Make clown clumsy. (#1481)

Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
This commit is contained in:
Pieter-Jan Briers
2020-07-26 14:08:09 +02:00
committed by GitHub
parent fbbe43fff8
commit 2bd318e83f
9 changed files with 141 additions and 34 deletions

View File

@@ -2,17 +2,27 @@ using System;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
@@ -21,6 +31,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
private TimeSpan _lastFireTime;
[ViewVariables(VVAccess.ReadWrite)]
public bool ClumsyCheck { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float ClumsyExplodeChance { get; set; }
public Func<bool> WeaponCanFireHandler;
public Func<IEntity, bool> UserCanFireHandler;
public Action<IEntity, GridCoordinates> FireHandler;
@@ -54,6 +69,14 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, p => p.ClumsyCheck, "clumsyCheck", true);
serializer.DataField(this, p => p.ClumsyExplodeChance, "clumsyExplodeChance", 0.5f);
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
{
base.HandleNetworkMessage(message, channel, session);
@@ -106,6 +129,35 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
}
_lastFireTime = curTime;
if (ClumsyCheck &&
user.HasComponent<ClumsyComponent>() &&
IoCManager.Resolve<IRobustRandom>().Prob(ClumsyExplodeChance))
{
var soundSystem = EntitySystem.Get<AudioSystem>();
soundSystem.PlayAtCoords("/Audio/Items/bikehorn.ogg",
Owner.Transform.GridPosition, AudioParams.Default, 5);
soundSystem.PlayAtCoords("/Audio/Weapons/Guns/Gunshots/bang.ogg",
Owner.Transform.GridPosition, AudioParams.Default, 5);
if (user.TryGetComponent(out DamageableComponent health))
{
health.TakeDamage(DamageType.Brute, 10);
health.TakeDamage(DamageType.Heat, 5);
}
if (user.TryGetComponent(out StunnableComponent stun))
{
stun.Paralyze(3f);
}
user.PopupMessage(user, Loc.GetString("The gun blows up in your face!"));
Owner.Delete();
return;
}
FireHandler?.Invoke(user, coordinates);
}