* 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>
75 lines
2.9 KiB
C#
75 lines
2.9 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Clothing;
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/// <summary>
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/// This handles <see cref="CursedMaskComponent"/>
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/// </summary>
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public abstract class SharedCursedMaskSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CursedMaskComponent, ClothingGotEquippedEvent>(OnClothingEquip);
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SubscribeLocalEvent<CursedMaskComponent, ClothingGotUnequippedEvent>(OnClothingUnequip);
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SubscribeLocalEvent<CursedMaskComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<CursedMaskComponent, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnMovementSpeedModifier);
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SubscribeLocalEvent<CursedMaskComponent, InventoryRelayedEvent<DamageModifyEvent>>(OnModifyDamage);
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}
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private void OnClothingEquip(Entity<CursedMaskComponent> ent, ref ClothingGotEquippedEvent args)
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{
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RandomizeCursedMask(ent, args.Wearer);
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TryTakeover(ent, args.Wearer);
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}
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protected virtual void OnClothingUnequip(Entity<CursedMaskComponent> ent, ref ClothingGotUnequippedEvent args)
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{
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RandomizeCursedMask(ent, args.Wearer);
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}
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private void OnExamine(Entity<CursedMaskComponent> ent, ref ExaminedEvent args)
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{
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args.PushMarkup(Loc.GetString($"cursed-mask-examine-{ent.Comp.CurrentState.ToString()}"));
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}
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private void OnMovementSpeedModifier(Entity<CursedMaskComponent> ent, ref InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
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{
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if (ent.Comp.CurrentState == CursedMaskExpression.Joy)
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args.Args.ModifySpeed(ent.Comp.JoySpeedModifier);
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}
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private void OnModifyDamage(Entity<CursedMaskComponent> ent, ref InventoryRelayedEvent<DamageModifyEvent> args)
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{
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if (ent.Comp.CurrentState == CursedMaskExpression.Despair)
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args.Args.Damage = DamageSpecifier.ApplyModifierSet(args.Args.Damage, ent.Comp.DespairDamageModifier);
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}
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protected void RandomizeCursedMask(Entity<CursedMaskComponent> ent, EntityUid wearer)
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{
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var random = new System.Random((int) _timing.CurTick.Value);
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ent.Comp.CurrentState = random.Pick(Enum.GetValues<CursedMaskExpression>());
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_appearance.SetData(ent, CursedMaskVisuals.State, ent.Comp.CurrentState);
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_movementSpeedModifier.RefreshMovementSpeedModifiers(wearer);
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}
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protected virtual void TryTakeover(Entity<CursedMaskComponent> ent, EntityUid wearer)
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{
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}
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}
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