* Add Butcherable component to humans. ...What? * Meat from a meat spike is now named after the source Note: This doesn't propagate to burgers (add a component maybe)
107 lines
3.8 KiB
C#
107 lines
3.8 KiB
C#
#nullable enable
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Server.GameObjects.Components.Kitchen
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class KitchenSpikeComponent : Component, IActivate, ISuicideAct
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{
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public override string Name => "KitchenSpike";
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private int _meatParts;
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private string? _meatPrototype;
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private string _meatSource1p = "?";
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private string _meatSource0 = "?";
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private string _meatName = "?";
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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SpriteComponent? sprite;
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if (!EntitySystem.Get<SharedPullingSystem>().TryGetPulled(eventArgs.User, out var victim))
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{
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if (_meatParts == 0)
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{
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return;
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}
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_meatParts--;
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if (!string.IsNullOrEmpty(_meatPrototype))
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{
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var meat = Owner.EntityManager.SpawnEntity(_meatPrototype, Owner.Transform.Coordinates);
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if (meat != null)
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{
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meat.Name = _meatName;
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}
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}
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if (_meatParts != 0)
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{
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eventArgs.User.PopupMessage(_meatSource1p);
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}
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else
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{
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if (Owner.TryGetComponent(out sprite))
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{
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sprite.LayerSetState(0, "spike");
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}
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eventArgs.User.PopupMessage(_meatSource0);
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}
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return;
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}
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if (_meatParts > 0)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("The spike already has something on it, finish collecting its meat first!"));
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return;
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}
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if (!victim.TryGetComponent<ButcherableComponent>(out var food))
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:theName} can't be butchered on the spike.", victim));
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return;
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}
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_meatPrototype = food.MeatPrototype;
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_meatParts = 5;
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_meatSource1p = Loc.GetString("You remove some meat from {0:theName}.", victim);
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_meatSource0 = Loc.GetString("You remove the last piece of meat from {0:theName}!", victim);
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// TODO: This could stand to be improved somehow, but it'd require Name to be much 'richer' in detail than it presently is.
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// But Name is RobustToolbox-level, so presumably it'd have to be done in some other way (interface???)
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_meatName = Loc.GetString("{0:name} meat", victim);
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if (Owner.TryGetComponent(out sprite))
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{
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sprite.LayerSetState(0, "spikebloody");
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}
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Owner.PopupMessageEveryone(Loc.GetString("{0:theName} has forced {1:theName} onto the spike, killing them instantly!", eventArgs.User, victim));
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victim.Delete();
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}
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public SuicideKind Suicide(IEntity victim, IChatManager chat)
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{
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var othersMessage = Loc.GetString("{0:theName} has thrown themselves on a meat spike!", victim);
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victim.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("You throw yourself on a meat spike!");
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victim.PopupMessage(selfMessage);
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return SuicideKind.Piercing;
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}
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}
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}
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