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
This commit is contained in:
nikthechampiongr
2023-12-18 21:39:23 +02:00
committed by GitHub
parent 27308915f1
commit bf2b441192
5 changed files with 189 additions and 2 deletions

View File

@@ -0,0 +1,48 @@
using Content.Server.Administration.Systems;
using Content.Shared.Climbing.Components;
namespace Content.Server.Administration.Components;
/// <summary>
/// Component to track the timer for the SuperBonk smite.
/// </summary>
[RegisterComponent, Access(typeof(SuperBonkSystem))]
public sealed partial class SuperBonkComponent: Component
{
/// <summary>
/// Entity being Super Bonked.
/// </summary>
[DataField]
public EntityUid Target;
/// <summary>
/// All of the tables the target will be bonked on.
/// </summary>
[DataField]
public Dictionary<EntityUid, BonkableComponent>.Enumerator Tables;
/// <summary>
/// Value used to reset the timer once it expires.
/// </summary>
[DataField]
public float InitialTime = 0.10f;
/// <summary>
/// Timer till the next bonk.
/// </summary>
[DataField]
public float TimeRemaining = 0.10f;
/// <summary>
/// Whether to remove the clumsy component from the target after SuperBonk is done.
/// </summary>
[DataField]
public bool RemoveClumsy = true;
/// <summary>
/// Whether to stop Super Bonk on the target once he dies. Otherwise it will continue until no other tables are left
/// or the target is gibbed.
/// </summary>
[DataField]
public bool StopWhenDead = true;
}

View File

@@ -40,7 +40,6 @@ using Content.Shared.Popups;
using Content.Shared.Tabletop.Components; using Content.Shared.Tabletop.Components;
using Content.Shared.Tools.Systems; using Content.Shared.Tools.Systems;
using Content.Shared.Verbs; using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Map.Components; using Robust.Shared.Map.Components;
using Robust.Shared.Physics; using Robust.Shared.Physics;
@@ -77,6 +76,7 @@ public sealed partial class AdminVerbSystem
[Dependency] private readonly WeldableSystem _weldableSystem = default!; [Dependency] private readonly WeldableSystem _weldableSystem = default!;
[Dependency] private readonly SharedContentEyeSystem _eyeSystem = default!; [Dependency] private readonly SharedContentEyeSystem _eyeSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!; [Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SuperBonkSystem _superBonkSystem = default!;
// All smite verbs have names so invokeverb works. // All smite verbs have names so invokeverb works.
private void AddSmiteVerbs(GetVerbsEvent<Verb> args) private void AddSmiteVerbs(GetVerbsEvent<Verb> args)
@@ -793,5 +793,32 @@ public sealed partial class AdminVerbSystem
Message = Loc.GetString("admin-smite-super-speed-description"), Message = Loc.GetString("admin-smite-super-speed-description"),
}; };
args.Verbs.Add(superSpeed); args.Verbs.Add(superSpeed);
//Bonk
Verb superBonkLite = new()
{
Text = "Super Bonk Lite",
Category = VerbCategory.Smite,
Icon = new SpriteSpecifier.Rsi(new("Structures/Furniture/Tables/glass.rsi"), "full"),
Act = () =>
{
_superBonkSystem.StartSuperBonk(args.Target, stopWhenDead: true);
},
Message = Loc.GetString("admin-smite-super-bonk-lite-description"),
Impact = LogImpact.Extreme,
};
args.Verbs.Add(superBonkLite);
Verb superBonk= new()
{
Text = "Super Bonk",
Category = VerbCategory.Smite,
Icon = new SpriteSpecifier.Rsi(new("Structures/Furniture/Tables/generic.rsi"), "full"),
Act = () =>
{
_superBonkSystem.StartSuperBonk(args.Target);
},
Message = Loc.GetString("admin-smite-super-bonk-description"),
Impact = LogImpact.Extreme,
};
args.Verbs.Add(superBonk);
} }
} }

