Files
tbd-station-14/Content.Shared/Clumsy/ClumsySystem.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

209 lines
8.4 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Chemistry.Hypospray.Events;
using Content.Shared.Climbing.Components;
using Content.Shared.Climbing.Events;
using Content.Shared.Damage.Systems;
using Content.Shared.IdentityManagement;
using Content.Shared.Medical;
using Content.Shared.Popups;
using Content.Shared.Random.Helpers;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Clumsy;
public sealed class ClumsySystem : EntitySystem
{
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly INetManager _net = default!;
public override void Initialize()
{
SubscribeLocalEvent<ClumsyComponent, SelfBeforeHyposprayInjectsEvent>(BeforeHyposprayEvent);
SubscribeLocalEvent<ClumsyComponent, SelfBeforeDefibrillatorZapsEvent>(BeforeDefibrillatorZapsEvent);
SubscribeLocalEvent<ClumsyComponent, SelfBeforeGunShotEvent>(BeforeGunShotEvent);
SubscribeLocalEvent<ClumsyComponent, CatchAttemptEvent>(OnCatchAttempt);
SubscribeLocalEvent<ClumsyComponent, SelfBeforeClimbEvent>(OnBeforeClimbEvent);
}
// If you add more clumsy interactions add them in this section!
#region Clumsy interaction events
private void BeforeHyposprayEvent(Entity<ClumsyComponent> ent, ref SelfBeforeHyposprayInjectsEvent args)
{
// Clumsy people sometimes inject themselves! Apparently syringes are clumsy proof...
// checks if ClumsyHypo is false, if so, skips.
if (!ent.Comp.ClumsyHypo)
return;
// TODO: Replace with RandomPredicted once the engine PR is merged
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(ent).Id);
var rand = new System.Random(seed);
if (!rand.Prob(ent.Comp.ClumsyDefaultCheck))
return;
args.TargetGettingInjected = args.EntityUsingHypospray;
args.InjectMessageOverride = Loc.GetString(ent.Comp.HypoFailedMessage);
_audio.PlayPredicted(ent.Comp.ClumsySound, ent, args.EntityUsingHypospray);
}
private void BeforeDefibrillatorZapsEvent(Entity<ClumsyComponent> ent, ref SelfBeforeDefibrillatorZapsEvent args)
{
// Clumsy people sometimes defib themselves!
// checks if ClumsyDefib is false, if so, skips.
if (!ent.Comp.ClumsyDefib)
return;
// TODO: Replace with RandomPredicted once the engine PR is merged
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(ent).Id);
var rand = new System.Random(seed);
if (!rand.Prob(ent.Comp.ClumsyDefaultCheck))
return;
args.DefibTarget = args.EntityUsingDefib;
_audio.PlayPvs(ent.Comp.ClumsySound, ent);
}
private void OnCatchAttempt(Entity<ClumsyComponent> ent, ref CatchAttemptEvent args)
{
// Clumsy people sometimes fail to catch items!
// checks if ClumsyCatching is false, if so, skips.
if (!ent.Comp.ClumsyCatching)
return;
// TODO: Replace with RandomPredicted once the engine PR is merged
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(args.Item).Id);
var rand = new System.Random(seed);
if (!rand.Prob(ent.Comp.ClumsyDefaultCheck))
return;
args.Cancelled = true; // fail to catch
if (ent.Comp.CatchingFailDamage != null)
_damageable.ChangeDamage(ent.Owner, ent.Comp.CatchingFailDamage, origin: args.Item);
// Collisions don't work properly with PopupPredicted or PlayPredicted.
