Files
tbd-station-14/Content.Server/Chat/Systems/EmoteOnDamageSystem.cs
Pieter-Jan Briers e00f74505c Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
2024-02-26 14:36:19 +11:00

84 lines
2.8 KiB
C#

namespace Content.Server.Chat.Systems;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Damage;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
public sealed class EmoteOnDamageSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EmoteOnDamageComponent, DamageChangedEvent>(OnDamage);
}
private void OnDamage(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, DamageChangedEvent args)
{
if (!args.DamageIncreased)
return;
if (emoteOnDamage.LastEmoteTime + emoteOnDamage.EmoteCooldown > _gameTiming.CurTime)
return;
if (emoteOnDamage.Emotes.Count == 0)
return;
if (!_random.Prob(emoteOnDamage.EmoteChance))
return;
var emote = _random.Pick(emoteOnDamage.Emotes);
if (emoteOnDamage.WithChat)
{
_chatSystem.TryEmoteWithChat(uid, emote, emoteOnDamage.HiddenFromChatWindow ? ChatTransmitRange.HideChat : ChatTransmitRange.Normal);
}
else
{
_chatSystem.TryEmoteWithoutChat(uid,emote);
}
emoteOnDamage.LastEmoteTime = _gameTiming.CurTime;
}
/// <summary>
/// Try to add an emote to the entity, which will be performed at an interval.
/// </summary>
public bool AddEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null)
{
if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
return false;
DebugTools.Assert(emoteOnDamage.LifeStage <= ComponentLifeStage.Running);
DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
return emoteOnDamage.Emotes.Add(emotePrototypeId);
}
/// <summary>
/// Stop preforming an emote. Note that by default this will queue empty components for removal.
/// </summary>
public bool RemoveEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null, bool removeEmpty = true)
{
if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
return false;
DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
if (!emoteOnDamage.Emotes.Remove(emotePrototypeId))
return false;
if (removeEmpty && emoteOnDamage.Emotes.Count == 0)
RemCompDeferred(uid, emoteOnDamage);
return true;
}
}