* * Fixed Reagent Tanks so they now dispense an amount according to the transfer amount of the bucket you use. * Revert "* Fixed Reagent Tanks so they now dispense an amount according to the transfer amount of the bucket you use." This reverts commit 3b565c0509e0a802b5aec63fc62007205ec330f1. * Adds possums along with their sound effects and petting popup messages. * Adds Morty my beloved * Fixed a small error in InteractionPopupSystem that was causing an error: "[ERRO] root: Server tried to play audio file which does not exist." * Added raccoons * Adds Morticia the raccoon. Morticia my beloved! (Original character do not steal :P) * Adds ferrets and their SFX * Well excuuu-uuuuse ME, Princess! * "It can't be THAT easy..." --Spider-man Noir * It's that easy.
76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using Content.Server.Popups;
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using Content.Server.Interaction.Components;
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using Content.Shared.Interaction;
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using Content.Shared.MobState.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Random;
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namespace Content.Server.Interaction;
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public sealed class InteractionPopupSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InteractionPopupComponent, InteractHandEvent>(OnInteractHand);
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}
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private void OnInteractHand(EntityUid uid, InteractionPopupComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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var curTime = _gameTiming.CurTime;
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if (curTime < component.LastInteractTime + component.InteractDelay)
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return;
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if (TryComp<MobStateComponent>(uid, out var state) // if it has a MobStateComponent,
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&& !state.IsAlive()) // AND if that state is not Alive (e.g. dead/incapacitated/critical)
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return;
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string msg = ""; // Stores the text to be shown in the popup message
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string? sfx = null; // Stores the filepath of the sound to be played
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if (_random.Prob(component.SuccessChance))
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{
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if (component.InteractSuccessString != null)
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msg = Loc.GetString(component.InteractSuccessString, ("target", uid)); // Success message (localized).
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if (component.InteractSuccessSound != null)
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sfx = component.InteractSuccessSound.GetSound();
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}
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else
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{
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if (component.InteractFailureString != null)
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msg = Loc.GetString(component.InteractFailureString, ("target", uid)); // Failure message (localized).
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if (component.InteractFailureSound != null)
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sfx = component.InteractFailureSound.GetSound();
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}
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if (component.PopupPerceivedByOthers)
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_popupSystem.PopupEntity(msg, uid, Filter.Pvs(uid)); //play for everyone in range
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else
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_popupSystem.PopupEntity(msg, uid, Filter.Entities(args.User)); //play only for the initiating entity.
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if (sfx is not null) //not all cases will have sound.
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{
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if (component.SoundPerceivedByOthers)
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SoundSystem.Play(Filter.Pvs(args.Target), sfx, args.Target); //play for everyone in range
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else
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SoundSystem.Play(Filter.Entities(args.User, args.Target), sfx, args.Target); //play only for the initiating entity and its target.
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}
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component.LastInteractTime = curTime;
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args.Handled = true;
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}
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}
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