Clumsy system refactor (#31147)
* First commit * Fixes * Added the noise * Renames * Timespan * Fixed space * entity -> ent * This shouldn't work * opps.... * Datafield name change * Better comments * small comment * Personal skill issue * Event renames and stuff * Couple fixes * Defib ref fixes (Silly me) * Added clumsy back! * no hard code clumsy! * Identity fix * Event name change * Comment change * Function name change * opp * Update names * Damage stuff! * Fixes! * Fixes * opps * This was hidden away!! * negative diff feeds me
This commit is contained in:
@@ -22,6 +22,7 @@ using Content.Shared.Administration;
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using Content.Shared.Administration.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.Clumsy;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Cluwne;
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using Content.Shared.Damage;
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@@ -1,27 +1,27 @@
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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.Clumsy;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Administration.Systems;
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public sealed class SuperBonkSystem: EntitySystem
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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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[Dependency] private readonly ClumsySystem _clumsySystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = 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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SubscribeLocalEvent<SuperBonkComponent, ComponentShutdown>(OnBonkShutdown);
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}
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public void StartSuperBonk(EntityUid target, float delay = 0.1f, bool stopWhenDead = false )
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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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@@ -31,7 +31,6 @@ public sealed class SuperBonkSystem: EntitySystem
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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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@@ -79,16 +78,17 @@ public sealed class SuperBonkSystem: EntitySystem
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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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if (!HasComp<TransformComponent>(uid) || !TryComp<ClumsyComponent>(comp.Target, out var clumsyComp))
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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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_clumsySystem.HitHeadClumsy((comp.Target, clumsyComp), uid);
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_audioSystem.PlayPvs(clumsyComp.TableBonkSound, comp.Target);
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}
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private void OnMobStateChanged(EntityUid uid, SuperBonkComponent comp, MobStateChangedEvent args)
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@@ -1,6 +1,7 @@
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.Hypospray.Events;
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using Content.Shared.Chemistry;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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@@ -85,14 +86,44 @@ public sealed class HypospraySystem : SharedHypospraySystem
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string? msgFormat = null;
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if (target == user)
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msgFormat = "hypospray-component-inject-self-message";
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else if (EligibleEntity(user, EntityManager, component) && _interaction.TryRollClumsy(user, component.ClumsyFailChance))
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// Self event
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var selfEvent = new SelfBeforeHyposprayInjectsEvent(user, entity.Owner, target);
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RaiseLocalEvent(user, selfEvent);
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if (selfEvent.Cancelled)
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{
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msgFormat = "hypospray-component-inject-self-clumsy-message";
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target = user;
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_popup.PopupEntity(Loc.GetString(selfEvent.InjectMessageOverride ?? "hypospray-cant-inject", ("owner", Identity.Entity(target, EntityManager))), target, user);
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return false;
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}
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target = selfEvent.TargetGettingInjected;
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if (!EligibleEntity(target, EntityManager, component))
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return false;
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// Target event
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var targetEvent = new TargetBeforeHyposprayInjectsEvent(user, entity.Owner, target);
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RaiseLocalEvent(target, targetEvent);
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if (targetEvent.Cancelled)
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{
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_popup.PopupEntity(Loc.GetString(targetEvent.InjectMessageOverride ?? "hypospray-cant-inject", ("owner", Identity.Entity(target, EntityManager))), target, user);
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return false;
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}
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target = targetEvent.TargetGettingInjected;
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if (!EligibleEntity(target, EntityManager, component))
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return false;
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// The target event gets priority for the overriden message.
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if (targetEvent.InjectMessageOverride != null)
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msgFormat = targetEvent.InjectMessageOverride;
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else if (selfEvent.InjectMessageOverride != null)
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msgFormat = selfEvent.InjectMessageOverride;
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else if (target == user)
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msgFormat = "hypospray-component-inject-self-message";
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if (!_solutionContainers.TryGetSolution(uid, component.SolutionName, out var hypoSpraySoln, out var hypoSpraySolution) || hypoSpraySolution.Volume == 0)
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{
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_popup.PopupEntity(Loc.GetString("hypospray-component-empty-message"), target, user);
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@@ -16,6 +16,7 @@ using Content.Shared.Cluwne;
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using Content.Shared.Interaction.Components;
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using Robust.Shared.Audio.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.Clumsy;
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namespace Content.Server.Cluwne;
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@@ -77,7 +77,20 @@ public sealed class DefibrillatorSystem : EntitySystem
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Zap(uid, target, args.User, component);
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}
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public bool CanZap(EntityUid uid, EntityUid target, EntityUid? user = null, DefibrillatorComponent? component = null)
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/// <summary>
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/// Checks if you can actually defib a target.
