Add variables to CluwneComponent, allowing for admeme customizing. Also localized two strings. (#40466)
* Add variables to cluwne component, update to the new style, add unremovable option to setoutfit. * not nullable, shorthand * Add comments, address reviews * why, was i drunk? * Apply suggestions from code review --------- Co-authored-by: Jessica M <jessica@maybe.sh> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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@@ -4,6 +4,7 @@ using Content.Shared.Access.Components;
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using Content.Shared.Clothing;
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using Content.Shared.Hands.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Inventory;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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@@ -23,7 +24,7 @@ public sealed class OutfitSystem : EntitySystem
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[Dependency] private readonly InventorySystem _invSystem = default!;
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[Dependency] private readonly SharedStationSpawningSystem _spawningSystem = default!;
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public bool SetOutfit(EntityUid target, string gear, Action<EntityUid, EntityUid>? onEquipped = null)
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public bool SetOutfit(EntityUid target, string gear, Action<EntityUid, EntityUid>? onEquipped = null, bool unremovable = false)
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{
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if (!EntityManager.TryGetComponent(target, out InventoryComponent? inventoryComponent))
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return false;
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@@ -60,6 +61,8 @@ public sealed class OutfitSystem : EntitySystem
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}
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_invSystem.TryEquip(target, equipmentEntity, slot.Name, silent: true, force: true, inventory: inventoryComponent);
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if (unremovable)
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EnsureComp<UnremoveableComponent>(equipmentEntity);
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onEquipped?.Invoke(target, equipmentEntity);
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}
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@@ -7,7 +7,6 @@ using Content.Server.Clothing.Systems;
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using Content.Shared.Chat.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Stunnable;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage;
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using Robust.Shared.Prototypes;
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using Content.Server.Emoting.Systems;
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@@ -21,7 +20,6 @@ namespace Content.Server.Cluwne;
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public sealed class CluwneSystem : EntitySystem
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{
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private static readonly ProtoId<DamageGroupPrototype> GeneticDamageGroup = "Genetic";
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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@@ -48,15 +46,14 @@ public sealed class CluwneSystem : EntitySystem
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/// <summary>
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/// On death removes active comps and gives genetic damage to prevent cloning, reduce this to allow cloning.
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/// </summary>
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private void OnMobState(EntityUid uid, CluwneComponent component, MobStateChangedEvent args)
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private void OnMobState(Entity<CluwneComponent> ent, ref MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead)
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{
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RemComp<CluwneComponent>(uid);
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RemComp<ClumsyComponent>(uid);
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RemComp<AutoEmoteComponent>(uid);
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var damageSpec = new DamageSpecifier(_prototypeManager.Index(GeneticDamageGroup), 300);
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_damageableSystem.TryChangeDamage(uid, damageSpec);
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RemComp<CluwneComponent>(ent.Owner);
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RemComp<ClumsyComponent>(ent.Owner);
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RemComp<AutoEmoteComponent>(ent.Owner);
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_damageableSystem.TryChangeDamage(ent.Owner, ent.Comp.RevertDamage);
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}
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}
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@@ -65,52 +62,65 @@ public sealed class CluwneSystem : EntitySystem
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/// <summary>
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/// OnStartup gives the cluwne outfit, ensures clumsy, and makes sure emote sounds are laugh.
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/// </summary>
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private void OnComponentStartup(EntityUid uid, CluwneComponent component, ComponentStartup args)
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private void OnComponentStartup(Entity<CluwneComponent> ent, ref ComponentStartup args)
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{
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if (component.EmoteSoundsId == null)
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if (ent.Comp.EmoteSoundsId == null)
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return;
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_prototypeManager.TryIndex(component.EmoteSoundsId, out EmoteSounds);
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EnsureComp<AutoEmoteComponent>(uid);
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_autoEmote.AddEmote(uid, "CluwneGiggle");
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EnsureComp<ClumsyComponent>(uid);
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_prototypeManager.TryIndex(ent.Comp.EmoteSoundsId, out EmoteSounds);
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_popupSystem.PopupEntity(Loc.GetString("cluwne-transform", ("target", uid)), uid, PopupType.LargeCaution);
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_audio.PlayPvs(component.SpawnSound, uid);
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_nameMod.RefreshNameModifiers(uid);
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if (ent.Comp.RandomEmote && ent.Comp.AutoEmoteId != null)
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{
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EnsureComp<AutoEmoteComponent>(ent.Owner);
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_autoEmote.AddEmote(ent.Owner, ent.Comp.AutoEmoteId);
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}
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EnsureComp<ClumsyComponent>(ent.Owner);
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_outfitSystem.SetOutfit(uid, "CluwneGear");
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var transformMessage = Loc.GetString(ent.Comp.TransformMessage, ("target", ent.Owner));
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_popupSystem.PopupEntity(transformMessage, ent.Owner, PopupType.LargeCaution);
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_audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner);
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_nameMod.RefreshNameModifiers(ent.Owner);
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_outfitSystem.SetOutfit(ent.Owner, ent.Comp.OutfitId, unremovable: true);
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}
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/// <summary>
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/// Handles the timing on autoemote as well as falling over and honking.
