* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
213 lines
7.3 KiB
C#
213 lines
7.3 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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[RegisterComponent]
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public class StunbatonComponent : MeleeWeaponComponent, IUse, IExamine, IInteractUsing, IThrowCollide
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override string Name => "Stunbaton";
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private bool _activated = false;
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[ViewVariables] private PowerCellSlotComponent _cellSlot = default!;
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private PowerCellComponent? Cell => _cellSlot.Cell;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeChanceNoSlowdown")]
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private float _paralyzeChanceNoSlowdown = 0.35f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeChanceWithSlowdown")]
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private float _paralyzeChanceWithSlowdown = 0.85f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeTime")]
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private float _paralyzeTime = 10f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slowdownTime")]
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private float _slowdownTime = 5f;
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[ViewVariables(VVAccess.ReadWrite)] public float EnergyPerUse { get; set; } = 50;
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[ViewVariables]
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public bool Activated => _activated;
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public override void Initialize()
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{
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base.Initialize();
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_cellSlot = Owner.EnsureComponent<PowerCellSlotComponent>();
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PowerCellChangedMessage m:
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if (component is PowerCellSlotComponent slotComponent && slotComponent == _cellSlot)
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{
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if (m.Ejected)
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{
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TurnOff();
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}
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}
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break;
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}
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}
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protected override bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
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{
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if (!Activated || entities.Count == 0 || Cell == null)
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return true;
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if (!Cell.TryUseCharge(EnergyPerUse))
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return true;
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Weapons/egloves.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
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foreach (var entity in entities)
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{
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if (!entity.TryGetComponent(out StunnableComponent? stunnable)) continue;
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if(!stunnable.SlowedDown)
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if(_robustRandom.Prob(_paralyzeChanceNoSlowdown))
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stunnable.Paralyze(_paralyzeTime);
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else
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stunnable.Slowdown(_slowdownTime);
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else
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if(_robustRandom.Prob(_paralyzeChanceWithSlowdown))
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stunnable.Paralyze(_paralyzeTime);
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else
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stunnable.Slowdown(_slowdownTime);
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}
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if (!(Cell.CurrentCharge < EnergyPerUse)) return true;
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EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
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TurnOff();
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return true;
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}
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private bool ToggleStatus(IEntity user)
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{
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if (!ActionBlockerSystem.CanUse(user)) return false;
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if (Activated)
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{
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TurnOff();
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}
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else
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{
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TurnOn(user);
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}
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return true;
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}
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private void TurnOff()
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{
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if (!_activated)
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{
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return;
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}
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var sprite = Owner.GetComponent<SpriteComponent>();
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var item = Owner.GetComponent<ItemComponent>();
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EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
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item.EquippedPrefix = "off";
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sprite.LayerSetState(0, "stunbaton_off");
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_activated = false;
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}
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private void TurnOn(IEntity user)
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{
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if (_activated)
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{
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return;
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}
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var sprite = Owner.GetComponent<SpriteComponent>();
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var item = Owner.GetComponent<ItemComponent>();
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if (Cell == null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Machines/button.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
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Owner.PopupMessage(user, Loc.GetString("Cell missing..."));
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return;
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}
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if (Cell.CurrentCharge < EnergyPerUse)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Machines/button.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
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Owner.PopupMessage(user, Loc.GetString("Dead cell..."));
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return;
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}
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EntitySystem.Get<AudioSystem>().PlayAtCoords(AudioHelpers.GetRandomFileFromSoundCollection("sparks"), Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
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item.EquippedPrefix = "on";
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sprite.LayerSetState(0, "stunbaton_on");
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_activated = true;
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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ToggleStatus(eventArgs.User);
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return true;
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!ActionBlockerSystem.CanInteract(eventArgs.User)) return false;
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if (!_cellSlot.InsertCell(eventArgs.Using)) return false;
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Dirty();
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return true;
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (Activated)
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{
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message.AddMarkup(Loc.GetString("The light is currently [color=darkgreen]on[/color]."));
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}
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}
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void IThrowCollide.DoHit(ThrowCollideEventArgs eventArgs)
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{
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if (!Activated || Cell == null || !Cell.TryUseCharge(EnergyPerUse) || !eventArgs.Target.TryGetComponent(out StunnableComponent? stunnable))
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return;
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EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Weapons/egloves.ogg", Owner.Transform.Coordinates, AudioHelpers.WithVariation(0.25f));
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stunnable.Paralyze(_paralyzeTime);
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}
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}
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}
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