Super Bonk Smite (#22413)
* Added the Super Bonk smite. It teleports the player from table to table in the game and bonk their head into them. Also smashes them into glass tables. * Stopped using a timer and now instead use Comp + System. Also added proper logging impact. * Fixed name inconsistency * Admin CL which I forgot * Made it funnier * Moved basically all logic to the system and added a light version that stops when you die * Hopefully made YAML Linter stop bullying me * Removed fun(Glass tables no longer get smashed when the target is bonked over them) General opinion seems that it would cause too much collateral damage. I kinda agree. * Adressed reviews
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107
Content.Server/Administration/Systems/SuperBonkSystem.cs
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107
Content.Server/Administration/Systems/SuperBonkSystem.cs
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using Content.Server.Administration.Components;
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using Content.Shared.Climbing.Components;
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using Content.Shared.Climbing.Events;
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using Content.Shared.Climbing.Systems;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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namespace Content.Server.Administration.Systems;
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public sealed class SuperBonkSystem: EntitySystem
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{
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly BonkSystem _bonkSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SuperBonkComponent, ComponentShutdown>(OnBonkShutdown);
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SubscribeLocalEvent<SuperBonkComponent, MobStateChangedEvent>(OnMobStateChanged);
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}
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public void StartSuperBonk(EntityUid target, float delay = 0.1f, bool stopWhenDead = false )
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{
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//The other check in the code to stop when the target dies does not work if the target is already dead.
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if (stopWhenDead && TryComp<MobStateComponent>(target, out var mState))
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{
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if (mState.CurrentState == MobState.Dead)
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return;
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}
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var hadClumsy = EnsureComp<ClumsyComponent>(target, out _);
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var tables = EntityQueryEnumerator<BonkableComponent>();
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var bonks = new Dictionary<EntityUid, BonkableComponent>();
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// This is done so we don't crash if something like a new table is spawned.
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while (tables.MoveNext(out var uid, out var comp))
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{
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bonks.Add(uid, comp);
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}
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var sComp = new SuperBonkComponent
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{
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Target = target,
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Tables = bonks.GetEnumerator(),
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RemoveClumsy = !hadClumsy,
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StopWhenDead = stopWhenDead,
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};
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AddComp(target, sComp);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var comps = EntityQueryEnumerator<SuperBonkComponent>();
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while (comps.MoveNext(out var uid, out var comp))
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{
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comp.TimeRemaining -= frameTime;
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if (!(comp.TimeRemaining <= 0))
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continue;
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Bonk(comp);
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if (!(comp.Tables.MoveNext()))
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{
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RemComp<SuperBonkComponent>(comp.Target);
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continue;
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}
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comp.TimeRemaining = comp.InitialTime;
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}
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}
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private void Bonk(SuperBonkComponent comp)
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{
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var uid = comp.Tables.Current.Key;
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var bonkComp = comp.Tables.Current.Value;
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// It would be very weird for something without a transform component to have a bonk component
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// but just in case because I don't want to crash the server.
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if (!HasComp<TransformComponent>(uid))
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return;
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_transformSystem.SetCoordinates(comp.Target, Transform(uid).Coordinates);
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_bonkSystem.TryBonk(comp.Target, uid, bonkComp);
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}
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private void OnMobStateChanged(EntityUid uid, SuperBonkComponent comp, MobStateChangedEvent args)
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{
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if (comp.StopWhenDead && args.NewMobState == MobState.Dead)
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{
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RemComp<SuperBonkComponent>(uid);
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}
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}
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private void OnBonkShutdown(EntityUid uid, SuperBonkComponent comp, ComponentShutdown ev)
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{
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if (comp.RemoveClumsy)
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RemComp<ClumsyComponent>(comp.Target);
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}
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}
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