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