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115 lines
4.3 KiB
C#
115 lines
4.3 KiB
C#
using System.Linq;
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using Content.Server.GameTicking;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Robust.Server.GameObjects;
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namespace Content.Server.Punpun;
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public sealed class PunpunSystem : EntitySystem
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{
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly ServerMetaDataSystem _meta = default!;
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private (int, string, string, string) _punpunData = (1, string.Empty, string.Empty, string.Empty);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PunpunComponent, ComponentStartup>(OnRoundStart);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEnd);
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}
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// Checks if the Punpun data has any items to equip, and names the Punpun upon initialization
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private void OnRoundStart(EntityUid uid, PunpunComponent component, ComponentStartup args)
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{
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if (_punpunData.Item1 > component.Lifetime)
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{
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EntityManager.SpawnEntity("PaperWrittenPunpunNote", Transform(uid).Coordinates);
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EntityManager.QueueDeleteEntity(uid);
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_punpunData = (1, string.Empty, string.Empty, string.Empty);
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return;
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}
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var meta = MetaData(uid);
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_meta.SetEntityName(uid, $"{meta.EntityName} {ToRomanNumeral(_punpunData.Item1)}", meta);
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if (!EntityManager.TryGetComponent<InventoryComponent>(uid, out _))
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return;
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EquipItem(uid, "head", _punpunData.Item2);
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EquipItem(uid, "mask", _punpunData.Item3);
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EquipItem(uid, "jumpsuit", _punpunData.Item4);
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}
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// Checks if Punpun exists, and is alive at round end
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// If so, stores the items and increments the Punpun count
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private void OnRoundEnd(RoundEndTextAppendEvent ev)
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{
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// I couldn't find a method to get a single entity, so this just enumerates over the first and disposes it
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var punpunComponents = EntityManager.EntityQueryEnumerator<PunpunComponent>();
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punpunComponents.MoveNext(out var punpun, out _);
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if (!EntityManager.TryGetComponent<MobStateComponent>(punpun, out var mobState)
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|| mobState.CurrentState == MobState.Dead)
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_punpunData = (1, string.Empty, string.Empty, string.Empty);
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_punpunData.Item1++;
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if (EntityManager.HasComponent<InventoryComponent>(punpun))
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{
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_punpunData.Item2 = CheckSlot(punpun, "head");
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_punpunData.Item3 = CheckSlot(punpun, "mask");
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_punpunData.Item4 = CheckSlot(punpun, "jumpsuit");
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}
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punpunComponents.Dispose();
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}
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// Equips an item to a slot, and names it.
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private void EquipItem(EntityUid uid, string slot, string item)
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{
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if (item == string.Empty)
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return;
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var itemEnt = EntityManager.SpawnEntity(item, EntityManager.GetComponent<TransformComponent>(uid).Coordinates);
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if (_inventory.TryEquip(uid, itemEnt, slot, true, true))
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_meta.SetEntityName(itemEnt, $"{MetaData(uid).EntityName}'s {MetaData(itemEnt).EntityName}");
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else
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EntityManager.DeleteEntity(itemEnt);
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}
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// Checks if an item exists in a slot, and returns its name
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private string CheckSlot(EntityUid uid, string slot)
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{
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return _inventory.TryGetSlotEntity(uid, slot, out var item)
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? EntityManager.GetComponent<MetaDataComponent>(item.Value).EntityPrototype!.ID
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: string.Empty;
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}
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// Punpun, the lord of Roman Numerals
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public static List<string> RomanNumerals = new() { "M", "CM", "D", "CD", "C", "XC", "L", "XL", "X", "IX", "V", "IV", "I" };
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public static List<int> Numerals = new() { 1000, 900, 500, 400, 100, 90, 50, 40, 10, 9, 5, 4, 1 };
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public static string ToRomanNumeral(int number)
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{
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var romanNumeral = string.Empty;
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while (number > 0)
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{
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// Find the biggest numeral that is less than equal to number
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var index = Numerals.FindIndex(x => x <= number);
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// Subtract its value from your number
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number -= Numerals[index];
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// Add it onto the end of your roman numeral
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romanNumeral += RomanNumerals[index];
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}
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return romanNumeral;
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}
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}
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