using System; using Content.Server.Act; using Content.Server.Popups; using Content.Shared.Audio; using Content.Shared.Popups; using Content.Shared.StatusEffect; using Content.Shared.Stunnable; using Robust.Shared.Audio; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Player; using Robust.Shared.Random; namespace Content.Server.Stunnable { public sealed class StunSystem : SharedStunSystem { [Dependency] private readonly IRobustRandom _random = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnDisarmed); } private void OnDisarmed(EntityUid uid, StatusEffectsComponent status, DisarmedActEvent args) { if (args.Handled || !_random.Prob(args.PushProbability)) return; if (!TryParalyze(uid, TimeSpan.FromSeconds(4f), status)) return; var source = args.Source; var target = args.Target; if (source != null) { var knock = EntityManager.GetComponent(uid); SoundSystem.Play(Filter.Pvs(source), knock.StunAttemptSound.GetSound(), source, AudioHelpers.WithVariation(0.025f)); if (target != null) { // TODO: Use PopupSystem source.PopupMessageOtherClients(Loc.GetString("stunned-component-disarm-success-others", ("source", source.Name), ("target", target.Name))); source.PopupMessageCursor(Loc.GetString("stunned-component-disarm-success", ("target", target.Name))); } } args.Handled = true; } } }