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/// </summary>
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/// <param name="uid">Uid of the defib</param>
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/// <param name="target">Uid of the target getting defibbed</param>
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/// <param name="user">Uid of the entity using the defibrillator</param>
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/// <param name="component">Defib component</param>
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/// <param name="targetCanBeAlive">
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/// If true, the target can be alive. If false, the function will check if the target is alive and will return false if they are.
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/// </param>
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/// <returns>
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/// Returns true if the target is valid to be defibed, false otherwise.
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/// </returns>
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public bool CanZap(EntityUid uid, EntityUid target, EntityUid? user = null, DefibrillatorComponent? component = null, bool targetCanBeAlive = false)
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{
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if (!Resolve(uid, ref component))
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return false;
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@@ -98,15 +111,25 @@ public sealed class DefibrillatorSystem : EntitySystem
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if (!_powerCell.HasActivatableCharge(uid, user: user))
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return false;
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if (_mobState.IsAlive(target, mobState))
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if (!targetCanBeAlive && _mobState.IsAlive(target, mobState))
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return false;
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if (!component.CanDefibCrit && _mobState.IsCritical(target, mobState))
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if (!targetCanBeAlive && !component.CanDefibCrit && _mobState.IsCritical(target, mobState))
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return false;
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return true;
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}
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/// <summary>
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/// Tries to start defibrillating the target. If the target is valid, will start the defib do-after.
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/// </summary>
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/// <param name="uid">Uid of the defib</param>
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/// <param name="target">Uid of the target getting defibbed</param>
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/// <param name="user">Uid of the entity using the defibrillator</param>
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/// <param name="component">Defib component</param>
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/// <returns>
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/// Returns true if the defibrillation do-after started, otherwise false.
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/// </returns>
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public bool TryStartZap(EntityUid uid, EntityUid target, EntityUid user, DefibrillatorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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@@ -118,27 +141,44 @@ public sealed class DefibrillatorSystem : EntitySystem
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_audio.PlayPvs(component.ChargeSound, uid);
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return _doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, component.DoAfterDuration, new DefibrillatorZapDoAfterEvent(),
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uid, target, uid)
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{
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NeedHand = true,
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BreakOnMove = !component.AllowDoAfterMovement
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});
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{
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NeedHand = true,
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BreakOnMove = !component.AllowDoAfterMovement
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});
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}
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public void Zap(EntityUid uid, EntityUid target, EntityUid user, DefibrillatorComponent? component = null, MobStateComponent? mob = null, MobThresholdsComponent? thresholds = null)
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/// <summary>
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/// Tries to defibrillate the target with the given defibrillator.
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/// </summary>
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public void Zap(EntityUid uid, EntityUid target, EntityUid user, DefibrillatorComponent? component = null)
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{
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if (!Resolve(uid, ref component) || !Resolve(target, ref mob, ref thresholds, false))
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if (!Resolve(uid, ref component))
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return;
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// clowns zap themselves
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if (HasComp<ClumsyComponent>(user) && user != target)
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{
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Zap(uid, user, user, component);
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return;
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}
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if (!_powerCell.TryUseActivatableCharge(uid, user: user))
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return;
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var selfEvent = new SelfBeforeDefibrillatorZapsEvent(user, uid, target);
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RaiseLocalEvent(user, selfEvent);
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target = selfEvent.DefibTarget;
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// Ensure thet new target is still valid.
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if (selfEvent.Cancelled || !CanZap(uid, target, user, component, true))
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return;
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var targetEvent = new TargetBeforeDefibrillatorZapsEvent(user, uid, target);
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RaiseLocalEvent(target, targetEvent);
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target = targetEvent.DefibTarget;
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if (targetEvent.Cancelled || !CanZap(uid, target, user, component, true))
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return;
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if (!TryComp<MobStateComponent>(target, out var mob) ||
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!TryComp<MobThresholdsComponent>(target, out var thresholds))
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return;
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_audio.PlayPvs(component.ZapSound, uid);
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_electrocution.TryDoElectrocution(target, null, component.ZapDamage, component.WritheDuration, true, ignoreInsulation: true);
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component.NextZapTime = _timing.CurTime + component.ZapDelay;
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@@ -1,15 +1,12 @@
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using System.Linq;
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using System.Numerics;
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using Content.Server.Cargo.Systems;
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using Content.Server.Interaction;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Stunnable;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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@@ -33,16 +30,13 @@ public sealed partial class GunSystem : SharedGunSystem
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly InteractionSystem _interaction = default!;
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[Dependency] private readonly PricingSystem _pricing = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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private const float DamagePitchVariation = 0.05f;
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public const float GunClumsyChance = 0.5f;
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public override void Initialize()
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{
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@@ -71,26 +65,14 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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userImpulse = true;
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// Try a clumsy roll
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// TODO: Who put this here
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if (TryComp<ClumsyComponent>(user, out var clumsy) && gun.ClumsyProof == false)
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if (user != null)
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{
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for (var i = 0; i < ammo.Count; i++)
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var selfEvent = new SelfBeforeGunShotEvent(user.Value, (gunUid, gun), ammo);
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RaiseLocalEvent(user.Value, selfEvent);
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if (selfEvent.Cancelled)
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{
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if (_interaction.TryRollClumsy(user.Value, GunClumsyChance, clumsy))
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{
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// Wound them
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Damageable.TryChangeDamage(user, clumsy.ClumsyDamage, origin: user);
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_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
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// Apply salt to the wound ("Honk!")
