Files
tbd-station-14/Content.Server/GameObjects/Components/Kitchen/KitchenSpikeComponent.cs
20kdc 20d60ed5d0 Add meat spike accepting humans, names meat after the source (#2390)
* 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)
2020-10-29 13:42:25 +01:00

107 lines
3.8 KiB
C#

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