AddTagOnTrigger, RemoveTagOnTrigger, SwapPositionOnTrigger, JitterOnTrigger (#41476)

* more triggers

* comment

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
This commit is contained in:
slarticodefast
2025-11-19 02:58:50 +01:00
committed by GitHub
parent e3c0e01934
commit 414817e38a
7 changed files with 173 additions and 0 deletions

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using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Adds the given tags when triggered.
/// If TargetUser is true the tags will be added to the user instead.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class AddTagsOnTriggerComponent : BaseXOnTriggerComponent
{
/// <summary>
/// The tags to add.
/// </summary>
[DataField, AutoNetworkedField]
public List<ProtoId<TagPrototype>> Tags = new();
}

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using Content.Shared.StatusEffect;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Makes the entity play a jitter animation when triggered.
/// If TargetUser is true the user will jitter instead.
/// </summary>
/// <summary>
/// The target requires <see cref="StatusEffectsComponent"/>.
/// TODO: Convert jitter to the new status effects system.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class JitterOnTriggerComponent : BaseXOnTriggerComponent
{
/// <summary>
/// Jitteriness of the animation.
/// </summary>
[DataField, AutoNetworkedField]
public float Amplitude = 10.0f;
/// <summary>
/// Frequency for jittering.
/// </summary>
[DataField, AutoNetworkedField]
public float Frequency = 4.0f;
/// <summary>
/// For how much time to apply the effect.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan Time = TimeSpan.FromSeconds(2);
/// <summary>
/// The status effect cooldown should be refreshed (true) or accumulated (false).
/// </summary>
[DataField, AutoNetworkedField]
public bool Refresh;
/// <summary>
/// Whether to change any existing jitter value even if they're greater than the ones we're setting.
/// </summary>
[DataField, AutoNetworkedField]
public bool ForceValueChange;
}

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using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Remove the given tags when triggered.
/// If TargetUser is true the tags will be added to the user instead.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class RemoveTagsOnTriggerComponent : BaseXOnTriggerComponent
{
/// <summary>
/// The tags to remove.
/// </summary>
[DataField, AutoNetworkedField]
public List<ProtoId<TagPrototype>> Tags = new();
}

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using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
/// <summary>
/// Swaps the location of the target and the user of the trigger when triggered.
/// <see cref="BaseXOnTriggerComponent.TargetUser"/> is ignored.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SwapLocationOnTriggerComponent : BaseXOnTriggerComponent;

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using Content.Shared.Jittering;
using Content.Shared.Trigger.Components.Effects;
using Robust.Shared.Network;
namespace Content.Shared.Trigger.Systems;
public sealed class JitterOnTriggerSystem : XOnTriggerSystem<JitterOnTriggerComponent>
{
[Dependency] private readonly SharedJitteringSystem _jittering = default!;
[Dependency] private readonly INetManager _net = default!;
protected override void OnTrigger(Entity<JitterOnTriggerComponent> ent, EntityUid target, ref TriggerEvent args)
{
// DoJitter mispredicts at the moment.
// TODO: Fix this and remove the IsServer check.
if (_net.IsServer)
_jittering.DoJitter(target, ent.Comp.Time, ent.Comp.Refresh, ent.Comp.Amplitude, ent.Comp.Frequency, ent.Comp.ForceValueChange);
args.Handled = true;
}
}

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using Content.Shared.Trigger.Components.Effects;
using Robust.Shared.Network;
namespace Content.Shared.Trigger.Systems;
public sealed class SwapLocationOnTriggerSystem : EntitySystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly INetManager _net = default!;
public override void Initialize()
{
SubscribeLocalEvent<SwapLocationOnTriggerComponent, TriggerEvent>(OnTrigger);
}
private void OnTrigger(Entity<SwapLocationOnTriggerComponent> ent, ref TriggerEvent args)
{
if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key))
return;
if (args.User == null)
return;
// SwapPositions mispredicts at the moment.
// TODO: Fix this and remove the IsServer check.
if (_net.IsServer)
_transform.SwapPositions(ent.Owner, args.User.Value);
args.Handled = true;
}
}

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using Content.Shared.Tag;
using Content.Shared.Trigger.Components.Effects;
namespace Content.Shared.Trigger.Systems;
public sealed class AddTagsOnTriggerSystem : XOnTriggerSystem<AddTagsOnTriggerComponent>
{
[Dependency] private readonly TagSystem _tag = default!;
protected override void OnTrigger(Entity<AddTagsOnTriggerComponent> ent, EntityUid target, ref TriggerEvent args)
{
_tag.AddTags(target, ent.Comp.Tags);
args.Handled = true;
}
}
public sealed class RemoveTagsOnTriggerSystem : XOnTriggerSystem<RemoveTagsOnTriggerComponent>
{
[Dependency] private readonly TagSystem _tag = default!;
protected override void OnTrigger(Entity<RemoveTagsOnTriggerComponent> ent, EntityUid target, ref TriggerEvent args)
{
_tag.RemoveTags(target, ent.Comp.Tags);
args.Handled = true;
}
}