* 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>
78 lines
2.8 KiB
C#
78 lines
2.8 KiB
C#
using Content.Server.Ninja.Events;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Interaction;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Stunnable;
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using Content.Shared.Timing;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Ninja.Systems;
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/// <summary>
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/// Shocks clicked mobs using battery charge.
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/// </summary>
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public sealed class StunProviderSystem : SharedStunProviderSystem
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{
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StunProviderComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
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SubscribeLocalEvent<StunProviderComponent, NinjaBatteryChangedEvent>(OnBatteryChanged);
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}
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/// <summary>
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/// Stun clicked mobs on the whitelist, if there is enough power.
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/// </summary>
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private void OnBeforeInteractHand(Entity<StunProviderComponent> ent, ref BeforeInteractHandEvent args)
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{
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// TODO: generic check
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var (uid, comp) = ent;
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if (args.Handled || comp.BatteryUid == null || !_gloves.AbilityCheck(uid, args, out var target))
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return;
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if (target == uid || _whitelist.IsWhitelistFail(comp.Whitelist, target))
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return;
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var useDelay = EnsureComp<UseDelayComponent>(uid);
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if (_useDelay.IsDelayed((uid, useDelay), id: comp.DelayId))
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return;
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// take charge from battery
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if (!_battery.TryUseCharge(comp.BatteryUid.Value, comp.StunCharge))
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{
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_popup.PopupEntity(Loc.GetString(comp.NoPowerPopup), uid, uid);
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return;
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}
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_audio.PlayPvs(comp.Sound, target);
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_damageable.ChangeDamage(target, comp.StunDamage, origin: uid);
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_stun.TryAddParalyzeDuration(target, comp.StunTime);
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// short cooldown to prevent instant stunlocking
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_useDelay.SetLength((uid, useDelay), comp.Cooldown, id: comp.DelayId);
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_useDelay.TryResetDelay((uid, useDelay), id: comp.DelayId);
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args.Handled = true;
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}
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private void OnBatteryChanged(Entity<StunProviderComponent> ent, ref NinjaBatteryChangedEvent args)
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{
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SetBattery((ent, ent.Comp), args.Battery);
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}
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}
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