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Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gunUid);
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Audio.PlayPvs(clumsy.ClumsySound, gunUid);
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PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
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userImpulse = false;
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return;
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}
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userImpulse = false;
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return;
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}
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}
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@@ -11,11 +11,6 @@ public sealed partial class HyposprayComponent : Component
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[DataField]
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public string SolutionName = "hypospray";
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// TODO: This should be on clumsycomponent.
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ClumsyFailChance = 0.5f;
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 TransferAmount = FixedPoint2.New(5);
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38
Content.Shared/Chemistry/Events/HyposprayEvents.cs
Normal file
38
Content.Shared/Chemistry/Events/HyposprayEvents.cs
Normal file
@@ -0,0 +1,38 @@
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using Content.Shared.Inventory;
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namespace Content.Shared.Chemistry.Hypospray.Events;
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public abstract partial class BeforeHyposprayInjectsTargetEvent : CancellableEntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = SlotFlags.WITHOUT_POCKET;
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public EntityUid EntityUsingHypospray;
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public readonly EntityUid Hypospray;
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public EntityUid TargetGettingInjected;
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public string? InjectMessageOverride;
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public BeforeHyposprayInjectsTargetEvent(EntityUid user, EntityUid hypospray, EntityUid target)
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{
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EntityUsingHypospray = user;
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Hypospray = hypospray;
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TargetGettingInjected = target;
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InjectMessageOverride = null;
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}
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}
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/// <summary>
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/// This event is raised on the user using the hypospray before the hypospray is injected.
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/// The event is triggered on the user and all their clothing.
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/// </summary>
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public sealed class SelfBeforeHyposprayInjectsEvent : BeforeHyposprayInjectsTargetEvent
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{
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public SelfBeforeHyposprayInjectsEvent(EntityUid user, EntityUid hypospray, EntityUid target) : base(user, hypospray, target) { }
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}
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/// <summary>
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/// This event is raised on the target before the hypospray is injected.
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/// The event is triggered on the target itself and all its clothing.
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/// </summary>
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public sealed class TargetBeforeHyposprayInjectsEvent : BeforeHyposprayInjectsTargetEvent
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{
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public TargetBeforeHyposprayInjectsEvent (EntityUid user, EntityUid hypospray, EntityUid target) : base(user, hypospray, target) { }
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}
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@@ -1,5 +1,4 @@
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Climbing.Components;
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@@ -8,39 +7,18 @@ namespace Content.Shared.Climbing.Components;
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/// Makes entity do damage and stun entities with ClumsyComponent
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/// upon DragDrop or Climb interactions.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(Systems.BonkSystem))]
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[RegisterComponent, NetworkedComponent]
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public sealed partial class BonkableComponent : Component
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{
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/// <summary>
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/// Chance of bonk triggering if the user is clumsy.
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/// How long to stun players on bonk, in seconds.
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/// </summary>
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[DataField("bonkClumsyChance")]
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public float BonkClumsyChance = 0.5f;
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[DataField]
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public TimeSpan BonkTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Sound to play when bonking.
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/// How much damage to apply on bonk.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkSound")]
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public SoundSpecifier? BonkSound;
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/// <summary>
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/// How long to stun players on bonk, in seconds.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkTime")]
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public float BonkTime = 2;
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/// <summary>
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/// How much damage to apply on bonk.
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/// </summary>
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/// <seealso cref="Bonk"/>
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[DataField("bonkDamage")]
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[DataField]
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public DamageSpecifier? BonkDamage;
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/// <summary>
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/// How long it takes to bonk.
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/// </summary>
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[DataField("bonkDelay")]
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public float BonkDelay = 1.5f;
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}
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36
Content.Shared/Climbing/Events/BeforeClimbEvents.cs
Normal file
36
Content.Shared/Climbing/Events/BeforeClimbEvents.cs
Normal file
@@ -0,0 +1,36 @@
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using Content.Shared.Inventory;
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using Content.Shared.Climbing.Components;
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namespace Content.Shared.Climbing.Events;
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public abstract partial class BeforeClimbEvent : CancellableEntityEventArgs
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{
|
||||
public readonly EntityUid GettingPutOnTable;
|
||||
public readonly EntityUid PuttingOnTable;
|
||||
public readonly Entity<ClimbableComponent> BeingClimbedOn;
|
||||
|
||||
public BeforeClimbEvent(EntityUid gettingPutOntable, EntityUid puttingOnTable, Entity<ClimbableComponent> beingClimbedOn)
|
||||
{
|
||||
GettingPutOnTable = gettingPutOntable;
|
||||
PuttingOnTable = puttingOnTable;
|
||||
BeingClimbedOn = beingClimbedOn;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised on the the person either getting put on or going on the table.
