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* Уэээээээ * Почти настрадались * Скоро конец.... * СКОРО * Мышки плакали, кололись, но продолжали упорно жрать кактус * Все ближе! * Это такой конец? * Книжка говна * фиксики * ОНО ЖИВОЕ * Телепорт * разное * Added byond * ивенты теперь работают * Разфикс телепорта * Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете? * Разное * Еще многа всего * Многа разнава * Скоро конец.... * ЭТО КОНЕЦ * Фикс линтера (ну, или я на это надеюсь) * Еще один фикс линтера * Победа! * фиксики * пу пу пу * Фикс подмастерья * Мисклик * Высокочастотный меч * Неймспейсы * Пул способностей мага
206 lines
6.8 KiB
C#
206 lines
6.8 KiB
C#
// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 Aviu00 <93730715+Aviu00@users.noreply.github.com>
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// SPDX-FileCopyrightText: 2025 Misandry <mary@thughunt.ing>
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// SPDX-FileCopyrightText: 2025 gus <august.eymann@gmail.com>
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//
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// SPDX-License-Identifier: AGPL-3.0-or-later
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using System.Numerics;
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using Content.Server._Shitcode.Wizard.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.Humanoid;
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using Content.Server.Popups;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared._Shitcode.Wizard.Mutate;
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using Content.Shared.Chat;
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using Content.Shared.Humanoid;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Server.Console.Commands;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server._Shitcode.Wizard.Systems;
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public sealed class HulkSystem : SharedHulkSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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[Dependency] private readonly GunSystem _gun = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HulkComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<HulkComponent, ComponentRemove>(OnRemove);
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}
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private void OnRemove(Entity<HulkComponent> ent, ref ComponentRemove args)
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{
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var (uid, comp) = ent;
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if (TerminatingOrDeleted(uid))
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return;
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Scale(ent, 0.8f);
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if (TryComp(uid, out HumanoidAppearanceComponent? humanoid))
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{
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foreach (var (layer, info) in comp.OldCustomBaseLayers)
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{
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_humanoidAppearance.SetBaseLayerColor(uid, layer, info.Color, false, humanoid);
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_humanoidAppearance.SetBaseLayerId(uid, layer, info.Id, false, humanoid);
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}
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humanoid.EyeColor = comp.OldEyeColor;
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_humanoidAppearance.SetSkinColor(uid, comp.OldSkinColor, true, false, humanoid);
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}
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_popup.PopupEntity(Loc.GetString("hulk-unhulked"), uid, uid);
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if (!ent.Comp.LaserEyes)
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return;
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RemComp<GunComponent>(ent);
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RemComp<HitscanBatteryAmmoProviderComponent>(ent);
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}
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private void OnInit(Entity<HulkComponent> ent, ref ComponentInit args)
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{
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var (uid, comp) = ent;
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Scale(uid, 1.25f);
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if (TryComp(uid, out HumanoidAppearanceComponent? humanoid))
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{
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comp.OldSkinColor = humanoid.SkinColor;
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comp.OldEyeColor = humanoid.EyeColor;
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comp.OldCustomBaseLayers = new(humanoid.CustomBaseLayers);
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_humanoidAppearance.SetSkinColor(uid, comp.SkinColor, true, false, humanoid);
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if (comp.LaserEyes)
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humanoid.EyeColor = comp.EyeColor;
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_humanoidAppearance.SetBaseLayerId(uid, HumanoidVisualLayers.Tail, comp.BaseLayerExternal, false, humanoid);
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_humanoidAppearance.SetBaseLayerId(uid,
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HumanoidVisualLayers.HeadSide,
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comp.BaseLayerExternal,
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false,
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humanoid);
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_humanoidAppearance.SetBaseLayerId(uid,
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HumanoidVisualLayers.HeadTop,
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comp.BaseLayerExternal,
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false,
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humanoid);
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_humanoidAppearance.SetBaseLayerId(uid,
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HumanoidVisualLayers.Snout,
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comp.BaseLayerExternal,
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false,
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humanoid);
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}
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if (!comp.LaserEyes)
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return;
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RemComp<GunComponent>(uid);
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var gun = AddComp<GunComponent>(uid);
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_gun.SetFireRate(gun, 1.5f);
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_gun.SetUseKey(gun, false);
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_gun.SetClumsyProof(gun, true);
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_gun.SetSoundGunshot(gun, comp.SoundGunshot);
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_gun.RefreshModifiers((uid, gun));
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var hitscan = EntityManager.ComponentFactory.GetComponent<BasicEntityAmmoProviderComponent>();
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hitscan.Proto = comp.ShotProto;
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AddComp(uid, hitscan, true);
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}
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public override void Roar(Entity<HulkComponent> hulk, float prob = 1f)
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{
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base.Roar(hulk, prob);
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var (uid, comp) = hulk;
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if (comp.NextRoar >= _timing.CurTime)
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return;
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if (prob < 1f && !_random.Prob(prob))
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return;
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comp.NextRoar = _timing.CurTime + comp.RoarDelay;
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var speech = _random.Pick(comp.Roars);
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_chat.TrySendInGameICMessage(uid, Loc.GetString(speech), InGameICChatType.Speak, false);
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}
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private void Scale(EntityUid uid, float scale)
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{
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EnsureComp<ScaleVisualsComponent>(uid);
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var ev = new ScaleCommand.ScaleEntityEvent();
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RaiseLocalEvent(uid, ref ev);
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var appearanceComponent = EnsureComp<AppearanceComponent>(uid);
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if (!_appearance.TryGetData<Vector2>(uid, ScaleVisuals.Scale, out var oldScale, appearanceComponent))
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oldScale = TryComp(uid, out ScaleDataComponent? scaleData) ? scaleData.Scale : Vector2.One;
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_appearance.SetData(uid, ScaleVisuals.Scale, oldScale * scale, appearanceComponent);
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if (!TryComp(uid, out FixturesComponent? manager))
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return;
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foreach (var (id, fixture) in manager.Fixtures)
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{
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switch (fixture.Shape)
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{
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case PhysShapeCircle circle:
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_physics.SetPositionRadius(uid,
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id,
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fixture,
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circle,
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circle.Position * scale,
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circle.Radius * scale,
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manager);
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break;
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case PolygonShape poly:
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var verts = poly.Vertices;
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for (var i = 0; i < poly.VertexCount; i++)
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{
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verts[i] *= scale;
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}
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_physics.SetVertices(uid, id, fixture, poly, verts, manager);
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break;
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}
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<HulkComponent>();
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while (query.MoveNext(out var ent, out var hulk))
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{
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if (hulk.Duration == null)
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continue;
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hulk.Duration = hulk.Duration.Value - frameTime;
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if (hulk.Duration >= 0)
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continue;
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RemCompDeferred<HulkComponent>(ent);
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}
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}
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}
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