Files
tbd-station-14/Content.Server/Mousetrap/MousetrapSystem.cs
Flipp Syder a63b64a46a Mousetrap fixes/tweaks (#8484)
* fixes issues with mousetraps, adds activation popup

* sure

* me when i scroll up a bit in discord
2022-05-28 11:52:26 +10:00

91 lines
3.2 KiB
C#

using Content.Server.Damage.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Popups;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Mousetrap;
using Content.Shared.StepTrigger;
using Robust.Shared.Player;
namespace Content.Server.Mousetrap;
public sealed class MousetrapSystem : EntitySystem
{
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly TriggerSystem _triggerSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
SubscribeLocalEvent<MousetrapComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<MousetrapComponent, BeforeDamageOnTriggerEvent>(BeforeDamageOnTrigger);
SubscribeLocalEvent<MousetrapComponent, StepTriggerAttemptEvent>(OnStepTriggerAttempt);
SubscribeLocalEvent<MousetrapComponent, StepTriggeredEvent>(OnStepTrigger);
}
private void OnUseInHand(EntityUid uid, MousetrapComponent component, UseInHandEvent args)
{
component.IsActive = !component.IsActive;
_popupSystem.PopupEntity(component.IsActive
? Loc.GetString("mousetrap-on-activate")
: Loc.GetString("mousetrap-on-deactivate"),
uid,
Filter.Entities(args.User));
UpdateVisuals(uid);
}
private void OnStepTriggerAttempt(EntityUid uid, MousetrapComponent component, ref StepTriggerAttemptEvent args)
{
args.Continue = component.IsActive;
}
private void BeforeDamageOnTrigger(EntityUid uid, MousetrapComponent component, BeforeDamageOnTriggerEvent args)
{
foreach (var slot in component.IgnoreDamageIfSlotFilled)
{
if (!_inventorySystem.TryGetSlotContainer(args.Tripper, slot, out var container, out _))
{
continue;
}
// This also means that wearing slippers won't
// hurt the entity.
if (container.ContainedEntity != null)
{
args.Damage *= 0;
return;
}
}
if (TryComp(args.Tripper, out PhysicsComponent? physics) && physics.Mass != 0)
{
// The idea here is inverse,
// Small - big damage,
// Large - small damage
// yes i punched numbers into a calculator until the graph looked right
var scaledDamage = -50 * Math.Atan(physics.Mass - component.MassBalance) + (25 * Math.PI);
args.Damage *= scaledDamage;
}
}
private void OnStepTrigger(EntityUid uid, MousetrapComponent component, ref StepTriggeredEvent args)
{
component.IsActive = false;
_triggerSystem.Trigger(uid);
UpdateVisuals(uid);
}
private void UpdateVisuals(EntityUid uid, MousetrapComponent? mousetrap = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref mousetrap, ref appearance, false))
{
return;
}
appearance.SetData(MousetrapVisuals.Visual,
mousetrap.IsActive ? MousetrapVisuals.Armed : MousetrapVisuals.Unarmed);
}
}