|
||||
/// The event is also called on their clothing as well.
|
||||
/// </summary>
|
||||
public sealed class SelfBeforeClimbEvent : BeforeClimbEvent, IInventoryRelayEvent
|
||||
{
|
||||
public SlotFlags TargetSlots { get; } = SlotFlags.WITHOUT_POCKET;
|
||||
public SelfBeforeClimbEvent(EntityUid gettingPutOntable, EntityUid puttingOnTable, Entity<ClimbableComponent> beingClimbedOn) : base(gettingPutOntable, puttingOnTable, beingClimbedOn) { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised on the thing being climbed on.
|
||||
/// </summary>
|
||||
public sealed class TargetBeforeClimbEvent : BeforeClimbEvent
|
||||
{
|
||||
public TargetBeforeClimbEvent(EntityUid gettingPutOntable, EntityUid puttingOnTable, Entity<ClimbableComponent> beingClimbedOn) : base(gettingPutOntable, puttingOnTable, beingClimbedOn) { }
|
||||
}
|
||||
@@ -1,130 +0,0 @@
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Climbing.Components;
|
||||
using Content.Shared.Climbing.Events;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Interaction.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Stunnable;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Climbing.Systems;
|
||||
|
||||
public sealed partial class BonkSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
||||
[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
|
||||
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
||||
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<BonkableComponent, BonkDoAfterEvent>(OnBonkDoAfter);
|
||||
SubscribeLocalEvent<BonkableComponent, AttemptClimbEvent>(OnAttemptClimb);
|
||||
}
|
||||
|
||||
private void OnBonkDoAfter(EntityUid uid, BonkableComponent component, BonkDoAfterEvent args)
|
||||
{
|
||||
if (args.Handled || args.Cancelled || args.Args.Used == null)
|
||||
return;
|
||||
|
||||
TryBonk(args.Args.Used.Value, uid, component, source: args.Args.User);
|
||||
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
|
||||
public bool TryBonk(EntityUid user, EntityUid bonkableUid, BonkableComponent? bonkableComponent = null, EntityUid? source = null)
|
||||
{
|
||||
if (!Resolve(bonkableUid, ref bonkableComponent, false))
|
||||
return false;
|
||||
|
||||
// BONK!
|
||||
var userName = Identity.Entity(user, EntityManager);
|
||||
var bonkableName = Identity.Entity(bonkableUid, EntityManager);
|
||||
|
||||
if (user == source)
|
||||
{
|
||||
// Non-local, non-bonking players
|
||||
var othersMessage = Loc.GetString("bonkable-success-message-others", ("user", userName), ("bonkable", bonkableName));
|
||||
// Local, bonking player
|
||||
var selfMessage = Loc.GetString("bonkable-success-message-user", ("user", userName), ("bonkable", bonkableName));
|
||||
|
||||
_popupSystem.PopupPredicted(selfMessage, othersMessage, user, user);
|
||||
}
|
||||
else if (source != null)
|
||||
{
|
||||
// Local, non-bonking player (dragger)
|
||||
_popupSystem.PopupClient(Loc.GetString("bonkable-success-message-others", ("user", userName), ("bonkable", bonkableName)), user, source.Value);
|
||||
// Non-local, non-bonking players
|
||||
_popupSystem.PopupEntity(Loc.GetString("bonkable-success-message-others", ("user", userName), ("bonkable", bonkableName)), user, Filter.Pvs(user).RemoveWhereAttachedEntity(e => e == user || e == source.Value), true);
|
||||
// Non-local, bonking player
|
||||
_popupSystem.PopupEntity(Loc.GetString("bonkable-success-message-user", ("user", userName), ("bonkable", bonkableName)), user, user);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (source != null)
|
||||
_audioSystem.PlayPredicted(bonkableComponent.BonkSound, bonkableUid, source);
|
||||
else
|
||||
_audioSystem.PlayPvs(bonkableComponent.BonkSound, bonkableUid);
|
||||
|
||||
_stunSystem.TryParalyze(user, TimeSpan.FromSeconds(bonkableComponent.BonkTime), true);
|
||||
|
||||
if (bonkableComponent.BonkDamage is { } bonkDmg)
|
||||
_damageableSystem.TryChangeDamage(user, bonkDmg, true, origin: user);
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
private bool TryStartBonk(EntityUid uid, EntityUid user, EntityUid climber, BonkableComponent? bonkableComponent = null)
|
||||
{
|
||||
if (!Resolve(uid, ref bonkableComponent, false))
|
||||
return false;
|
||||
|
||||
if (!HasComp<ClumsyComponent>(climber) || !HasComp<HandsComponent>(user))
|
||||
return false;
|
||||
|
||||
if (!_cfg.GetCVar(CCVars.GameTableBonk))
|
||||
{
|
||||
// Not set to always bonk, try clumsy roll.