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/// </summary>
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private void OnEmote(EntityUid uid, CluwneComponent component, ref EmoteEvent args)
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private void OnEmote(Entity<CluwneComponent> ent, ref EmoteEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = _chat.TryPlayEmoteSound(uid, EmoteSounds, args.Emote);
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if (_robustRandom.Prob(component.GiggleRandomChance))
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if (!ent.Comp.RandomEmote)
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return;
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args.Handled = _chat.TryPlayEmoteSound(ent.Owner, EmoteSounds, args.Emote);
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if (_robustRandom.Prob(ent.Comp.GiggleRandomChance))
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{
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_audio.PlayPvs(component.SpawnSound, uid);
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_chat.TrySendInGameICMessage(uid, "honks", InGameICChatType.Emote, ChatTransmitRange.Normal);
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_audio.PlayPvs(ent.Comp.SpawnSound, ent.Owner);
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_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString(ent.Comp.GiggleEmote), InGameICChatType.Emote, ChatTransmitRange.Normal);
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}
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else if (_robustRandom.Prob(component.KnockChance))
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else if (_robustRandom.Prob(ent.Comp.KnockChance))
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{
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_audio.PlayPvs(component.KnockSound, uid);
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_stunSystem.TryUpdateParalyzeDuration(uid, TimeSpan.FromSeconds(component.ParalyzeTime));
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_chat.TrySendInGameICMessage(uid, "spasms", InGameICChatType.Emote, ChatTransmitRange.Normal);
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_audio.PlayPvs(ent.Comp.KnockSound, ent.Owner);
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_stunSystem.TryUpdateParalyzeDuration(ent.Owner, TimeSpan.FromSeconds(ent.Comp.ParalyzeTime));
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_chat.TrySendInGameICMessage(ent.Owner, Loc.GetString(ent.Comp.KnockEmote), InGameICChatType.Emote, ChatTransmitRange.Normal);
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}
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}
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/// <summary>
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/// Applies "Cluwnified" prefix
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/// </summary>
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private void OnRefreshNameModifiers(Entity<CluwneComponent> entity, ref RefreshNameModifiersEvent args)
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private void OnRefreshNameModifiers(Entity<CluwneComponent> ent, ref RefreshNameModifiersEvent args)
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{
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args.AddModifier("cluwne-name-prefix");
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args.AddModifier(ent.Comp.NamePrefix);
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}
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}
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@@ -1,6 +1,9 @@
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using Robust.Shared.Audio;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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using Content.Shared.Roles;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Cluwne;
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@@ -12,22 +15,74 @@ public sealed partial class CluwneComponent : Component
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/// <summary>
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/// timings for giggles and knocks.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public TimeSpan DamageGiggleCooldown = TimeSpan.FromSeconds(2);
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[ViewVariables(VVAccess.ReadWrite)]
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/// <summary>
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/// Amount of genetic damage dealt when they revert
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/// </summary>
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[DataField]
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public DamageSpecifier RevertDamage = new()
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{
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DamageDict = new()
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{
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{ "Genetic", 300.0 },
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},
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};
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/// <summary>
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/// Chance that the Cluwne will be knocked over and paralyzed.
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/// </summary>
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[DataField]
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public float KnockChance = 0.05f;
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[ViewVariables(VVAccess.ReadWrite)]
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/// <summary>
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/// Chance that the Cluwne will randomly giggle
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/// </summary>
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[DataField]
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public float GiggleRandomChance = 0.1f;
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[DataField("emoteId", customTypeSerializer: typeof(PrototypeIdSerializer<EmoteSoundsPrototype>))]
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public string? EmoteSoundsId = "Cluwne";
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/// <summary>
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/// Enable random emoting?
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/// </summary>
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[DataField]
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public bool RandomEmote = true;
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/// <summary>
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/// Emote sound collection that the Cluwne should use.
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/// </summary>
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[DataField("emoteId")]
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public ProtoId<EmoteSoundsPrototype>? EmoteSoundsId = "Cluwne";
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/// <summary>
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/// Emote to use for the Cluwne Giggling
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/// </summary>
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[DataField]
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public ProtoId<AutoEmotePrototype>? AutoEmoteId = "CluwneGiggle";
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/// <summary>
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/// Message to popup when the Cluwne is transformed
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/// </summary>
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[DataField]
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public LocId TransformMessage = "cluwne-transform";
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/// <summary>
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/// Name prefix for the Cluwne.
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/// Example "Urist McHuman" will be "Cluwned Urist McHuman"
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/// </summary>
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[DataField]
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public LocId NamePrefix = "cluwne-name-prefix";
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/// <summary>
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/// Outfit ID that the cluwne will spawn with.
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/// </summary>
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[DataField]
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public ProtoId<StartingGearPrototype> OutfitId = "CluwneGear";
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/// <summary>
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/// Amount of time cluwne is paralyzed for when falling over.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float ParalyzeTime = 2f;
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/// <summary>
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@@ -36,6 +91,21 @@ public sealed partial class CluwneComponent : Component
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[DataField("spawnsound")]
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public SoundSpecifier SpawnSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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[DataField("knocksound")]
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/// <summary>
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/// Emote to use for the cluwne giggling
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/// </summary>
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[DataField]
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public LocId GiggleEmote = "cluwne-giggle-emote";
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/// <summary>
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/// Sound to play when the Cluwne is knocked over and paralyzed
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/// </summary>
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[DataField]
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public SoundSpecifier KnockSound = new SoundPathSpecifier("/Audio/Items/airhorn.ogg");
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/// <summary>
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/// Emote thats used when the cluwne getting knocked over
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/// </summary>
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[DataField]
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public LocId KnockEmote = "cluwne-knock-emote";
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}
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@@ -1,2 +1,4 @@
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cluwne-transform = {CAPITALIZE(THE($target))} turned into a cluwne!
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cluwne-name-prefix = cluwnified {$baseName}
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cluwne-knock-emote = spasms
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cluwne-giggle-emote = honks
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