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- using System.Numerics;
- using Content.Server.Atmos.EntitySystems;
- using Content.Server.Chat.Systems;
- using Content.Server.NPC;
- using Content.Server.NPC.HTN;
- using Content.Server.NPC.Systems;
- using Content.Server.Popups;
- using Content.Shared.Atmos;
- using Content.Shared.Dataset;
- using Content.Shared.Nutrition.Components;
- using Content.Shared.Nutrition.EntitySystems;
- using Content.Shared.Pointing;
- using Content.Shared.Random.Helpers;
- using Content.Shared.RatKing;
- using Robust.Shared.Map;
- using Robust.Shared.Random;
- namespace Content.Server.RatKing
- {
- /// <inheritdoc/>
- public sealed class RatKingSystem : SharedRatKingSystem
- {
- [Dependency] private readonly AtmosphereSystem _atmos = default!;
- [Dependency] private readonly ChatSystem _chat = default!;
- [Dependency] private readonly HTNSystem _htn = default!;
- [Dependency] private readonly HungerSystem _hunger = default!;
- [Dependency] private readonly NPCSystem _npc = default!;
- [Dependency] private readonly PopupSystem _popup = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<RatKingComponent, RatKingRaiseArmyActionEvent>(OnRaiseArmy);
- SubscribeLocalEvent<RatKingComponent, RatKingDomainActionEvent>(OnDomain);
- SubscribeLocalEvent<RatKingComponent, AfterPointedAtEvent>(OnPointedAt);
- }
- /// <summary>
- /// Summons an allied rat servant at the King, costing a small amount of hunger
- /// </summary>
- private void OnRaiseArmy(EntityUid uid, RatKingComponent component, RatKingRaiseArmyActionEvent args)
- {
- if (args.Handled)
- return;
- if (!TryComp<HungerComponent>(uid, out var hunger))
- return;
- //make sure the hunger doesn't go into the negatives
- if (_hunger.GetHunger(hunger) < component.HungerPerArmyUse)
- {
- _popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, uid);
- return;
- }
- args.Handled = true;
- _hunger.ModifyHunger(uid, -component.HungerPerArmyUse, hunger);
- var servant = Spawn(component.ArmyMobSpawnId, Transform(uid).Coordinates);
- var comp = EnsureComp<RatKingServantComponent>(servant);
- comp.King = uid;
- Dirty(servant, comp);
- component.Servants.Add(servant);
- _npc.SetBlackboard(servant, NPCBlackboard.FollowTarget, new EntityCoordinates(uid, Vector2.Zero));
- UpdateServantNpc(servant, component.CurrentOrder);
- }
- /// <summary>
- /// uses hunger to release a specific amount of ammonia into the air. This heals the rat king
- /// and his servants through a specific metabolism.
- /// </summary>
- private void OnDomain(EntityUid uid, RatKingComponent component, RatKingDomainActionEvent args)
- {
- if (args.Handled)
- return;
- if (!TryComp<HungerComponent>(uid, out var hunger))
- return;
- //make sure the hunger doesn't go into the negatives
- if (_hunger.GetHunger(hunger) < component.HungerPerDomainUse)
- {
- _popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, uid);
- return;
- }
- args.Handled = true;
- _hunger.ModifyHunger(uid, -component.HungerPerDomainUse, hunger);
- _popup.PopupEntity(Loc.GetString("rat-king-domain-popup"), uid);
- var tileMix = _atmos.GetTileMixture(uid, excite: true);
- tileMix?.AdjustMoles(Gas.Ammonia, component.MolesAmmoniaPerDomain);
- }
- private void OnPointedAt(EntityUid uid, RatKingComponent component, ref AfterPointedAtEvent args)
- {
- if (component.CurrentOrder != RatKingOrderType.CheeseEm)
- return;
- foreach (var servant in component.Servants)
- {
- _npc.SetBlackboard(servant, NPCBlackboard.CurrentOrderedTarget, args.Pointed);
- }
- }
- public override void UpdateServantNpc(EntityUid uid, RatKingOrderType orderType)
- {
- base.UpdateServantNpc(uid, orderType);
- if (!TryComp<HTNComponent>(uid, out var htn))
- return;
- if (htn.Plan != null)
- _htn.ShutdownPlan(htn);
- _npc.SetBlackboard(uid, NPCBlackboard.CurrentOrders, orderType);
- _htn.Replan(htn);
- }
- public override void DoCommandCallout(EntityUid uid, RatKingComponent component)
- {
- base.DoCommandCallout(uid, component);
- if (!component.OrderCallouts.TryGetValue(component.CurrentOrder, out var datasetId) ||
- !PrototypeManager.TryIndex<LocalizedDatasetPrototype>(datasetId, out var datasetPrototype))
- return;
- var msg = Random.Pick(datasetPrototype);
- _chat.TrySendInGameICMessage(uid, msg, InGameICChatType.Speak, true);
- }
- }
- }
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