|
||||
if (!_interactionSystem.TryRollClumsy(climber, bonkableComponent.BonkClumsyChance))
|
||||
return false;
|
||||
}
|
||||
|
||||
var doAfterArgs = new DoAfterArgs(EntityManager, user, bonkableComponent.BonkDelay, new BonkDoAfterEvent(), uid, target: uid, used: climber)
|
||||
{
|
||||
BreakOnMove = true,
|
||||
BreakOnDamage = true,
|
||||
DuplicateCondition = DuplicateConditions.SameTool | DuplicateConditions.SameTarget
|
||||
};
|
||||
|
||||
return _doAfter.TryStartDoAfter(doAfterArgs);
|
||||
}
|
||||
|
||||
private void OnAttemptClimb(EntityUid uid, BonkableComponent component, ref AttemptClimbEvent args)
|
||||
{
|
||||
if (args.Cancelled)
|
||||
return;
|
||||
|
||||
if (TryStartBonk(uid, args.User, args.Climber, component))
|
||||
args.Cancelled = true;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed partial class BonkDoAfterEvent : SimpleDoAfterEvent
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -251,6 +251,18 @@ public sealed partial class ClimbSystem : VirtualController
|
||||
if (!Resolve(climbable, ref comp, false))
|
||||
return;
|
||||
|
||||
var selfEvent = new SelfBeforeClimbEvent(uid, user, (climbable, comp));
|
||||
RaiseLocalEvent(uid, selfEvent);
|
||||
|
||||
if (selfEvent.Cancelled)
|
||||
return;
|
||||
|
||||
var targetEvent = new TargetBeforeClimbEvent(uid, user, (climbable, comp));
|
||||
RaiseLocalEvent(climbable, targetEvent);
|
||||
|
||||
if (targetEvent.Cancelled)
|
||||
return;
|
||||
|
||||
if (!ReplaceFixtures(uid, climbing, fixtures))
|
||||
return;
|
||||
|
||||
|
||||
61
Content.Shared/Clumsy/ClumsyComponent.cs
Normal file
61
Content.Shared/Clumsy/ClumsyComponent.cs
Normal file
@@ -0,0 +1,61 @@
|
||||
using Content.Shared.Damage;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Clumsy;
|
||||
|
||||
/// <summary>
|
||||
/// A simple clumsy tag-component.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
public sealed partial class ClumsyComponent : Component
|
||||
{
|
||||
|
||||
// Standard options. Try to fit these in if you can!
|
||||
|
||||
/// <summary>
|
||||
/// Sound to play when clumsy interactions fail.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public SoundSpecifier ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
|
||||
|
||||
/// <summary>
|
||||
/// Default chance to fail a clumsy interaction.
|
||||
/// If a system needs to use something else, add a new variable in the component, do not modify this percentage.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public float ClumsyDefaultCheck = 0.5f;
|
||||
|
||||
/// <summary>
|
||||
/// Default stun time.
|
||||
/// If a system needs to use something else, add a new variable in the component, do not modify this number.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public TimeSpan ClumsyDefaultStunTime = TimeSpan.FromSeconds(2.5);
|
||||
|
||||
// Specific options
|
||||
|
||||
/// <summary>
|
||||
/// Sound to play after hitting your head on a table. Ouch!
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public SoundCollectionSpecifier TableBonkSound = new SoundCollectionSpecifier("TrayHit");
|
||||
|
||||
/// <summary>
|
||||
/// Stun time after failing to shoot a gun.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public TimeSpan GunShootFailStunTime = TimeSpan.FromSeconds(3);
|
||||
|
||||
/// <summary>
|
||||
/// Stun time after failing to shoot a gun.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public DamageSpecifier? GunShootFailDamage;
|
||||
|
||||
/// <summary>
|
||||
/// Noise to play after failing to shoot a gun. Boom!
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public SoundSpecifier GunShootFailSound = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg");
|
||||
}
|
||||
146
Content.Shared/Clumsy/ClumsySystem.cs
Normal file
146
Content.Shared/Clumsy/ClumsySystem.cs
Normal file
@@ -0,0 +1,146 @@
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Chemistry.Hypospray.Events;
|
||||
using Content.Shared.Climbing.Components;
|
||||
using Content.Shared.Climbing.Events;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Medical;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Stunnable;
|
||||
using Content.Shared.Weapons.Ranged.Events;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Clumsy;
|
||||
|
||||
public sealed class ClumsySystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly SharedStunSystem _stun = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
||||
[Dependency] private readonly DamageableSystem _damageable = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<ClumsyComponent, SelfBeforeHyposprayInjectsEvent>(BeforeHyposprayEvent);
|
||||
SubscribeLocalEvent<ClumsyComponent, SelfBeforeDefibrillatorZapsEvent>(BeforeDefibrillatorZapsEvent);
|
||||
SubscribeLocalEvent<ClumsyComponent, SelfBeforeGunShotEvent>(BeforeGunShotEvent);
|
||||
SubscribeLocalEvent<ClumsyComponent, SelfBeforeClimbEvent>(OnBeforeClimbEvent);
|
||||
}
|
||||
|
||||
// If you add more clumsy interactions add them in this section!