// So we make this server only.
if (_net.IsClient)
return;
var selfMessage = Loc.GetString(ent.Comp.CatchingFailedMessageSelf, ("item", ent.Owner), ("catcher", Identity.Entity(ent.Owner, EntityManager)));
var othersMessage = Loc.GetString(ent.Comp.CatchingFailedMessageOthers, ("item", ent.Owner), ("catcher", Identity.Entity(ent.Owner, EntityManager)));
_popup.PopupEntity(selfMessage, ent.Owner, ent.Owner);
_popup.PopupEntity(othersMessage, ent.Owner, Filter.PvsExcept(ent.Owner), true);
_audio.PlayPvs(ent.Comp.ClumsySound, ent);
}
private void BeforeGunShotEvent(Entity<ClumsyComponent> ent, ref SelfBeforeGunShotEvent args)
{
// Clumsy people sometimes can't shoot :(
// checks if ClumsyGuns is false, if so, skips.
if (!ent.Comp.ClumsyGuns)
return;
if (args.Gun.Comp.ClumsyProof)
return;
// TODO: Replace with RandomPredicted once the engine PR is merged
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(args.Gun).Id);
var rand = new System.Random(seed);
if (!rand.Prob(ent.Comp.ClumsyDefaultCheck))
return;
if (ent.Comp.GunShootFailDamage != null)
_damageable.ChangeDamage(ent.Owner, ent.Comp.GunShootFailDamage, origin: ent);
_stun.TryUpdateParalyzeDuration(ent, ent.Comp.GunShootFailStunTime);
// Apply salt to the wound ("Honk!") (No idea what this comment means)
_audio.PlayPvs(ent.Comp.GunShootFailSound, ent);
_audio.PlayPvs(ent.Comp.ClumsySound, ent);
_popup.PopupEntity(Loc.GetString(ent.Comp.GunFailedMessage), ent, ent);
args.Cancel();
}
private void OnBeforeClimbEvent(Entity<ClumsyComponent> ent, ref SelfBeforeClimbEvent args)
{
// checks if ClumsyVaulting is false, if so, skips.
if (!ent.Comp.ClumsyVaulting)
return;
// TODO: Replace with RandomPredicted once the engine PR is merged
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(ent).Id);
var rand = new System.Random(seed);
if (!_cfg.GetCVar(CCVars.GameTableBonk) && !rand.Prob(ent.Comp.ClumsyDefaultCheck))
return;
HitHeadClumsy(ent, args.BeingClimbedOn);
_audio.PlayPredicted(ent.Comp.ClumsySound, ent, ent);
_audio.PlayPredicted(ent.Comp.TableBonkSound, ent, ent);
var gettingPutOnTableName = Identity.Entity(args.GettingPutOnTable, EntityManager);
var puttingOnTableName = Identity.Entity(args.PuttingOnTable, EntityManager);
if (args.PuttingOnTable == ent.Owner)
{
// You are slamming yourself onto the table.
_popup.PopupPredicted(
Loc.GetString(ent.Comp.VaulingFailedMessageSelf, ("bonkable", args.BeingClimbedOn)),
Loc.GetString(ent.Comp.VaulingFailedMessageOthers, ("victim", gettingPutOnTableName), ("bonkable", args.BeingClimbedOn)),
ent,
ent);
}
else
{
// Someone else slamed you onto the table.
// This is only run in server so you need to use popup entity.
_popup.PopupPredicted(
Loc.GetString(ent.Comp.VaulingFailedMessageForced,
("bonker", puttingOnTableName),
("victim", gettingPutOnTableName),
("bonkable", args.BeingClimbedOn)),
ent,
null);
}
args.Cancel();
}
#endregion
#region Helper functions
/// <summary>
/// "Hits" an entites head against the given table.
/// </summary>
// Oh this fucntion is public le- NO!! This is only public for the one admin command if you use this anywhere else I will cry.
public void HitHeadClumsy(Entity<ClumsyComponent> target, EntityUid table)
{
var stunTime = target.Comp.ClumsyDefaultStunTime;
if (TryComp<BonkableComponent>(table, out var bonkComp))
{
stunTime = bonkComp.BonkTime;
if (bonkComp.BonkDamage != null)
_damageable.ChangeDamage(target.Owner, bonkComp.BonkDamage, true);
}
_stun.TryUpdateParalyzeDuration(target, stunTime);
}
#endregion
}