using Content.Shared.Bed.Sleep;
using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Content.Shared.Stunnable;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Damage.ForceSay;
///
public sealed class DamageForceSaySystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStunned);
SubscribeLocalEvent(OnMobStateChanged);
// need to raise after mobthreshold
// so that we don't accidentally raise one for damage before one for mobstate
// (this won't double raise, because of the cooldown)
SubscribeLocalEvent(OnDamageChanged, after: new []{ typeof(MobThresholdSystem)} );
SubscribeLocalEvent(OnSleep);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = AllEntityQuery();
while (query.MoveNext(out var uid, out var comp))
{
if (_timing.CurTime < comp.Timeout)
continue;
RemCompDeferred(uid);
}
}
private void TryForceSay(EntityUid uid, DamageForceSayComponent component, bool useSuffix=true)
{
if (!TryComp(uid, out var actor))
return;
// disallow if cooldown hasn't ended
if (component.NextAllowedTime != null &&
_timing.CurTime < component.NextAllowedTime)
return;
var ev = new BeforeForceSayEvent(component.ForceSayStringDataset);
RaiseLocalEvent(uid, ev);
if (!_prototype.Resolve(ev.Prefix, out var prefixList))
return;
var suffix = Loc.GetString(_random.Pick(prefixList.Values));
// set cooldown & raise event
component.NextAllowedTime = _timing.CurTime + component.Cooldown;
RaiseNetworkEvent(new DamageForceSayEvent { Suffix = useSuffix ? suffix : null }, actor.PlayerSession);
}
private void AllowNextSpeech(EntityUid uid)
{
if (!TryComp(uid, out var actor))
return;
var nextCrit = EnsureComp(uid);
// timeout is *3 ping to compensate for roundtrip + leeway
nextCrit.Timeout = _timing.CurTime + TimeSpan.FromMilliseconds(actor.PlayerSession.Ping * 3);
}
private void OnSleep(EntityUid uid, DamageForceSayComponent component, SleepStateChangedEvent args)
{
if (!args.FellAsleep)
return;
TryForceSay(uid, component);
AllowNextSpeech(uid);
}
private void OnStunned(EntityUid uid, DamageForceSayComponent component, ref StunnedEvent args)
{
TryForceSay(uid, component);
}
private void OnDamageChanged(EntityUid uid, DamageForceSayComponent component, DamageChangedEvent args)
{
if (args.DamageDelta == null || !args.DamageIncreased || args.DamageDelta.GetTotal() < component.DamageThreshold)
return;
if (component.ValidDamageGroups != null)
{
var totalApplicableDamage = FixedPoint2.Zero;
foreach (var (group, value) in args.DamageDelta.GetDamagePerGroup(_prototype))
{
if (!component.ValidDamageGroups.Contains(group))
continue;
totalApplicableDamage += value;
}
if (totalApplicableDamage < component.DamageThreshold)
return;
}
TryForceSay(uid, component);
}
private void OnMobStateChanged(EntityUid uid, DamageForceSayComponent component, MobStateChangedEvent args)
{
if (args is not { OldMobState: MobState.Alive, NewMobState: MobState.Critical or MobState.Dead })
return;
// no suffix for the drama
// LING IN MAI-
TryForceSay(uid, component, false);
AllowNextSpeech(uid);
}
}