|
||||
#region Clumsy interaction events
|
||||
private void BeforeHyposprayEvent(Entity<ClumsyComponent> ent, ref SelfBeforeHyposprayInjectsEvent args)
|
||||
{
|
||||
// Clumsy people sometimes inject themselves! Apparently syringes are clumsy proof...
|
||||
if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
|
||||
return;
|
||||
|
||||
args.TargetGettingInjected = args.EntityUsingHypospray;
|
||||
args.InjectMessageOverride = "hypospray-component-inject-self-clumsy-message";
|
||||
_audio.PlayPvs(ent.Comp.ClumsySound, ent);
|
||||
}
|
||||
|
||||
private void BeforeDefibrillatorZapsEvent(Entity<ClumsyComponent> ent, ref SelfBeforeDefibrillatorZapsEvent args)
|
||||
{
|
||||
// Clumsy people sometimes defib themselves!
|
||||
if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
|
||||
return;
|
||||
|
||||
args.DefibTarget = args.EntityUsingDefib;
|
||||
_audio.PlayPvs(ent.Comp.ClumsySound, ent);
|
||||
|
||||
}
|
||||
|
||||
private void BeforeGunShotEvent(Entity<ClumsyComponent> ent, ref SelfBeforeGunShotEvent args)
|
||||
{
|
||||
// Clumsy people sometimes can't shoot :(
|
||||
|
||||
if (args.Gun.Comp.ClumsyProof)
|
||||
return;
|
||||
|
||||
if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
|
||||
return;
|
||||
|
||||
if (ent.Comp.GunShootFailDamage != null)
|
||||
_damageable.TryChangeDamage(ent, ent.Comp.GunShootFailDamage, origin: ent);
|
||||
|
||||
_stun.TryParalyze(ent, ent.Comp.GunShootFailStunTime, true);
|
||||
|
||||
// Apply salt to the wound ("Honk!") (No idea what this comment means)
|
||||
_audio.PlayPvs(ent.Comp.GunShootFailSound, ent);
|
||||
_audio.PlayPvs(ent.Comp.ClumsySound, ent);
|
||||
|
||||
_popup.PopupEntity(Loc.GetString("gun-clumsy"), ent, ent);
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnBeforeClimbEvent(Entity<ClumsyComponent> ent, ref SelfBeforeClimbEvent args)
|
||||
{
|
||||
// This event is called in shared, thats why it has all the extra prediction stuff.
|
||||
var rand = new System.Random((int)_timing.CurTick.Value);
|
||||
|
||||
// If someone is putting you on the table, always get past the guard.
|
||||
if (!_cfg.GetCVar(CCVars.GameTableBonk) && args.PuttingOnTable == ent.Owner && !rand.Prob(ent.Comp.ClumsyDefaultCheck))
|
||||
return;
|
||||
|
||||
HitHeadClumsy(ent, args.BeingClimbedOn);
|
||||
|
||||
_audio.PlayPredicted(ent.Comp.ClumsySound, ent, ent);
|
||||
|
||||
_audio.PlayPredicted(ent.Comp.TableBonkSound, ent, ent);
|
||||
|
||||
var gettingPutOnTableName = Identity.Entity(args.GettingPutOnTable, EntityManager);
|
||||
var puttingOnTableName = Identity.Entity(args.PuttingOnTable, EntityManager);
|
||||
|
||||
if (args.PuttingOnTable == ent.Owner)
|
||||
{
|
||||
// You are slamming yourself onto the table.
|
||||
_popup.PopupPredicted(
|
||||
Loc.GetString("bonkable-success-message-user", ("bonkable", args.BeingClimbedOn)),
|
||||
Loc.GetString("bonkable-success-message-others", ("victim", gettingPutOnTableName), ("bonkable", args.BeingClimbedOn)),
|
||||
ent,
|
||||
ent);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Someone else slamed you onto the table.
|
||||
// This is only run in server so you need to use popup entity.
|
||||
_popup.PopupPredicted(
|
||||
Loc.GetString("forced-bonkable-success-message",
|
||||
("bonker", puttingOnTableName),
|
||||
("victim", gettingPutOnTableName),
|
||||
("bonkable", args.BeingClimbedOn)),
|
||||
ent,
|
||||
null);
|
||||
}
|
||||
|
||||
args.Cancel();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Helper functions
|
||||
/// <summary>
|
||||
/// "Hits" an entites head against the given table.
