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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> As requested in Goobstation MRP; This update allows the weldbot to, _very slowly_, fix specific structures. To allow a structure to be repaired by a weldbot, apply the "WeldbotFixableStructure" tag to it. So far, this has been applied to: - Windows - Directional Windows - Grounding Rods - Tesla Coils The robot will repair 5 damage per step to structures. In addition, repair speeds of silicon mobs, borgs and IPC's has been lowered a bit. --- # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - tweak: Weldbots can now fix specific structures, like windows and grounding rods. --------- Signed-off-by: Timfa <timfalken@hotmail.com> (cherry picked from commit a7760a6ee17766b4724382e0f4ed1698eaf19444)
122 lines
5.2 KiB
C#
122 lines
5.2 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Shared.Chat;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Emag.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Silicons.Bots;
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using Content.Shared.Tag;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators.Specific;
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public sealed partial class WeldbotWeldOperator : HTNOperator
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private ChatSystem _chat = default!;
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private WeldbotSystem _weldbot = default!;
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private SharedAudioSystem _audio = default!;
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private SharedInteractionSystem _interaction = default!;
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private SharedPopupSystem _popup = default!;
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private DamageableSystem _damageableSystem = default!;
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private TagSystem _tagSystem = default!;
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public const string SiliconTag = "SiliconMob";
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public const string WeldotFixableStructureTag = "WeldbotFixableStructure";
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public const float EmaggedBurnDamage = 10;
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public const float SiliconRepairAmount = 30;
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public const float StructureRepairAmount = 5;
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/// <summary>
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/// Target entity to inject.
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/// </summary>
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[DataField(required: true)]
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public string TargetKey = string.Empty;
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public override void Initialize(IEntitySystemManager sysManager)
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{
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base.Initialize(sysManager);
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_chat = sysManager.GetEntitySystem<ChatSystem>();
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_weldbot = sysManager.GetEntitySystem<WeldbotSystem>();
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_audio = sysManager.GetEntitySystem<SharedAudioSystem>();
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_interaction = sysManager.GetEntitySystem<SharedInteractionSystem>();
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_popup = sysManager.GetEntitySystem<SharedPopupSystem>();
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_damageableSystem = sysManager.GetEntitySystem<DamageableSystem>();
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_tagSystem = sysManager.GetEntitySystem<TagSystem>();
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}
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public override void TaskShutdown(NPCBlackboard blackboard, HTNOperatorStatus status)
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{
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base.TaskShutdown(blackboard, status);
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blackboard.Remove<EntityUid>(TargetKey);
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}
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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var owner = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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if (!blackboard.TryGetValue<EntityUid>(TargetKey, out var target, _entMan) || _entMan.Deleted(target))
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return HTNOperatorStatus.Failed;
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var tagSiliconMobPrototype = _prototypeManager.Index<TagPrototype>(SiliconTag);
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var tagWeldFixableStructurePrototype = _prototypeManager.Index<TagPrototype>(WeldotFixableStructureTag);
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if(!_entMan.TryGetComponent<TagComponent>(target, out var tagComponent))
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return HTNOperatorStatus.Failed;
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var weldableIsSilicon = _tagSystem.HasTag(tagComponent, tagSiliconMobPrototype);
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var weldableIsStructure = _tagSystem.HasTag(tagComponent, tagWeldFixableStructurePrototype);
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if ((!weldableIsSilicon && !weldableIsStructure)
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|| !_entMan.TryGetComponent<WeldbotComponent>(owner, out var botComp)
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|| !_entMan.TryGetComponent<DamageableComponent>(target, out var damage)
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|| !_interaction.InRangeUnobstructed(owner, target))
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return HTNOperatorStatus.Failed;
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var canWeldSilicon = damage.DamagePerGroup["Brute"].Value > 0 || _entMan.HasComponent<EmaggedComponent>(owner);
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var canWeldStructure = damage.TotalDamage.Value > 0;
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if ((!canWeldSilicon && weldableIsSilicon) || (!canWeldStructure && weldableIsStructure))
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return HTNOperatorStatus.Failed;
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if (botComp.IsEmagged)
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{
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if (!_prototypeManager.TryIndex<DamageGroupPrototype>("Burn", out var prototype) || weldableIsStructure)
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return HTNOperatorStatus.Failed;
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_damageableSystem.TryChangeDamage(target, new DamageSpecifier(prototype, EmaggedBurnDamage), true, false, damage);
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}
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else
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{
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if (weldableIsSilicon)
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{
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if (!_prototypeManager.TryIndex<DamageGroupPrototype>("Brute", out var prototype))
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return HTNOperatorStatus.Failed;
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_damageableSystem.TryChangeDamage(target, new DamageSpecifier(prototype, -SiliconRepairAmount), true, false, damage);
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}
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else if (weldableIsStructure)
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{
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//If a structure explicitly has a tag to allow a Weldbot to fix it, trust that we can just do so no matter what the damage actually is.
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_damageableSystem.ChangeAllDamage(target, damage, -StructureRepairAmount);
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}
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else
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{
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return HTNOperatorStatus.Failed;
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}
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}
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_audio.PlayPvs(botComp.WeldSound, target);
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if((weldableIsSilicon && damage.DamagePerGroup["Brute"].Value == 0)
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|| (weldableIsStructure && damage.TotalDamage.Value == 0)) //only say "all done if we're actually done!"
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_chat.TrySendInGameICMessage(owner, Loc.GetString("weldbot-finish-weld"), InGameICChatType.Speak, hideChat: true, hideLog: true);
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return HTNOperatorStatus.Finished;
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}
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}
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