Files
tbd-station-14/Content.Server/Communications/CommsHackerSystem.cs
nikthechampiongr 362d56981f Simplify DoAfterArgs behavior for movement and distance checks (#25226)
* Merge BreakOnWeightlessMove and BreakOnMove. Provide different theshold for weightless movement.

* Adjust WeightlessMovementThresholds. Put a thing I forgot to put in the doafterargs.

* Make DoAfterArgs only use OnMove to determine whether to check for
movement and MoveThreshold to determine the threshold regardless of
weightlessness. Gave DistanceThreshold a default value which will always
be checked now.

* Fix issue introduced by merge.

* Use interaction system for determining whether a distance is within range

* Fix incorrect doafter args introduced by previous merge.
Forgor to commit these.

* Exorcise ghost.

The execution system should have been deleted when I merged previously.
For a reason I cannot comprehend it came back, but only the execution
system.

* Exorcise ghost Pt. 2

* Allow for movement check to be overriden in zero g and adjust doafter args where needed.

You can now override checking for movement in zero g with the BreakOnWeightlessMove bool. By default it will check.
The following doafters were made to ignore the movement check in zero g:
- Healing yourself with healing items,
- Removing embedded projectiles,
- Using tools like welders and crowbars

* Adjust distance for cuffing/uncuffing to work. Make injections not break on weightless movement.

* Fix evil incorrect and uneeded comments
2024-03-19 21:09:00 +11:00

95 lines
3.5 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.GameTicking;
using Content.Server.Ninja.Systems;
using Content.Shared.Communications;
using Content.Shared.DoAfter;
using Content.Shared.Interaction;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Server.Communications;
public sealed class CommsHackerSystem : SharedCommsHackerSystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
// TODO: remove when generic check event is used
[Dependency] private readonly NinjaGlovesSystem _gloves = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CommsHackerComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
SubscribeLocalEvent<CommsHackerComponent, TerrorDoAfterEvent>(OnDoAfter);
}
/// <summary>
/// Start the doafter to hack a comms console
/// </summary>
private void OnBeforeInteractHand(EntityUid uid, CommsHackerComponent comp, BeforeInteractHandEvent args)
{
if (args.Handled || !HasComp<CommunicationsConsoleComponent>(args.Target))
return;
// TODO: generic check event
if (!_gloves.AbilityCheck(uid, args, out var target))
return;
var doAfterArgs = new DoAfterArgs(EntityManager, uid, comp.Delay, new TerrorDoAfterEvent(), target: target, used: uid, eventTarget: uid)
{
BreakOnDamage = true,
BreakOnMove = true,
MovementThreshold = 0.5f,
CancelDuplicate = false
};
_doAfter.TryStartDoAfter(doAfterArgs);
args.Handled = true;
}
/// <summary>
/// Call in a random threat and do cleanup.
/// </summary>
private void OnDoAfter(EntityUid uid, CommsHackerComponent comp, TerrorDoAfterEvent args)
{
if (args.Cancelled || args.Handled || args.Target == null)
return;
var threats = _proto.Index<WeightedRandomPrototype>(comp.Threats);
var threat = threats.Pick(_random);
CallInThreat(_proto.Index<NinjaHackingThreatPrototype>(threat));
// prevent calling in multiple threats
RemComp<CommsHackerComponent>(uid);
var ev = new ThreatCalledInEvent(uid, args.Target.Value);
RaiseLocalEvent(args.User, ref ev);
}
/// <summary>
/// Makes announcement and adds game rule of the threat.
/// </summary>
public void CallInThreat(NinjaHackingThreatPrototype ninjaHackingThreat)
{
_gameTicker.StartGameRule(ninjaHackingThreat.Rule, out _);
_chat.DispatchGlobalAnnouncement(Loc.GetString(ninjaHackingThreat.Announcement), playSound: true, colorOverride: Color.Red);
}
}
/// <summary>
/// Raised on the user when a threat is called in on the communications console.
/// </summary>
/// <remarks>
/// If you add <see cref="CommsHackerComponent"/>, make sure to use this event to prevent adding it twice.
/// For example, you could add a marker component after a threat is called in then check if the user doesn't have that marker before adding CommsHackerComponent.
/// </remarks>
[ByRefEvent]
public record struct ThreatCalledInEvent(EntityUid Used, EntityUid Target);