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@@ -0,0 +1,107 @@
using Content.Server.Administration.Components;
using Content.Shared.Climbing.Components;
using Content.Shared.Climbing.Events;
using Content.Shared.Climbing.Systems;
using Content.Shared.Interaction.Components;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
namespace Content.Server.Administration.Systems;
public sealed class SuperBonkSystem: EntitySystem
{
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly BonkSystem _bonkSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SuperBonkComponent, ComponentShutdown>(OnBonkShutdown);
SubscribeLocalEvent<SuperBonkComponent, MobStateChangedEvent>(OnMobStateChanged);
}
public void StartSuperBonk(EntityUid target, float delay = 0.1f, bool stopWhenDead = false )
{
//The other check in the code to stop when the target dies does not work if the target is already dead.
if (stopWhenDead && TryComp<MobStateComponent>(target, out var mState))
{
if (mState.CurrentState == MobState.Dead)
return;
}
var hadClumsy = EnsureComp<ClumsyComponent>(target, out _);
var tables = EntityQueryEnumerator<BonkableComponent>();
var bonks = new Dictionary<EntityUid, BonkableComponent>();
// This is done so we don't crash if something like a new table is spawned.
while (tables.MoveNext(out var uid, out var comp))
{
bonks.Add(uid, comp);
}
var sComp = new SuperBonkComponent
{
Target = target,
Tables = bonks.GetEnumerator(),
RemoveClumsy = !hadClumsy,
StopWhenDead = stopWhenDead,
};
AddComp(target, sComp);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var comps = EntityQueryEnumerator<SuperBonkComponent>();
while (comps.MoveNext(out var uid, out var comp))
{
comp.TimeRemaining -= frameTime;
if (!(comp.TimeRemaining <= 0))
continue;
Bonk(comp);
if (!(comp.Tables.MoveNext()))
{
RemComp<SuperBonkComponent>(comp.Target);
continue;
}
comp.TimeRemaining = comp.InitialTime;
}
}
private void Bonk(SuperBonkComponent comp)
{
var uid = comp.Tables.Current.Key;
var bonkComp = comp.Tables.Current.Value;
// It would be very weird for something without a transform component to have a bonk component
// but just in case because I don't want to crash the server.
if (!HasComp<TransformComponent>(uid))
return;
_transformSystem.SetCoordinates(comp.Target, Transform(uid).Coordinates);
_bonkSystem.TryBonk(comp.Target, uid, bonkComp);
}
private void OnMobStateChanged(EntityUid uid, SuperBonkComponent comp, MobStateChangedEvent args)
{
if (comp.StopWhenDead && args.NewMobState == MobState.Dead)
{
RemComp<SuperBonkComponent>(uid);
}
}
private void OnBonkShutdown(EntityUid uid, SuperBonkComponent comp, ComponentShutdown ev)
{
if (comp.RemoveClumsy)
RemComp<ClumsyComponent>(comp.Target);
}
}

View File

@@ -70,3 +70,7 @@ Entries:
changes: changes:
- {message: 'The respawn verb now respawns the targeted player instead of the admin', type: Fix} - {message: 'The respawn verb now respawns the targeted player instead of the admin', type: Fix}
time: '2023-11-22T16:39:00.0000000+00:00' time: '2023-11-22T16:39:00.0000000+00:00'
- author: nikthechampiongr
changes:
- {message: 'The Super Bonk smite is now available. Targets will bonk their head on every single table.', type: Add}
time: '2023-12-12T11:54:00.0000000+00:00'

View File

@@ -55,7 +55,8 @@ admin-smite-lung-removal-description = Removes their lungs, drowning them.
admin-smite-remove-hand-description = Removes only one of their hands instead of all of them. admin-smite-remove-hand-description = Removes only one of their hands instead of all of them.
admin-smite-disarm-prone-description = Makes them get disarmed 100% of the time and cuffed instantly. admin-smite-disarm-prone-description = Makes them get disarmed 100% of the time and cuffed instantly.
admin-smite-garbage-can-description = Turn them into a garbage bin to emphasize what they remind you of. admin-smite-garbage-can-description = Turn them into a garbage bin to emphasize what they remind you of.
admin-smite-super-bonk-description = Slams them on every single table on the Station and beyond.
admin-smite-super-bonk-lite-description= Slams them on every single table on the Station and beyond. Stops when the target is dead.
## Tricks descriptions ## Tricks descriptions