Files
wwdpublic/Content.Server/Actions/Actions/GhostBoo.cs
Alex Evgrashin 4c873e53f2 Refactor ghost boo to ECS (#4511)
* Moved ghost boo to ecs

* Fixed small light exception

* No need to inject EM

* Moved cooldown and time to fields

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-08-31 18:33:55 +10:00

48 lines
1.5 KiB
C#

using System.Linq;
using Content.Server.Ghost;
using Content.Shared.Actions.Behaviors;
using Content.Shared.Actions.Components;
using Content.Shared.Cooldown;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Actions.Actions
{
/// <summary>
/// Blink lights and scare livings
/// </summary>
[UsedImplicitly]
[DataDefinition]
public class GhostBoo : IInstantAction
{
[DataField("radius")] private float _radius = 3;
[DataField("cooldown")] private float _cooldown = 120;
[DataField("maxTargets")] private int _maxTargets = 3;
public void DoInstantAction(InstantActionEventArgs args)
{
if (!args.Performer.TryGetComponent<SharedActionsComponent>(out var actions)) return;
// find all IGhostBooAffected nearby and do boo on them
var ents = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(args.Performer, _radius);
var booCounter = 0;
foreach (var ent in ents)
{
var ghostBoo = new GhostBooEvent();
ent.EntityManager.EventBus.RaiseLocalEvent(ent.Uid, ghostBoo);
if (ghostBoo.Handled)
booCounter++;
if (booCounter >= _maxTargets)
break;
}
actions.Cooldown(args.ActionType, Cooldowns.SecondsFromNow(_cooldown));
}
}
}