Adds twenty-one new smites, moves the explosion smite to the verb category. (#8456)

* Adds seven new smites, moves the explosion smite to the verb category.

* adds even more smites.

* Even more smites, some messages for specific smites.

* Adds even more smites.

* Removes some junk, adds a smite that angers the pointing arrows.

* get rid of dumb component.

* Remove mistake from verb menu presentation.

* How did that happen?

* whoops

* c

* e

* fuck

* Loading...

* removes the BoM go away

* adds the funny kill sign. Fixes ghost smite.

* Move systems around.

* Adjust organ vomit.

* Adds a smite that turns people into an instrument, and one that removes their gravity.

* oops

* typo

Co-authored-by: Veritius <veritiusgaming@gmail.com>
This commit is contained in:
Moony
2022-05-27 02:41:18 -05:00
committed by GitHub
parent 7d5989a9cc
commit 130302a262
33 changed files with 906 additions and 61 deletions

View File

@@ -0,0 +1,126 @@
using System.Globalization;
using System.Linq;
using Content.Server.Administration.Managers;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Shared.Administration;
using Content.Shared.Administration.Events;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Network;
namespace Content.Server.Administration.Systems
{
public sealed class AdminSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
public override void Initialize()
{
base.Initialize();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_adminManager.OnPermsChanged += OnAdminPermsChanged;
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
}
public void UpdatePlayerList(IPlayerSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.ConnectedClient);
}
}
private void OnRoleEvent(RoleEvent ev)
{
if (!ev.Role.Antagonist || ev.Role.Mind.Session == null)
return;
UpdatePlayerList(ev.Role.Mind.Session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
{
if(!obj.IsAdmin)
{
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.ConnectedClient);
return;
}
SendFullPlayerList(obj.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// If disconnected then the player won't have a connected entity to get character name from.
// The disconnected state gets sent by OnPlayerStatusChanged.
if(ev.Player.Status == SessionStatus.Disconnected) return;
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if(ev.Player.Status == SessionStatus.Disconnected) return;
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
UpdatePlayerList(e.Session);
}
private void SendFullPlayerList(IPlayerSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.ConnectedClient);
}
private PlayerInfo GetPlayerInfo(IPlayerSession session)
{
var name = session.Name;
var username = string.Empty;
if (session.AttachedEntity != null)
username = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
var mind = session.ContentData()?.Mind;
var job = mind?.AllRoles.FirstOrDefault(role => role is Job);
var startingRole = job != null ? CultureInfo.CurrentCulture.TextInfo.ToTitleCase(job.Name) : string.Empty;
var antag = mind?.AllRoles.Any(r => r.Antagonist) ?? false;
var connected = session.Status is SessionStatus.Connected or SessionStatus.InGame;
return new PlayerInfo(name, username, startingRole, antag, session.AttachedEntity.GetValueOrDefault(), session.UserId,
connected);
}
}
}