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- using Content.Shared.CCVar;
- using Content.Shared.Chemistry.Hypospray.Events;
- using Content.Shared.Climbing.Components;
- using Content.Shared.Climbing.Events;
- using Content.Shared.Damage;
- using Content.Shared.IdentityManagement;
- using Content.Shared.Medical;
- using Content.Shared.Popups;
- using Content.Shared.Stunnable;
- using Content.Shared.Weapons.Ranged.Events;
- using Robust.Shared.Audio.Systems;
- using Robust.Shared.Configuration;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- namespace Content.Shared.Clumsy;
- public sealed class ClumsySystem : EntitySystem
- {
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly SharedStunSystem _stun = default!;
- [Dependency] private readonly SharedAudioSystem _audio = default!;
- [Dependency] private readonly SharedPopupSystem _popup = default!;
- [Dependency] private readonly DamageableSystem _damageable = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly IConfigurationManager _cfg = default!;
- public override void Initialize()
- {
- SubscribeLocalEvent<ClumsyComponent, SelfBeforeHyposprayInjectsEvent>(BeforeHyposprayEvent);
- SubscribeLocalEvent<ClumsyComponent, SelfBeforeDefibrillatorZapsEvent>(BeforeDefibrillatorZapsEvent);
- SubscribeLocalEvent<ClumsyComponent, SelfBeforeGunShotEvent>(BeforeGunShotEvent);
- SubscribeLocalEvent<ClumsyComponent, SelfBeforeClimbEvent>(OnBeforeClimbEvent);
- }
- // If you add more clumsy interactions add them in this section!
- #region Clumsy interaction events
- private void BeforeHyposprayEvent(Entity<ClumsyComponent> ent, ref SelfBeforeHyposprayInjectsEvent args)
- {
- // Clumsy people sometimes inject themselves! Apparently syringes are clumsy proof...
-
- // checks if ClumsyHypo is false, if so, skips.
- if (!ent.Comp.ClumsyHypo)
- return;
- if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
- return;
- args.TargetGettingInjected = args.EntityUsingHypospray;
- args.InjectMessageOverride = "hypospray-component-inject-self-clumsy-message";
- _audio.PlayPvs(ent.Comp.ClumsySound, ent);
- }
- private void BeforeDefibrillatorZapsEvent(Entity<ClumsyComponent> ent, ref SelfBeforeDefibrillatorZapsEvent args)
- {
- // Clumsy people sometimes defib themselves!
-
- // checks if ClumsyDefib is false, if so, skips.
- if (!ent.Comp.ClumsyDefib)
- return;
- if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
- return;
- args.DefibTarget = args.EntityUsingDefib;
- _audio.PlayPvs(ent.Comp.ClumsySound, ent);
- }
- private void BeforeGunShotEvent(Entity<ClumsyComponent> ent, ref SelfBeforeGunShotEvent args)
- {
- // Clumsy people sometimes can't shoot :(
- // checks if ClumsyGuns is false, if so, skips.
- if (!ent.Comp.ClumsyGuns)
- return;
- if (args.Gun.Comp.ClumsyProof)
- return;
- if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
- return;
- if (ent.Comp.GunShootFailDamage != null)
- _damageable.TryChangeDamage(ent, ent.Comp.GunShootFailDamage, origin: ent);
- _stun.TryParalyze(ent, ent.Comp.GunShootFailStunTime, true);
- // Apply salt to the wound ("Honk!") (No idea what this comment means)
- _audio.PlayPvs(ent.Comp.GunShootFailSound, ent);
- _audio.PlayPvs(ent.Comp.ClumsySound, ent);
- _popup.PopupEntity(Loc.GetString("gun-clumsy"), ent, ent);
- args.Cancel();
- }
- private void OnBeforeClimbEvent(Entity<ClumsyComponent> ent, ref SelfBeforeClimbEvent args)
- {
- // checks if ClumsyVaulting is false, if so, skips.
- if (!ent.Comp.ClumsyVaulting)
- return;
- // This event is called in shared, thats why it has all the extra prediction stuff.
- var rand = new System.Random((int)_timing.CurTick.Value);
- // If someone is putting you on the table, always get past the guard.
- if (!_cfg.GetCVar(CCVars.GameTableBonk) && args.PuttingOnTable == ent.Owner && !rand.Prob(ent.Comp.ClumsyDefaultCheck))
- return;
- HitHeadClumsy(ent, args.BeingClimbedOn);
- _audio.PlayPredicted(ent.Comp.ClumsySound, ent, ent);
- _audio.PlayPredicted(ent.Comp.TableBonkSound, ent, ent);
- var gettingPutOnTableName = Identity.Entity(args.GettingPutOnTable, EntityManager);
- var puttingOnTableName = Identity.Entity(args.PuttingOnTable, EntityManager);
- if (args.PuttingOnTable == ent.Owner)
- {
- // You are slamming yourself onto the table.
- _popup.PopupPredicted(
- Loc.GetString(ent.Comp.VaulingFailedMessageSelf, ("bonkable", args.BeingClimbedOn)),
- Loc.GetString(ent.Comp.VaulingFailedMessageOthers, ("victim", gettingPutOnTableName), ("bonkable", args.BeingClimbedOn)),
- ent,
- ent);
- }
- else
- {
- // Someone else slamed you onto the table.
- // This is only run in server so you need to use popup entity.
- _popup.PopupPredicted(
- Loc.GetString(ent.Comp.VaulingFailedMessageForced,
- ("bonker", puttingOnTableName),
- ("victim", gettingPutOnTableName),
- ("bonkable", args.BeingClimbedOn)),
- ent,
- null);
- }
- args.Cancel();
- }
- #endregion
- #region Helper functions
- /// <summary>
- /// "Hits" an entites head against the given table.
- /// </summary>
- // Oh this fucntion is public le- NO!! This is only public for the one admin command if you use this anywhere else I will cry.
- public void HitHeadClumsy(Entity<ClumsyComponent> target, EntityUid table)
- {
- var stunTime = target.Comp.ClumsyDefaultStunTime;
- if (TryComp<BonkableComponent>(table, out var bonkComp))
- {
- stunTime = bonkComp.BonkTime;
- if (bonkComp.BonkDamage != null)
- _damageable.TryChangeDamage(target, bonkComp.BonkDamage, true);
- }
- _stun.TryParalyze(target, stunTime, true);
- }
- #endregion
- }
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