| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112 |
- using Content.Shared.Species.Components;
- using Content.Shared.Actions;
- using Content.Shared.DoAfter;
- using Content.Shared.Popups;
- using Content.Shared.Stunnable;
- using Content.Shared.Mind;
- using Content.Shared.Zombies;
- using Robust.Shared.Network;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Serialization;
- using Robust.Shared.Timing;
- namespace Content.Shared.Species;
- public sealed partial class ReformSystem : EntitySystem
- {
- [Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
- [Dependency] private readonly INetManager _netMan = default!;
- [Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
- [Dependency] private readonly SharedPopupSystem _popupSystem = default!;
- [Dependency] private readonly IPrototypeManager _protoManager = default!;
- [Dependency] private readonly SharedStunSystem _stunSystem = default!;
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- [Dependency] private readonly SharedMindSystem _mindSystem = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<ReformComponent, MapInitEvent>(OnMapInit);
- SubscribeLocalEvent<ReformComponent, ComponentShutdown>(OnCompRemove);
- SubscribeLocalEvent<ReformComponent, ReformEvent>(OnReform);
- SubscribeLocalEvent<ReformComponent, ReformDoAfterEvent>(OnDoAfter);
- SubscribeLocalEvent<ReformComponent, EntityZombifiedEvent>(OnZombified);
- }
- private void OnMapInit(EntityUid uid, ReformComponent comp, MapInitEvent args)
- {
- // When the map is initialized, give them the action
- if (comp.ActionPrototype != default && !_protoManager.TryIndex<EntityPrototype>(comp.ActionPrototype, out var actionProto))
- return;
- _actionsSystem.AddAction(uid, ref comp.ActionEntity, out var reformAction, comp.ActionPrototype);
- // See if the action should start with a delay, and give it that starting delay if so.
- if (comp.StartDelayed && reformAction != null && reformAction.UseDelay != null)
- {
- var start = _gameTiming.CurTime;
- var end = _gameTiming.CurTime + reformAction.UseDelay.Value;
- _actionsSystem.SetCooldown(comp.ActionEntity!.Value, start, end);
- }
- }
- private void OnCompRemove(EntityUid uid, ReformComponent comp, ComponentShutdown args)
- {
- _actionsSystem.RemoveAction(uid, comp.ActionEntity);
- }
- private void OnReform(EntityUid uid, ReformComponent comp, ReformEvent args)
- {
- // Stun them when they use the action for the amount of reform time.
- if (comp.ShouldStun)
- _stunSystem.TryStun(uid, TimeSpan.FromSeconds(comp.ReformTime), true);
- _popupSystem.PopupClient(Loc.GetString(comp.PopupText, ("name", uid)), uid, uid);
- // Create a doafter & start it
- var doAfter = new DoAfterArgs(EntityManager, uid, comp.ReformTime, new ReformDoAfterEvent(), uid)
- {
- BreakOnMove = true,
- BlockDuplicate = true,
- BreakOnDamage = true,
- CancelDuplicate = true,
- RequireCanInteract = false,
- };
- _doAfterSystem.TryStartDoAfter(doAfter);
- args.Handled = true;
- }
- private void OnDoAfter(EntityUid uid, ReformComponent comp, ReformDoAfterEvent args)
- {
- if (args.Cancelled || args.Handled || comp.Deleted)
- return;
- if (_netMan.IsClient)
- return;
- // Spawn a new entity
- // This is, to an extent, taken from polymorph. I don't use polymorph for various reasons- most notably that this is permanent.
- var child = Spawn(comp.ReformPrototype, Transform(uid).Coordinates);
- // This transfers the mind to the new entity
- if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
- _mindSystem.TransferTo(mindId, child, mind: mind);
- // Delete the old entity
- QueueDel(uid);
- }
- private void OnZombified(EntityUid uid, ReformComponent comp, ref EntityZombifiedEvent args)
- {
- _actionsSystem.RemoveAction(uid, comp.ActionEntity); // Zombies can't reform
- }
- public sealed partial class ReformEvent : InstantActionEvent { }
-
- [Serializable, NetSerializable]
- public sealed partial class ReformDoAfterEvent : SimpleDoAfterEvent { }
- }
|