Files
wwdpublic/Content.Shared/Clumsy/ClumsySystem.cs
DDDecard bd18b730f7 Различные исправления (#1103)
* fix dead mobs bonking when entering biomass reclaimer

* fix animals cooling resistance

* fix dupe pill canisters in chemmaster

* balance jaws of life

* fix

* update

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Tools/jaws_of_life.yml

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* update

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* update

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* update

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* update

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* update

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* update

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* update

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* update

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* update

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* update

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* update

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* Update Content.Server/Chemistry/EntitySystems/ChemMasterSystem.cs

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* Update Content.Server/Chemistry/EntitySystems/ChemMasterSystem.cs

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* Update Content.Shared/Clumsy/ClumsySystem.cs

---------

Co-authored-by: Spatison <137375981+Spatison@users.noreply.github.com>
2026-04-11 17:44:11 +03:00

154 lines
5.9 KiB
C#

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.Mobs.Systems;
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!;
[Dependency] private readonly MobStateSystem _mobState = default!; // WD EDIT
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...
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!
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 :(
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)
{
// WD EDIT START
if (_mobState.IsDead(ent.Owner))
return;
// WD EDIT END
// 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("bonkable-success-message-user", ("bonkable", args.BeingClimbedOn)),
Loc.GetString("bonkable-success-message-others", ("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("forced-bonkable-success-message",
("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
}