Prayers Again (#10960)
* prayer system * verbs * localize * Praying changes * praying + cleanup * Revert "praying + cleanup" This reverts commit e8ee90f9f0be9a2eeb4d660359f0913c9e82aba3. * Prayers (actually) * forgot to remove this * slight fixes * veritius reviews * I did it * less HD images Co-authored-by: Just-a-Unity-Dev <just-a-unity-dev@users.noreply.github.com>
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Content.Server/Prayer/PrayerSystem.cs
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95
Content.Server/Prayer/PrayerSystem.cs
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using Content.Server.Administration;
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using Content.Server.Bible.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.Popups;
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using Content.Shared.Database;
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using Content.Shared.Popups;
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using Robust.Server.Player;
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using Robust.Shared.Player;
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using Content.Shared.Chat;
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using Content.Shared.Prayer;
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using Content.Shared.Verbs;
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using Robust.Server.GameObjects;
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namespace Content.Server.Prayer;
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/// <summary>
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/// System to handle subtle messages and praying
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/// </summary>
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public sealed class PrayerSystem : SharedPrayerSystem
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{
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly QuickDialogSystem _quickDialog = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PrayableComponent, GetVerbsEvent<ActivationVerb>>(AddPrayVerb);
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}
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private void AddPrayVerb(EntityUid uid, PrayableComponent comp, GetVerbsEvent<ActivationVerb> args)
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{
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// if it doesn't have an actor and we can't reach it then don't add the verb
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if (!EntityManager.TryGetComponent<ActorComponent?>(args.User, out var actor))
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return;
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if (!args.CanAccess)
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return;
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ActivationVerb prayerVerb = new();
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prayerVerb.Text = Loc.GetString("prayer-verbs-pray");
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prayerVerb.IconTexture = "/Textures/Interface/pray.svg.png";
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prayerVerb.Act = () =>
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{
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if (comp.BibleUserOnly && !EntityManager.TryGetComponent<BibleUserComponent>(args.User, out var bibleUser))
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{
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_popupSystem.PopupEntity(Loc.GetString("prayer-popup-notify-locked"), uid, Filter.Empty().AddPlayer(actor.PlayerSession), PopupType.Large);
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return;
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}
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_quickDialog.OpenDialog(actor.PlayerSession, "Pray", "Message", (string message) =>
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{
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Pray(actor.PlayerSession, message);
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});
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};
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prayerVerb.Impact = LogImpact.Low;
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args.Verbs.Add(prayerVerb);
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}
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/// <summary>
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/// Subtly messages a player by giving them a popup and a chat message.
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/// </summary>
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/// <param name="target">The IPlayerSession that you want to send the message to</param>
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/// <param name="messageString">The main message sent to the player via the chatbox</param>
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/// <param name="popupMessage">The popup to notify the player, also prepended to the messageString</param>
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public void SendSubtleMessage(IPlayerSession target, string messageString, string popupMessage)
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{
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if (target.AttachedEntity == null)
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return;
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_popupSystem.PopupEntity(popupMessage, target.AttachedEntity.Value, Filter.Empty().AddPlayer(target), PopupType.Large);
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_chatManager.ChatMessageToOne(ChatChannel.Local, messageString, popupMessage + " \"{0}\"", EntityUid.Invalid, false, target.ConnectedClient);
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}
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/// <summary>
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/// Sends a message to the admin channel with a message and username
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/// </summary>
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/// <param name="sender">The IPlayerSession who sent the original message</param>
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/// <param name="message">Message to be sent to the admin chat</param>
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/// <remarks>
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/// You may be wondering, "Why the admin chat, specifically? Nobody even reads it!"
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/// Exactly.
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/// </remarks>
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public void Pray(IPlayerSession sender, string message)
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{
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if (sender.AttachedEntity == null)
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return;
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_popupSystem.PopupEntity(Loc.GetString("prayer-popup-notify-sent"), sender.AttachedEntity.Value, Filter.Empty().AddPlayer(sender), PopupType.Medium);
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var networkMessage = new PrayerTextMessage(Loc.GetString("prayer-chat-notify", ("message", message)));
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RaiseNetworkEvent(networkMessage, Filter.Empty().AddPlayer(sender));
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}
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}
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