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
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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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