Files
wwdpublic/Content.Server/Punpun/PunpunSystem.cs
2024-11-21 17:49:04 +07:00

115 lines
4.3 KiB
C#

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