112 lines
3.7 KiB
C#
112 lines
3.7 KiB
C#
using Content.Server.Administration.Components;
|
|
using Content.Shared.Climbing.Components;
|
|
using Content.Shared.Clumsy;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Mobs.Components;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Server.Administration.Systems;
|
|
|
|
public sealed class SuperBonkSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
|
|
[Dependency] private readonly ClumsySystem _clumsySystem = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<SuperBonkComponent, ComponentInit>(OnInit);
|
|
SubscribeLocalEvent<SuperBonkComponent, MobStateChangedEvent>(OnMobStateChanged);
|
|
SubscribeLocalEvent<SuperBonkComponent, ComponentShutdown>(OnShutdown);
|
|
}
|
|
|
|
private void OnInit(Entity<SuperBonkComponent> ent, ref ComponentInit args)
|
|
{
|
|
var (_, component) = ent;
|
|
|
|
component.NextBonk = _timing.CurTime + component.BonkCooldown;
|
|
}
|
|
|
|
private void OnMobStateChanged(Entity<SuperBonkComponent> ent, ref MobStateChangedEvent args)
|
|
{
|
|
var (uid, component) = ent;
|
|
|
|
if (component.StopWhenDead && args.NewMobState == MobState.Dead)
|
|
RemCompDeferred<SuperBonkComponent>(uid);
|
|
}
|
|
|
|
private void OnShutdown(Entity<SuperBonkComponent> ent, ref ComponentShutdown args)
|
|
{
|
|
var (uid, component) = ent;
|
|
|
|
if (component.RemoveClumsy)
|
|
RemComp<ClumsyComponent>(uid);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
var comps = EntityQueryEnumerator<SuperBonkComponent>();
|
|
|
|
while (comps.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.NextBonk > _timing.CurTime)
|
|
continue;
|
|
|
|
if (!TryBonk(uid, comp.Tables.Current) || !comp.Tables.MoveNext())
|
|
{
|
|
RemComp<SuperBonkComponent>(uid);
|
|
continue;
|
|
}
|
|
|
|
comp.NextBonk += comp.BonkCooldown;
|
|
}
|
|
}
|
|
|
|
public void StartSuperBonk(EntityUid target, bool stopWhenDead = false)
|
|
{
|
|
//The other check in the code to stop when the target dies does not work if the target is already dead.
|
|
if (stopWhenDead && TryComp<MobStateComponent>(target, out var mobState) && mobState.CurrentState == MobState.Dead)
|
|
return;
|
|
|
|
|
|
if (EnsureComp<SuperBonkComponent>(target, out var component))
|
|
return;
|
|
|
|
var tables = EntityQueryEnumerator<BonkableComponent>();
|
|
var bonks = new List<EntityUid>();
|
|
// This is done so we don't crash if something like a new table is spawned.
|
|
while (tables.MoveNext(out var uid, out var comp))
|
|
{
|
|
bonks.Add(uid);
|
|
}
|
|
|
|
component.Tables = bonks.GetEnumerator();
|
|
component.RemoveClumsy = !EnsureComp<ClumsyComponent>(target, out _);
|
|
component.StopWhenDead = stopWhenDead;
|
|
}
|
|
|
|
private bool TryBonk(EntityUid uid, EntityUid tableUid)
|
|
{
|
|
if (!TryComp<ClumsyComponent>(uid, out var clumsyComp))
|
|
return false;
|
|
|
|
// It would be very weird for something without a transform component to have a bonk component
|
|
// but just in case because I don't want to crash the server.
|
|
if (HasComp<TransformComponent>(tableUid))
|
|
{
|
|
_transformSystem.SetCoordinates(uid, Transform(tableUid).Coordinates);
|
|
|
|
_clumsySystem.HitHeadClumsy((uid, clumsyComp), tableUid);
|
|
|
|
_audioSystem.PlayPvs(clumsyComp.TableBonkSound, tableUid);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|