* petting fish to make him nice to you * fix fishe, refactor a bit * fishe * pro * feedback, for now * refactor * pro --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
51 lines
1.8 KiB
C#
51 lines
1.8 KiB
C#
using Content.Server.Chemistry.Components;
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using Content.Server.Friends.Components;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Popups;
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namespace Content.Server.Friends.Systems;
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public sealed class PettableFriendSystem : EntitySystem
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{
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[Dependency] private readonly FactionExceptionSystem _factionException = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PettableFriendComponent, UseInHandEvent>(OnUseInHand);
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SubscribeLocalEvent<PettableFriendComponent, GotRehydratedEvent>(OnRehydrated);
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}
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private void OnUseInHand(EntityUid uid, PettableFriendComponent comp, UseInHandEvent args)
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{
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var user = args.User;
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if (args.Handled || !TryComp<FactionExceptionComponent>(uid, out var factionException))
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return;
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if (_factionException.IsIgnored(factionException, user))
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{
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_popup.PopupEntity(Loc.GetString(comp.FailureString, ("target", uid)), user, user);
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return;
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}
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// you have made a new friend :)
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_popup.PopupEntity(Loc.GetString(comp.SuccessString, ("target", uid)), user, user);
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_factionException.IgnoreEntity(factionException, user);
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args.Handled = true;
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}
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private void OnRehydrated(EntityUid uid, PettableFriendComponent _, ref GotRehydratedEvent args)
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{
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// can only pet before hydrating, after that the fish cannot be negotiated with
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if (!TryComp<FactionExceptionComponent>(uid, out var comp))
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return;
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var targetComp = AddComp<FactionExceptionComponent>(args.Target);
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_factionException.IgnoreEntities(targetComp, comp.Ignored);
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}
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}
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