* Split entity lookups from entity manager * IoC instead * IoC refactor * Fix bad resolve * Remove EntityManager EntityLookup * Update submodule Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Shared.Actions;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Actions
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{
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/// <summary>
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/// Blink lights and scare livings
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/// </summary>
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[UsedImplicitly]
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[DataDefinition]
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public class GhostBoo : IInstantAction
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{
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[DataField("radius")] private float _radius = 3;
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[DataField("cooldown")] private float _cooldown = 120;
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[DataField("maxTargets")] private int _maxTargets = 3;
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public void DoInstantAction(InstantActionEventArgs args)
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{
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if (!args.Performer.TryGetComponent<SharedActionsComponent>(out var actions)) return;
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// find all IGhostBooAffected nearby and do boo on them
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var ents = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(args.Performer, _radius, false);
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var booCounter = 0;
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foreach (var ent in ents)
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{
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var boos = ent.GetAllComponents<IGhostBooAffected>().ToList();
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foreach (var boo in boos)
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{
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if (boo.AffectedByGhostBoo(args))
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booCounter++;
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}
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if (booCounter >= _maxTargets)
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break;
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}
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actions.Cooldown(args.ActionType, Cooldowns.SecondsFromNow(_cooldown));
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}
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}
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}
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