|
||||
/// </summary>
|
||||
// Oh this fucntion is public le- NO!! This is only public for the one admin command if you use this anywhere else I will cry.
|
||||
public void HitHeadClumsy(Entity<ClumsyComponent> target, EntityUid table)
|
||||
{
|
||||
var stunTime = target.Comp.ClumsyDefaultStunTime;
|
||||
|
||||
if (TryComp<BonkableComponent>(table, out var bonkComp))
|
||||
{
|
||||
stunTime = bonkComp.BonkTime;
|
||||
if (bonkComp.BonkDamage != null)
|
||||
_damageable.TryChangeDamage(target, bonkComp.BonkDamage, true);
|
||||
}
|
||||
|
||||
_stun.TryParalyze(target, stunTime, true);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
using Content.Shared.Damage;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Interaction.Components;
|
||||
|
||||
/// <summary>
|
||||
/// A simple clumsy tag-component.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
public sealed partial class ClumsyComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Damage dealt to a clumsy character when they try to fire a gun.
|
||||
/// </summary>
|
||||
[DataField(required: true), AutoNetworkedField]
|
||||
public DamageSpecifier ClumsyDamage = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Sound to play when clumsy interactions fail.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public SoundSpecifier ClumsySound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
using Content.Shared.Interaction.Components;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Shared.Interaction
|
||||
{
|
||||
public partial class SharedInteractionSystem
|
||||
{
|
||||
public bool RollClumsy(ClumsyComponent component, float chance)
|
||||
{
|
||||
return component.Running && _random.Prob(chance);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rolls a probability chance for a "bad action" if the target entity is clumsy.
|
||||
/// </summary>
|
||||
/// <param name="entity">The entity that the clumsy check is happening for.</param>
|
||||
/// <param name="chance">
|
||||
/// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive.
|
||||
/// </param>
|
||||
/// <returns>True if a "bad action" happened, false if the normal action should happen.</returns>
|
||||
public bool TryRollClumsy(EntityUid entity, float chance, ClumsyComponent? component = null)
|
||||
{
|
||||
return Resolve(entity, ref component, false) && RollClumsy(component, chance);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,7 @@
|
||||
using Content.Shared.Chat;
|
||||
using Content.Shared.Chemistry;
|
||||
using Content.Shared.Chemistry.Hypospray.Events;
|
||||
using Content.Shared.Climbing.Events;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Electrocution;
|
||||
using Content.Shared.Explosion;
|
||||
@@ -15,7 +18,7 @@ using Content.Shared.Slippery;
|
||||
using Content.Shared.Strip.Components;
|
||||
using Content.Shared.Temperature;
|
||||
using Content.Shared.Verbs;
|
||||
using Content.Shared.Chat;
|
||||
using Content.Shared.Weapons.Ranged.Events;
|
||||
|
||||
namespace Content.Shared.Inventory;
|
||||
|
||||
@@ -33,6 +36,10 @@ public partial class InventorySystem
|
||||
SubscribeLocalEvent<InventoryComponent, GetDefaultRadioChannelEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, RefreshNameModifiersEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, TransformSpeakerNameEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, SelfBeforeHyposprayInjectsEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, TargetBeforeHyposprayInjectsEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, SelfBeforeGunShotEvent>(RelayInventoryEvent);
|
||||
SubscribeLocalEvent<InventoryComponent, SelfBeforeClimbEvent>(RelayInventoryEvent);
|
||||
|
||||
// by-ref events
|
||||
SubscribeLocalEvent<InventoryComponent, GetExplosionResistanceEvent>(RefRelayInventoryEvent);
|
||||
|
||||
39
Content.Shared/Medical/DefibrillatorEvents.cs
Normal file
39
Content.Shared/Medical/DefibrillatorEvents.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using Content.Shared.Inventory;
|
||||
|
||||
namespace Content.Shared.Medical;
|
||||
|
||||
[ByRefEvent]
|
||||
public readonly record struct TargetDefibrillatedEvent(EntityUid User, Entity<DefibrillatorComponent> Defibrillator);
|
||||
|
||||
public abstract class BeforeDefibrillatorZapsEvent : CancellableEntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public SlotFlags TargetSlots { get; } = SlotFlags.WITHOUT_POCKET;
|
||||
public EntityUid EntityUsingDefib;
|
||||
public readonly EntityUid Defib;
|
||||
public EntityUid DefibTarget;
|
||||
|
||||
public BeforeDefibrillatorZapsEvent(EntityUid entityUsingDefib, EntityUid defib, EntityUid defibTarget)
|
||||
{
|
||||
EntityUsingDefib = entityUsingDefib;
|
||||
Defib = defib;
|
||||
DefibTarget = defibTarget;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised on the user using the defibrillator before is actually zaps someone.
