.Shared.Utility;
using System.Diagnostics;
+using Content.Server.Administration.Managers;
using Content.Shared.CCVar;
+using Robust.Shared.Audio;
+using Robust.Shared.Timing;
using Robust.Shared.Player;
namespace Content.Server.ParticleAccelerator.EntitySystems;
public sealed partial class ParticleAcceleratorSystem
{
+ [Dependency] private readonly IAdminManager _adminManager = default!;
+ [Dependency] private readonly SharedAudioSystem _audio = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
private void InitializeControlBoxSystem()
{
SubscribeLocalEvent<ParticleAcceleratorControlBoxComponent, ComponentStartup>(OnComponentStartup);
if (strength >= alertMinPowerState)
{
var pos = Transform(uid);
- _chat.SendAdminAlert(player, Loc.GetString("particle-accelerator-admin-power-strength-warning",
- ("machine", ToPrettyString(uid)),
- ("powerState", strength),
- ("coordinates", pos.Coordinates)));
+ if (_timing.CurTime > comp.EffectCooldown)
+ {
+ _chat.SendAdminAlert(player, Loc.GetString("particle-accelerator-admin-power-strength-warning",
+ ("machine", ToPrettyString(uid)),
+ ("powerState", strength),
+ ("coordinates", pos.Coordinates)));
+ _audio.PlayGlobal("/Audio/Misc/adminlarm.ogg",
+ Filter.Empty().AddPlayers(_adminManager.ActiveAdmins), false,
+ AudioParams.Default.WithVolume(-8f));
+ comp.EffectCooldown = _timing.CurTime + comp.CooldownDuration;
+ }
}
}
in some cases.', type: Fix}
id: 9
time: '2023-10-30T01:28:00.0000000+00:00'
+- author: Vasilis
+ changes:
+ - {message: 'AME and PA make a sound effect when they are being overloaded. Similar to being sent a fax.', type: Add}
+ id: 10
+ time: '2023-11-07T15:03:00.0000000+00:00'