Fix gun clumsy (#11246)
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@@ -11,6 +11,7 @@ using Content.Shared.Popups;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Interaction;
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namespace Content.Server.Chemistry.Components
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{
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@@ -48,7 +49,7 @@ namespace Content.Server.Chemistry.Components
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{
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msgFormat = "hypospray-component-inject-self-message";
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}
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else if (EligibleEntity(user, _entMan) && ClumsyComponent.TryRollClumsy(user, ClumsyFailChance))
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else if (EligibleEntity(user, _entMan) && _entMan.EntitySysManager.GetEntitySystem<InteractionSystem>().TryRollClumsy(user, ClumsyFailChance))
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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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@@ -1,5 +1,6 @@
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using Content.Server.Climbing.Components;
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using Content.Server.DoAfter;
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using Content.Server.Interaction;
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using Content.Server.Interaction.Components;
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using Content.Server.Popups;
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using Content.Server.Stunnable;
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@@ -39,7 +40,7 @@ public sealed class ClimbSystem : SharedClimbSystem
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly InteractionSystem _interactionSystem = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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@@ -134,10 +135,7 @@ public sealed class ClimbSystem : SharedClimbSystem
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if (!_cfg.GetCVar(CCVars.GameTableBonk))
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{
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// Not set to always bonk, try clumsy roll.
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if (!TryComp(user, out ClumsyComponent? clumsy))
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return false;
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if (!clumsy.RollClumsy(component.BonkClumsyChance))
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if (!_interactionSystem.TryRollClumsy(user, component.BonkClumsyChance))
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return false;
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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.Random;
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namespace Content.Server.Interaction.Components
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{
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@@ -9,28 +8,8 @@ namespace Content.Server.Interaction.Components
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[RegisterComponent]
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public sealed class ClumsyComponent : Component
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[DataField("clumsyDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier ClumsyDamage = default!;
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public bool RollClumsy(float chance)
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{
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return Running && _random.Prob(chance);
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}
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/// <summary>
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/// Rolls a probability chance for a "bad action" if the target entity is clumsy.
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/// </summary>
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/// <param name="entity">The entity that the clumsy check is happening for.</param>
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/// <param name="chance">
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/// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive.
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/// </param>
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/// <returns>True if a "bad action" happened, false if the normal action should happen.</returns>
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public static bool TryRollClumsy(EntityUid entity, float chance)
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{
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return IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ClumsyComponent? clumsy)
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&& clumsy.RollClumsy(chance);
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}
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}
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}
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25
Content.Server/Interaction/InteractionSystem.Clumsy.cs
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25
Content.Server/Interaction/InteractionSystem.Clumsy.cs
Normal file
@@ -0,0 +1,25 @@
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using Content.Server.Interaction.Components;
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using Robust.Shared.Random;
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namespace Content.Server.Interaction;
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public sealed partial class InteractionSystem
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{
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public bool RollClumsy(ClumsyComponent component, float chance)
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{
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return component.Running && _random.Prob(chance);
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}
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/// <summary>
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/// Rolls a probability chance for a "bad action" if the target entity is clumsy.
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/// </summary>
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/// <param name="entity">The entity that the clumsy check is happening for.</param>
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/// <param name="chance">
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/// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive.
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/// </param>
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/// <returns>True if a "bad action" happened, false if the normal action should happen.</returns>
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public bool TryRollClumsy(EntityUid entity, float chance, ClumsyComponent? component = null)
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{
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return Resolve(entity, ref component, false) && RollClumsy(component, chance);
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}
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}
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@@ -19,6 +19,7 @@ using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using static Content.Shared.Storage.SharedStorageComponent;
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namespace Content.Server.Interaction
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@@ -27,11 +28,12 @@ namespace Content.Server.Interaction
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/// Governs interactions during clicking on entities
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/// </summary>
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[UsedImplicitly]
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public sealed class InteractionSystem : SharedInteractionSystem
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public sealed partial class InteractionSystem : SharedInteractionSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly PullingSystem _pullSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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@@ -1,13 +1,17 @@
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using System.Linq;
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using Content.Server.Damage.Systems;
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using Content.Server.Examine;
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using Content.Server.Interaction;
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using Content.Server.Interaction.Components;
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using Content.Server.Projectiles.Components;
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using Content.Server.Stunnable;
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using Content.Server.Weapon.Melee;
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using Content.Server.Weapon.Ranged.Components;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.StatusEffect;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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@@ -26,12 +30,37 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly InteractionSystem _interaction = 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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public const float DamagePitchVariation = MeleeWeaponSystem.DamagePitchVariation;
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public const float GunClumsyChance = 0.5f;
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public override void Shoot(GunComponent gun, List<IShootable> ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null)
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{
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// Try a clumsy roll
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if (TryComp<ClumsyComponent>(user, out var clumsy))
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{
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for (var i = 0; i < ammo.Count; i++)
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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);
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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"), gun.Owner);
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Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/bikehorn.ogg"), gun.Owner);
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PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value, Filter.Pvs(user.Value, entityManager: EntityManager));
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Del(gun.Owner);
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return;
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}
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}
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}
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var fromMap = fromCoordinates.ToMap(EntityManager);
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var toMap = toCoordinates.ToMapPos(EntityManager);
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var mapDirection = toMap - fromMap.Position;
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@@ -4,6 +4,7 @@ gun-fire-rate-examine = Fire rate is [color={$color}]{$fireRate}[/color] per sec
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gun-selector-verb = Change to {$mode}
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gun-selected-mode = Selected {$mode}
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gun-disabled = You can't use guns!
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gun-clumsy = The gun blows up in your face!
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# SelectiveFire
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gun-SemiAuto = semi-auto
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