@@ -1,27 +1,27 @@
|
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using Content.Shared.Sound;
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using Content.Shared.Timing;
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|
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namespace Content.Server.Stunnable.Components
|
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{
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[RegisterComponent]
|
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[RegisterComponent, Access(typeof(StunbatonSystem))]
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public sealed class StunbatonComponent : Component
|
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{
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public bool Activated = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeChanceNoSlowdown")]
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public float ParalyzeChanceNoSlowdown { get; set; } = 0.35f;
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/// <summary>
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/// What the <see cref="UseDelayComponent"/> is when the stun baton is active.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("activeCooldown")]
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public TimeSpan ActiveDelay = TimeSpan.FromSeconds(4);
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeChanceWithSlowdown")]
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public float ParalyzeChanceWithSlowdown { get; set; } = 0.85f;
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/// <summary>
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/// Store what the <see cref="UseDelayComponent"/> was before being activated.
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/// </summary>
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public TimeSpan? OldDelay;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeTime")]
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public float ParalyzeTime { get; set; } = 10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slowdownTime")]
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public float SlowdownTime { get; set; } = 5f;
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public float ParalyzeTime { get; set; } = 5f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("energyPerUse")]
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@@ -4,6 +4,7 @@ using Content.Server.Power.Events;
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using Content.Server.Speech.EntitySystems;
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using Content.Server.Stunnable.Components;
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using Content.Server.Weapon.Melee;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Audio;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Events;
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@@ -13,18 +14,23 @@ using Content.Shared.Popups;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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|
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namespace Content.Server.Stunnable
|
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{
|
||||
public sealed class StunbatonSystem : EntitySystem
|
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{
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||||
[Dependency] private readonly MeleeWeaponSystem _melee = default!;
|
||||
[Dependency] private readonly StunSystem _stunSystem = default!;
|
||||
[Dependency] private readonly StutteringSystem _stutteringSystem = default!;
|
||||
[Dependency] private readonly SharedJitteringSystem _jitterSystem = default!;
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||||
[Dependency] private readonly UseDelaySystem _useDelay = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
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||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
|
||||
public override void Initialize()
|
||||
@@ -39,18 +45,20 @@ namespace Content.Server.Stunnable
|
||||
|
||||
private void OnMeleeHit(EntityUid uid, StunbatonComponent comp, MeleeHitEvent args)
|
||||
{
|
||||
if (!comp.Activated || !args.HitEntities.Any() || args.Handled)
|
||||
if (!comp.Activated || !args.HitEntities.Any() || args.Handled || _useDelay.ActiveDelay(uid))
|
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return;
|
||||
|
||||
if (!TryComp<BatteryComponent>(uid, out var battery) || !battery.TryUseCharge(comp.EnergyPerUse))
|
||||
return;
|
||||
|
||||
foreach (EntityUid entity in args.HitEntities)
|
||||
foreach (var entity in args.HitEntities)
|
||||
{
|
||||
StunEntity(entity, comp);
|
||||
SendPowerPulse(entity, args.User, uid);
|
||||
}
|
||||
|
||||
_melee.SetAttackCooldown(uid, _timing.CurTime + comp.ActiveDelay);
|
||||
_useDelay.BeginDelay(uid);
|
||||
// No combat should occur if we successfully stunned.
|
||||
args.Handled = true;
|
||||
}
|
||||
@@ -97,25 +105,10 @@ namespace Content.Server.Stunnable
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(entity, out StatusEffectsComponent? status) || !comp.Activated) return;
|
||||
|
||||
// TODO: Make slowdown inflicted customizable.
|
||||
|
||||
SoundSystem.Play(comp.StunSound.GetSound(), Filter.Pvs(comp.Owner), comp.Owner, AudioHelpers.WithVariation(0.25f));
|
||||
if (!EntityManager.HasComponent<SlowedDownComponent>(entity))
|
||||
{
|
||||
if (_robustRandom.Prob(comp.ParalyzeChanceNoSlowdown))
|
||||
_stunSystem.TryParalyze(entity, TimeSpan.FromSeconds(comp.ParalyzeTime), true, status);
|
||||
else
|
||||
