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