Files
wwdpublic/Content.Server/_Shitcode/Wizard/Systems/SanguineStrikeSystem.cs
Kai5 091a8ff433 [GoobPort] WIZ REAL (#465)
* 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
2025-04-26 10:18:58 +03:00

190 lines
6.8 KiB
C#

// SPDX-FileCopyrightText: 2025 Aiden <28298836+Aidenkrz@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 Aviu00 <93730715+Aviu00@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 Misandry <mary@thughunt.ing>
// SPDX-FileCopyrightText: 2025 gus <august.eymann@gmail.com>
//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Fluids.EntitySystems;
using Content.Server.Popups;
using Content.Shared._Shitcode.Wizard.Projectiles;
using Content.Shared._Shitcode.Wizard.SanguineStrike;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.FixedPoint;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Server._Shitcode.Wizard.Systems;
public sealed class SanguineStrikeSystem : SharedSanguineStrikeSystem
{
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PointLightSystem _light = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly BloodstreamSystem _bloodStream = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solution = default!;
[Dependency] private readonly PuddleSystem _puddle = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SanguineStrikeComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<SanguineStrikeComponent, ComponentRemove>(OnRemove);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SanguineStrikeComponent>();
while (query.MoveNext(out var uid, out var sanguine))
{
sanguine.Lifetime -= frameTime;
if (sanguine.Lifetime <= 0)
RemCompDeferred(uid, sanguine);
}
}
private void OnRemove(Entity<SanguineStrikeComponent> ent, ref ComponentRemove args)
{
var (uid, comp) = ent;
if (TerminatingOrDeleted(uid))
return;
_popup.PopupEntity(Loc.GetString("sanguine-strike-end", ("item", uid)), uid);
if (comp.HadPointLight)
return;
RemComp<PointLightComponent>(uid);
}
private void OnInit(Entity<SanguineStrikeComponent> ent, ref ComponentInit args)
{
var (uid, comp) = ent;
if (HasComp<PointLightComponent>(uid))
{
comp.HadPointLight = true;
return;
}
var light = _light.EnsureLight(uid);
_light.SetRadius(uid, comp.LightRadius, light);
_light.SetEnergy(uid, comp.LightEnergy, light);
_light.SetColor(uid, comp.Color, light);
}
public override void ParticleEffects(EntityUid user, IReadOnlyList<EntityUid> targets, EntProtoId particle)
{
base.ParticleEffects(user, targets, particle);
var xform = Transform(user);
var trailQuery = GetEntityQuery<TrailComponent>();
foreach (var target in targets)
{
var ent = Spawn(particle, xform.Coordinates);
_transform.SetParent(ent, Transform(ent), user, xform);
if (!trailQuery.TryComp(ent, out var comp))
continue;
comp.SpawnEntityPosition = target;
Dirty(ent, comp);
}
}
public override void BloodSteal(EntityUid user,
IReadOnlyList<EntityUid> hitEntities,
FixedPoint2 bloodStealAmount,
EntityCoordinates? bloodSpillCoordinates)
{
base.BloodSteal(user, hitEntities, bloodStealAmount, bloodSpillCoordinates);
var bloodQuery = GetEntityQuery<BloodstreamComponent>();
var solutionQuery = GetEntityQuery<SolutionContainerManagerComponent>();
// I love solutions :)
if (!bloodQuery.TryComp(user, out var userBlood) || !solutionQuery.TryComp(user, out var userSolution) ||
!_solution.ResolveSolution((user, userSolution), userBlood.BloodSolutionName, ref userBlood.BloodSolution))
return;
List<Entity<BloodstreamComponent, SolutionContainerManagerComponent>> bloodEntities = new();
foreach (var hitEnt in hitEntities)
{
if (bloodQuery.TryComp(hitEnt, out var hitBlood) && solutionQuery.TryComp(hitEnt, out var hitSolution))
bloodEntities.Add((hitEnt, hitBlood, hitSolution));
}
if (bloodEntities.Count == 0)
return;
Solution tempSol = new();
var missingBlood = userBlood.BloodMaxVolume - userBlood.BloodSolution.Value.Comp.Solution.Volume;
missingBlood = FixedPoint2.Max(FixedPoint2.Zero, missingBlood);
var bloodSuckAmount = bloodStealAmount / bloodEntities.Count;
foreach (var (entity, blood, solution) in bloodEntities)
{
if (!_solution.ResolveSolution((entity, solution),
blood.BloodSolutionName,
ref blood.BloodSolution))
continue;
var bloodToRemove = FixedPoint2.Min(blood.BloodSolution.Value.Comp.Solution.Volume,
bloodSuckAmount);
tempSol.MaxVolume += bloodToRemove;
tempSol.AddSolution(_solution.SplitSolution(blood.BloodSolution.Value, bloodToRemove), _proto);
}
var restoredBlood = FixedPoint2.Min(tempSol.Volume, missingBlood);
_bloodStream.TryModifyBloodLevel(user, restoredBlood, userBlood);
_bloodStream.TryModifyBleedAmount(user, -userBlood.BleedAmount, userBlood);
if (restoredBlood >= tempSol.Volume || tempSol.Volume <= 0 || tempSol.Contents.Count <= 0)
return;
var toRemove = restoredBlood / tempSol.Volume;
for (var i = tempSol.Contents.Count - 1; i >= 0; i--)
{
tempSol.RemoveReagent(tempSol.Contents[i].Reagent,
tempSol.Contents[i].Quantity * toRemove,
true,
true);
}
if (bloodSpillCoordinates != null)
_puddle.TrySpillAt(bloodSpillCoordinates.Value, tempSol, out _);
}
protected override void Hit(EntityUid uid,
SanguineStrikeComponent component,
EntityUid user,
IReadOnlyList<EntityUid> hitEntities)
{
base.Hit(uid, component, user, hitEntities);
var xform = Transform(uid);
BloodSteal(user, hitEntities, component.BloodSuckAmount, xform.Coordinates);
_audio.PlayPvs(component.LifestealSound, xform.Coordinates);
Spawn(component.Effect, _transform.GetMapCoordinates(xform));
ParticleEffects(user, hitEntities, component.BloodEffect);
RemCompDeferred(uid, component);
}
}