43 lines
1.5 KiB
C#
43 lines
1.5 KiB
C#
using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Trigger.Systems;
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using Content.Shared.StepTrigger.Systems;
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using Robust.Shared.Physics.Components;
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namespace Content.Shared.Mousetrap;
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public sealed class MousetrapSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MousetrapComponent, BeforeDamageOnTriggerEvent>(BeforeDamageOnTrigger);
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SubscribeLocalEvent<MousetrapComponent, StepTriggerAttemptEvent>(OnStepTriggerAttempt);
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}
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// only allow step triggers to trigger if the trap is armed
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// TODO: refactor Steptriggers to get rid of this
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// they should just use the new trigger conditions
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private void OnStepTriggerAttempt(Entity<MousetrapComponent> ent, ref StepTriggerAttemptEvent args)
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{
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if (!TryComp<ItemToggleComponent>(ent, out var toggle))
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return;
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args.Continue |= toggle.Activated;
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}
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// scale the damage according to mass
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private void BeforeDamageOnTrigger(Entity<MousetrapComponent> ent, ref BeforeDamageOnTriggerEvent args)
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{
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if (TryComp(args.Tripper, out PhysicsComponent? physics) && physics.Mass != 0)
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{
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// The idea here is inverse,
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// Small - big damage,
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// Large - small damage
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// yes i punched numbers into a calculator until the graph looked right
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var scaledDamage = -50 * Math.Atan(physics.Mass - ent.Comp.MassBalance) + 25 * Math.PI;
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args.Damage *= scaledDamage;
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}
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}
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}
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