* terminator locale * terminate objective * terminator components and shared system * terminator roles rules and system * terminator events * skeleton recolour * terminator and endoskeleton * ghost role spawn * damage modifier sets * :trollface: * :trollface: * add antag prototype * ghost role locale * skynet * :trollface: * :trollface: * :trollface: * add endoskeleton body prototype * :trollface: * :trollface: * smite locale * implement terminate smite * :trollface: * :trollface: * implement PopupBehavior * endoskeleton transform popup * move stuff from shared to server since nothing actually used it * recolour everything * update parts * :trollface: * :trollface: * ok fire was using the damage set, back to 1.0 * tweak * :trollface: * :trollface: * simplemob ops * 1 rule per pro * :trollface: * :trollface: * update some sprites * structural damage * :trollface: * :trollface: * Revert "update some sprites" This reverts commit 459196c6a8942c5412885d5fe2f1a83a48408ddc. * offbrand, add die objective to maybe remove fear of murderbone * add shut down objective to the list * fix ghost role * fix control mob * :trollface: * :trollface: * please * naming * code changes for GenericAntag terminator * yml changes for GenericAntag terminator * :trollface: * moved kill objective override to an objective component * use kill objective override * fix * oh * locale changes * change burn to heat for skin melting gib * change some endoskeleton stuff * pro * i already did this dementia ops * objective * fix * pro * swap out full sprite * update parts * forgor * fix mind transfer * type * endoskeleton has 500 mass * evil * fishops * warops --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.GenericAntag;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Roles;
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using Content.Server.Terminator.Components;
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using Content.Shared.Roles;
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using Robust.Shared.Map;
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namespace Content.Server.Terminator.Systems;
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public sealed class TerminatorSystem : EntitySystem
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{
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[Dependency] private readonly SharedRoleSystem _role = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TerminatorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<TerminatorComponent, GhostRoleSpawnerUsedEvent>(OnSpawned);
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SubscribeLocalEvent<TerminatorComponent, GenericAntagCreatedEvent>(OnCreated);
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}
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private void OnMapInit(EntityUid uid, TerminatorComponent comp, MapInitEvent args)
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{
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// cyborg doesn't need to breathe
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RemComp<RespiratorComponent>(uid);
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}
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private void OnSpawned(EntityUid uid, TerminatorComponent comp, GhostRoleSpawnerUsedEvent args)
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{
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if (!TryComp<TerminatorTargetComponent>(args.Spawner, out var target))
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return;
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comp.Target = target.Target;
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}
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private void OnCreated(EntityUid uid, TerminatorComponent comp, ref GenericAntagCreatedEvent args)
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{
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var mindId = args.MindId;
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var mind = args.Mind;
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_role.MindAddRole(mindId, new RoleBriefingComponent
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{
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Briefing = Loc.GetString("terminator-role-briefing")
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}, mind);
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_role.MindAddRole(mindId, new TerminatorRoleComponent(), mind);
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}
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/// <summary>
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/// Create a spawner at a position and return it.
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/// </summary>
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/// <param name="coords">Coordinates to create the spawner at</param>
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/// <param name="target">Optional target mind to force the terminator to target</param>
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public EntityUid CreateSpawner(EntityCoordinates coords, EntityUid? target)
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{
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var uid = Spawn("SpawnPointGhostTerminator", coords);
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if (target != null)
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{
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var comp = EnsureComp<TerminatorTargetComponent>(uid);
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comp.Target = target;
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}
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return uid;
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}
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}
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