Files
tbd-station-14/Content.Server/Ninja/Systems/StunProviderSystem.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

78 lines
2.8 KiB
C#

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