_stunSystem.TrySlowdown(entity, TimeSpan.FromSeconds(comp.SlowdownTime), true, 0.5f, 0.5f, status);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_robustRandom.Prob(comp.ParalyzeChanceWithSlowdown))
|
||||
_stunSystem.TryParalyze(entity, TimeSpan.FromSeconds(comp.ParalyzeTime), true, status);
|
||||
else
|
||||
_stunSystem.TrySlowdown(entity, TimeSpan.FromSeconds(comp.SlowdownTime), true, 0.5f, 0.5f, status);
|
||||
}
|
||||
_stunSystem.TryParalyze(entity, TimeSpan.FromSeconds(comp.ParalyzeTime), true, status);
|
||||
|
||||
var slowdownTime = TimeSpan.FromSeconds(comp.SlowdownTime);
|
||||
var slowdownTime = TimeSpan.FromSeconds(comp.ParalyzeTime);
|
||||
_jitterSystem.DoJitter(entity, slowdownTime, true, status:status);
|
||||
_stutteringSystem.DoStutter(entity, slowdownTime, true, status);
|
||||
|
||||
@@ -129,32 +122,39 @@ namespace Content.Server.Stunnable
|
||||
private void TurnOff(StunbatonComponent comp)
|
||||
{
|
||||
if (!comp.Activated)
|
||||
{
|
||||
return;
|
||||
|
||||
// TODO stunbaton visualizer
|
||||
if (TryComp<SpriteComponent>(comp.Owner, out var sprite) &&
|
||||
TryComp<SharedItemComponent>(comp.Owner, out var item))
|
||||
{
|
||||
item.EquippedPrefix = "off";
|
||||
sprite.LayerSetState(0, "stunbaton_off");
|
||||
}
|
||||
|
||||
if (!EntityManager.TryGetComponent<SpriteComponent?>(comp.Owner, out var sprite) ||
|
||||
!EntityManager.TryGetComponent<SharedItemComponent?>(comp.Owner, out var item)) return;
|
||||
|
||||
SoundSystem.Play(comp.SparksSound.GetSound(), Filter.Pvs(comp.Owner), comp.Owner, AudioHelpers.WithVariation(0.25f));
|
||||
item.EquippedPrefix = "off";
|
||||
// TODO stunbaton visualizer
|
||||
sprite.LayerSetState(0, "stunbaton_off");
|
||||
|
||||
comp.Activated = false;
|
||||
if (TryComp<UseDelayComponent>(comp.Owner, out var useDelay) && comp.OldDelay != null)
|
||||
{
|
||||
useDelay.Delay = comp.OldDelay.Value;
|
||||
comp.OldDelay = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void TurnOn(StunbatonComponent comp, EntityUid user)
|
||||
{
|
||||
if (comp.Activated)
|
||||
{
|
||||
return;
|
||||
|
||||
if (EntityManager.TryGetComponent<SpriteComponent?>(comp.Owner, out var sprite) &&
|
||||
EntityManager.TryGetComponent<SharedItemComponent?>(comp.Owner, out var item))
|
||||
{
|
||||
item.EquippedPrefix = "on";
|
||||
sprite.LayerSetState(0, "stunbaton_on");
|
||||
}
|
||||
|
||||
if (!EntityManager.TryGetComponent<SpriteComponent?>(comp.Owner, out var sprite) ||
|
||||
!EntityManager.TryGetComponent<SharedItemComponent?>(comp.Owner, out var item))
|
||||
return;
|
||||
|
||||
var playerFilter = Filter.Pvs(comp.Owner);
|
||||
var playerFilter = Filter.Pvs(comp.Owner, entityManager: EntityManager);
|
||||
if (!TryComp<BatteryComponent>(comp.Owner, out var battery) || battery.CurrentCharge < comp.EnergyPerUse)
|
||||
{
|
||||
SoundSystem.Play(comp.TurnOnFailSound.GetSound(), playerFilter, comp.Owner, AudioHelpers.WithVariation(0.25f));
|
||||
@@ -164,9 +164,12 @@ namespace Content.Server.Stunnable
|
||||
|
||||
SoundSystem.Play(comp.SparksSound.GetSound(), playerFilter, comp.Owner, AudioHelpers.WithVariation(0.25f));
|
||||
|
||||
item.EquippedPrefix = "on";
|
||||
sprite.LayerSetState(0, "stunbaton_on");
|
||||
comp.Activated = true;
|
||||
if (TryComp<UseDelayComponent>(comp.Owner, out var useDelay))
|
||||
{
|
||||
comp.OldDelay = useDelay.Delay;
|
||||
useDelay.Delay = comp.ActiveDelay;
|
||||
}
|
||||
}
|
||||
|
||||
private void SendPowerPulse(EntityUid target, EntityUid? user, EntityUid used)
|
||||
|
||||
@@ -74,7 +74,10 @@ namespace Content.Server.Weapon.Melee
|
||||
args.Handled = true;
|
||||
var curTime = _gameTiming.CurTime;
|
||||
|
||||
if (curTime < comp.CooldownEnd || args.Target == null || args.Target == owner)
|
||||
if (curTime < comp.CooldownEnd ||
|
||||
args.Target == null ||
|
||||
args.Target == owner ||
|
||||
args.User == args.Target)
|
||||
return;
|
||||
|
||||
var location = Transform(args.User).Coordinates;
|
||||
@@ -117,9 +120,21 @@ namespace Content.Server.Weapon.Melee
|
||||
}
|
||||
|
||||
comp.LastAttackTime = curTime;
|
||||
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime);
|
||||
SetAttackCooldown(owner, comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime), comp);
|
||||
|
||||
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
|
||||
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the melee weapon cooldown's end to the specified value. Will use the maximum of the existing cooldown or the new one.
|
||||
/// </summary>
|
||||
public void SetAttackCooldown(EntityUid uid, TimeSpan endTime, MeleeWeaponComponent? component = null)
|
||||
{
|
||||
// Some other system may want to artificially inflate melee weapon CD.
|
||||
if (!Resolve(uid, ref component) || component.CooldownEnd > endTime) return;
|
||||
|
||||
component.CooldownEnd = endTime;
|
||||
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(component.LastAttackTime, component.CooldownEnd));
|
||||
}
|
||||
|
||||
private void OnWideAttack(EntityUid owner, MeleeWeaponComponent comp, WideAttackEvent args)
|
||||
|
||||
@@ -116,6 +116,11 @@ public sealed class UseDelaySystem : EntitySystem
|
||||
cooldown.CooldownEnd = component.DelayEndTime;
|
||||
}
|
||||
|
||||
public bool ActiveDelay(EntityUid uid, UseDelayComponent? component = null)
|
||||
{
|
||||
return Resolve(uid, ref component, false) && component.ActiveDelay;
|
||||
}
|
||||
|
||||
public void Cancel(UseDelayComponent component)
|
||||
{
|
||||
component.CancellationTokenSource?.Cancel();
|
||||
|
||||
@@ -16,6 +16,8 @@
|
||||
range: 1.5
|
||||
arcwidth: 60
|
||||
arc: default
|
||||
- type: UseDelay
|
||||
delay: 4
|
||||
- type: Battery
|
||||
maxCharge: 1000
|
||||
startingCharge: 1000
|
||||
|
||||
Reference in New Issue
Block a user