|
||||
/// The event is triggered on the user and all their clothing.
|
||||
/// </summary>
|
||||
public sealed class SelfBeforeDefibrillatorZapsEvent : BeforeDefibrillatorZapsEvent
|
||||
{
|
||||
public SelfBeforeDefibrillatorZapsEvent(EntityUid entityUsingDefib, EntityUid defib, EntityUid defibtarget) : base(entityUsingDefib, defib, defibtarget) { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This event is raised on the target before it gets zapped with the defibrillator.
|
||||
/// The event is triggered on the target itself and all its clothing.
|
||||
/// </summary>
|
||||
public sealed class TargetBeforeDefibrillatorZapsEvent : BeforeDefibrillatorZapsEvent
|
||||
{
|
||||
public TargetBeforeDefibrillatorZapsEvent(EntityUid entityUsingDefib, EntityUid defib, EntityUid defibtarget) : base(entityUsingDefib, defib, defibtarget) { }
|
||||
}
|
||||
@@ -1,4 +0,0 @@
|
||||
namespace Content.Shared.Medical;
|
||||
|
||||
[ByRefEvent]
|
||||
public readonly record struct TargetDefibrillatedEvent(EntityUid User, Entity<DefibrillatorComponent> Defibrillator);
|
||||
20
Content.Shared/Weapons/Ranged/Events/BeforeGunShootEvent.cs
Normal file
20
Content.Shared/Weapons/Ranged/Events/BeforeGunShootEvent.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
|
||||
namespace Content.Shared.Weapons.Ranged.Events;
|
||||
/// <summary>
|
||||
/// This event is triggered on an entity right before they shoot a gun.
|
||||
/// </summary>
|
||||
public sealed partial class SelfBeforeGunShotEvent : CancellableEntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
public SlotFlags TargetSlots { get; } = SlotFlags.WITHOUT_POCKET;
|
||||
public readonly EntityUid Shooter;
|
||||
public readonly Entity<GunComponent> Gun;
|
||||
public readonly List<(EntityUid? Entity, IShootable Shootable)> Ammo;
|
||||
public SelfBeforeGunShotEvent(EntityUid shooter, Entity<GunComponent> gun, List<(EntityUid? Entity, IShootable Shootable)> ammo)
|
||||
{
|
||||
Shooter = shooter;
|
||||
Gun = gun;
|
||||
Ammo = ammo;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +1,4 @@
|
||||
bonkable-success-message-others = { CAPITALIZE(THE($user)) } bonks { POSS-ADJ($user) } head against { THE($bonkable) }
|
||||
bonkable-success-message-user = You bonk your head against { THE($bonkable) }
|
||||
forced-bonkable-success-message = { CAPITALIZE($bonker) } bonks {$victim}s head against { THE($bonkable) }!
|
||||
|
||||
bonkable-success-message-user = You bonk your head against { THE($bonkable) }!
|
||||
bonkable-success-message-others = {$victim} bonks their head against { THE($bonkable) }!
|
||||
|
||||
@@ -1360,7 +1360,7 @@
|
||||
rules: ghost-role-information-nonantagonist-rules
|
||||
- type: GhostTakeoverAvailable
|
||||
- type: Clumsy
|
||||
clumsyDamage:
|
||||
gunShootFailDamage:
|
||||
types:
|
||||
Blunt: 5
|
||||
Piercing: 4
|
||||
@@ -1536,7 +1536,7 @@
|
||||
description: Cousins to the sentient race of lizard people, kobolds blend in with their natural habitat and are as nasty as monkeys; ready to pull out your hair and stab you to death.
|
||||
components:
|
||||
- type: Clumsy
|
||||
clumsyDamage:
|
||||
gunShootFailDamage:
|
||||
types:
|
||||
Blunt: 2
|
||||
Piercing: 7
|
||||
|
||||
@@ -231,7 +231,7 @@
|
||||
- type: Hands
|
||||
- type: ComplexInteraction
|
||||
- type: Clumsy
|
||||
clumsyDamage:
|
||||
gunShootFailDamage:
|
||||
types:
|
||||
Blunt: 5
|
||||
Piercing: 4
|
||||
|
||||
@@ -32,8 +32,6 @@
|
||||
bonkDamage:
|
||||
types:
|
||||
Blunt: 4
|
||||
bonkSound: !type:SoundCollectionSpecifier
|
||||
collection: TrayHit
|
||||
- type: Clickable
|
||||
- type: FootstepModifier
|
||||
footstepSoundCollection:
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
- !type:AddComponentSpecial
|
||||
components:
|
||||
- type: Clumsy
|
||||
clumsyDamage:
|
||||
gunShootFailDamage:
|
||||
types: #literally just picked semi random valus. i tested this once and tweaked it.
|
||||
Blunt: 5
|
||||
Piercing: 4
|
||||
|
||||
Reference in New Issue
Block a user