Files
tbd-station-14/Content.Server/Silicons/Bots/HugBotSystem.cs
Centronias d3f85701f7 Adds HugBot (#37557)
* - hugbot
  - bdy with two arms because it needs two arms to hug
  - is constructable from:
    - box of hugs
    - proximity sensor
    - two borg arms
  - lots of voice lines
  - kinda like a medibot, it chases you down and then hugs you
    - except if it's emagged, then it punches you :)
    - it has a 2m cooldown per person by default

- MeleeAttackOperator
  - Read the doc, but it's an operator which makes the NPC hit a target exactly once assuming it's in range.
  - Used to make the hugbot attack
- RaiseEventForOwnerOperator
  - Read the doc, but it's an operator which raises an event on the owning NPC.
  - Used to make the hugbot hug extra code, specifically for the cooldown

- Changes to existing code:
  - `ComponentFilter : UtilityQueryFilter` gets `RetainWithComp` added which, as the name implies, retains entities with the specified comps rather than removing them. Basically, it lets you negate the filter.
  - `SpeakOperator : HTNOperator`'s `speech` field can use a `LocalizedDataSet` instead of just a locstring now
    - (I updated all of the existing usages for this)
  -

* two arms

* wait what if we just used mimebot arms so it doesn't look awful

* smort
2025-10-11 00:51:12 +00:00

66 lines
2.3 KiB
C#

using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Specific;
using Content.Shared.Silicons.Bots;
using Robust.Shared.Timing;
namespace Content.Server.Silicons.Bots;
/// <summary>
/// Beyond what <see cref="SharedHugBotSystem"/> does, this system manages the "lifecycle" of
/// <see cref="RecentlyHuggedByHugBotComponent"/>.
/// </summary>
public sealed class HugBotSystem : SharedHugBotSystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HugBotComponent, HTNRaisedEvent>(OnHtnRaisedEvent);
}
private void OnHtnRaisedEvent(Entity<HugBotComponent> entity, ref HTNRaisedEvent args)
{
if (args.Args is not HugBotDidHugEvent ||
args.Target is not {} target)
return;
var ev = new HugBotHugEvent(GetNetEntity(entity));
RaiseLocalEvent(target, ev);
ApplyHugBotCooldown(entity, target);
}
/// <summary>
/// Applies <see cref="RecentlyHuggedByHugBotComponent"/> to <paramref name="target"/> based on the configuration of
/// <paramref name="hugBot"/>.
/// </summary>
public void ApplyHugBotCooldown(Entity<HugBotComponent> hugBot, EntityUid target)
{
var hugged = EnsureComp<RecentlyHuggedByHugBotComponent>(target);
hugged.CooldownCompleteAfter = _gameTiming.CurTime + hugBot.Comp.HugCooldown;
}
public override void Update(float frameTime)
{
// Iterate through all RecentlyHuggedByHugBot entities...
var huggedEntities = AllEntityQuery<RecentlyHuggedByHugBotComponent>();
while (huggedEntities.MoveNext(out var huggedEnt, out var huggedComp))
{
// ... and if their cooldown is complete...
if (huggedComp.CooldownCompleteAfter <= _gameTiming.CurTime)
{
// ... remove it, allowing them to receive the blessing of hugs once more.
RemCompDeferred<RecentlyHuggedByHugBotComponent>(huggedEnt);
}
}
}
}
/// <summary>
/// This event is indirectly raised (by being <see cref="HTNRaisedEvent.Args"/>) on a HugBot when it hugs (or emaggedly
/// punches) an entity.
/// </summary>
[Serializable, DataDefinition]
public sealed partial class HugBotDidHugEvent : EntityEventArgs;