Files
tbd-station-14/Content.Server/Interaction/InteractionPopupSystem.cs
Willhelm53 b4b2f02264 Possums and Raccoons and Ferrets, Oh My! (#6808)
* * 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.
2022-02-23 12:40:31 -06:00

76 lines
2.8 KiB
C#

using Content.Server.Popups;
using Content.Server.Interaction.Components;
using Content.Shared.Interaction;
using Content.Shared.MobState.Components;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Random;
namespace Content.Server.Interaction;
public sealed class InteractionPopupSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InteractionPopupComponent, InteractHandEvent>(OnInteractHand);
}
private void OnInteractHand(EntityUid uid, InteractionPopupComponent component, InteractHandEvent args)
{
if (args.Handled)
return;
var curTime = _gameTiming.CurTime;
if (curTime < component.LastInteractTime + component.InteractDelay)
return;
if (TryComp<MobStateComponent>(uid, out var state) // if it has a MobStateComponent,
&& !state.IsAlive()) // AND if that state is not Alive (e.g. dead/incapacitated/critical)
return;
string msg = ""; // Stores the text to be shown in the popup message
string? sfx = null; // Stores the filepath of the sound to be played
if (_random.Prob(component.SuccessChance))
{
if (component.InteractSuccessString != null)
msg = Loc.GetString(component.InteractSuccessString, ("target", uid)); // Success message (localized).
if (component.InteractSuccessSound != null)
sfx = component.InteractSuccessSound.GetSound();
}
else
{
if (component.InteractFailureString != null)
msg = Loc.GetString(component.InteractFailureString, ("target", uid)); // Failure message (localized).
if (component.InteractFailureSound != null)
sfx = component.InteractFailureSound.GetSound();
}
if (component.PopupPerceivedByOthers)
_popupSystem.PopupEntity(msg, uid, Filter.Pvs(uid)); //play for everyone in range
else
_popupSystem.PopupEntity(msg, uid, Filter.Entities(args.User)); //play only for the initiating entity.
if (sfx is not null) //not all cases will have sound.
{
if (component.SoundPerceivedByOthers)
SoundSystem.Play(Filter.Pvs(args.Target), sfx, args.Target); //play for everyone in range
else
SoundSystem.Play(Filter.Entities(args.User, args.Target), sfx, args.Target); //play only for the initiating entity and its target.
}
component.LastInteractTime = curTime;
args.Handled = true;
}
}