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wwdpublic/Content.Server/Explosion/EntitySystems/TriggerSystem.Mobstate.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

67 lines
2.4 KiB
C#

using Content.Server.Explosion.Components;
using Content.Shared.Explosion.Components;
using Content.Shared.Implants;
using Content.Shared.Interaction.Events;
using Content.Shared.Mobs;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class TriggerSystem
{
private void InitializeMobstate()
{
SubscribeLocalEvent<TriggerOnMobstateChangeComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<TriggerOnMobstateChangeComponent, SuicideEvent>(OnSuicide);
SubscribeLocalEvent<TriggerOnMobstateChangeComponent, ImplantRelayEvent<SuicideEvent>>(OnSuicideRelay);
SubscribeLocalEvent<TriggerOnMobstateChangeComponent, ImplantRelayEvent<MobStateChangedEvent>>(OnMobStateRelay);
}
private void OnMobStateChanged(EntityUid uid, TriggerOnMobstateChangeComponent component, MobStateChangedEvent args)
{
if (!component.MobState.Contains(args.NewMobState))
return;
//This chains Mobstate Changed triggers with OnUseTimerTrigger if they have it
//Very useful for things that require a mobstate change and a timer
if (TryComp<OnUseTimerTriggerComponent>(uid, out var timerTrigger))
{
HandleTimerTrigger(
uid,
args.Origin,
timerTrigger.Delay,
timerTrigger.BeepInterval,
timerTrigger.InitialBeepDelay,
timerTrigger.BeepSound);
}
else
Trigger(uid);
}
/// <summary>
/// Checks if the user has any implants that prevent suicide to avoid some cheesy strategies
/// Prevents suicide by handling the event without killing the user
/// </summary>
private void OnSuicide(EntityUid uid, TriggerOnMobstateChangeComponent component, SuicideEvent args)
{
if (args.Handled)
return;
if (!component.PreventSuicide)
return;
_popupSystem.PopupEntity(Loc.GetString("suicide-prevented"), args.Victim, args.Victim);
args.Handled = true;
}
private void OnSuicideRelay(EntityUid uid, TriggerOnMobstateChangeComponent component, ImplantRelayEvent<SuicideEvent> args)
{
OnSuicide(uid, component, args.Event);
}
private void OnMobStateRelay(EntityUid uid, TriggerOnMobstateChangeComponent component, ImplantRelayEvent<MobStateChangedEvent> args)
{
OnMobStateChanged(uid, component, args.Event);
}
}