Files
wwdpublic/Content.Server/Dragon/DragonSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

281 lines
9.4 KiB
C#

using Content.Server.GenericAntag;
using Content.Server.Objectives.Components;
using Content.Server.Objectives.Systems;
using Content.Server.Popups;
using Content.Server.Roles;
using Content.Shared.Actions;
using Content.Shared.Dragon;
using Content.Shared.Maps;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs;
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Player;
namespace Content.Server.Dragon;
public sealed partial class DragonSystem : EntitySystem
{
[Dependency] private readonly CarpRiftsConditionSystem _carpRifts = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDef = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly RoleSystem _role = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
private EntityQuery<CarpRiftsConditionComponent> _objQuery;
/// <summary>
/// Minimum distance between 2 rifts allowed.
/// </summary>
private const int RiftRange = 15;
/// <summary>
/// Radius of tiles
/// </summary>
private const int RiftTileRadius = 2;
private const int RiftsAllowed = 3;
public override void Initialize()
{
base.Initialize();
_objQuery = GetEntityQuery<CarpRiftsConditionComponent>();
SubscribeLocalEvent<DragonComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<DragonComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DragonComponent, DragonSpawnRiftActionEvent>(OnSpawnRift);
SubscribeLocalEvent<DragonComponent, RefreshMovementSpeedModifiersEvent>(OnDragonMove);
SubscribeLocalEvent<DragonComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<DragonComponent, GenericAntagCreatedEvent>(OnCreated);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<DragonComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.WeakenedAccumulator > 0f)
{
comp.WeakenedAccumulator -= frameTime;
// No longer weakened.
if (comp.WeakenedAccumulator < 0f)
{
comp.WeakenedAccumulator = 0f;
_movement.RefreshMovementSpeedModifiers(uid);
}
}
// At max rifts
if (comp.Rifts.Count >= RiftsAllowed)
continue;
// If there's an active rift don't accumulate.
if (comp.Rifts.Count > 0)
{
var lastRift = comp.Rifts[^1];
if (TryComp<DragonRiftComponent>(lastRift, out var rift) && rift.State != DragonRiftState.Finished)
{
comp.RiftAccumulator = 0f;
continue;
}
}
comp.RiftAccumulator += frameTime;
// Delete it, naughty dragon!
if (comp.RiftAccumulator >= comp.RiftMaxAccumulator)
{
Roar(uid, comp);
QueueDel(uid);
}
}
}
private void OnInit(EntityUid uid, DragonComponent component, MapInitEvent args)
{
Roar(uid, component);
_actions.AddAction(uid, ref component.SpawnRiftActionEntity, component.SpawnRiftAction);
}
private void OnShutdown(EntityUid uid, DragonComponent component, ComponentShutdown args)
{
DeleteRifts(uid, false, component);
}
private void OnSpawnRift(EntityUid uid, DragonComponent component, DragonSpawnRiftActionEvent args)
{
if (component.Weakened)
{
_popup.PopupEntity(Loc.GetString("carp-rift-weakened"), uid, uid);
return;
}
if (component.Rifts.Count >= RiftsAllowed)
{
_popup.PopupEntity(Loc.GetString("carp-rift-max"), uid, uid);
return;
}
if (component.Rifts.Count > 0 && TryComp<DragonRiftComponent>(component.Rifts[^1], out var rift) && rift.State != DragonRiftState.Finished)
{
_popup.PopupEntity(Loc.GetString("carp-rift-duplicate"), uid, uid);
return;
}
var xform = Transform(uid);
// Have to be on a grid fam
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
{
_popup.PopupEntity(Loc.GetString("carp-rift-anchor"), uid, uid);
return;
}
// cant stack rifts near eachother
foreach (var (_, riftXform) in EntityQuery<DragonRiftComponent, TransformComponent>(true))
{
if (riftXform.Coordinates.InRange(EntityManager, xform.Coordinates, RiftRange))
{
_popup.PopupEntity(Loc.GetString("carp-rift-proximity", ("proximity", RiftRange)), uid, uid);
return;
}
}
// cant put a rift on solars
foreach (var tile in grid.GetTilesIntersecting(new Circle(xform.WorldPosition, RiftTileRadius), false))
{
if (!tile.IsSpace(_tileDef))
continue;
_popup.PopupEntity(Loc.GetString("carp-rift-space-proximity", ("proximity", RiftTileRadius)), uid, uid);
return;
}
var carpUid = Spawn(component.RiftPrototype, xform.MapPosition);
component.Rifts.Add(carpUid);
Comp<DragonRiftComponent>(carpUid).Dragon = uid;
}
// TODO: just make this a move speed modifier component???
private void OnDragonMove(EntityUid uid, DragonComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (component.Weakened)
{
args.ModifySpeed(0.5f, 0.5f);
}
}
private void OnMobStateChanged(EntityUid uid, DragonComponent component, MobStateChangedEvent args)
{
// Deletes all rifts after dying
if (args.NewMobState != MobState.Dead)
return;
if (component.SoundDeath != null)
_audio.PlayPvs(component.SoundDeath, uid);
// objective is explicitly not reset so that it will show how many you got before dying in round end text
DeleteRifts(uid, false, component);
}
private void OnCreated(EntityUid uid, DragonComponent comp, ref GenericAntagCreatedEvent args)
{
var mindId = args.MindId;
var mind = args.Mind;
_role.MindAddRole(mindId, new DragonRoleComponent(), mind);
_role.MindAddRole(mindId, new RoleBriefingComponent()
{
Briefing = Loc.GetString("dragon-role-briefing")
}, mind);
}
private void Roar(EntityUid uid, DragonComponent comp)
{
if (comp.SoundRoar != null)
_audio.Play(comp.SoundRoar, Filter.Pvs(uid, 4f, EntityManager), uid, true);
}
/// <summary>
/// Delete all rifts this dragon made.
/// </summary>
/// <param name="uid">Entity id of the dragon</param>
/// <param name="resetRole">If true, the role's rift count will be reset too</param>
/// <param name="comp">The dragon component</param>
public void DeleteRifts(EntityUid uid, bool resetRole, DragonComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
foreach (var rift in comp.Rifts)
{
QueueDel(rift);
}
comp.Rifts.Clear();
// stop here if not trying to reset the objective's rift count
if (!resetRole || !TryComp<MindContainerComponent>(uid, out var mindContainer) || !mindContainer.HasMind)
return;
var mind = Comp<MindComponent>(mindContainer.Mind.Value);
foreach (var objId in mind.AllObjectives)
{
if (_objQuery.TryGetComponent(objId, out var obj))
{
_carpRifts.ResetRifts(objId, obj);
break;
}
}
}
/// <summary>
/// Increment the dragon role's charged rift count.
/// </summary>
public void RiftCharged(EntityUid uid, DragonComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
if (!TryComp<MindContainerComponent>(uid, out var mindContainer) || !mindContainer.HasMind)
return;
var mind = Comp<MindComponent>(mindContainer.Mind.Value);
foreach (var objId in mind.AllObjectives)
{
if (_objQuery.TryGetComponent(objId, out var obj))
{
_carpRifts.RiftCharged(objId, obj);
break;
}
}
}
/// <summary>
/// Do everything that needs to happen when a rift gets destroyed by the crew.
/// </summary>
public void RiftDestroyed(EntityUid uid, DragonComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
// do reset the rift count since crew destroyed the rift, not deleted by the dragon dying.
DeleteRifts(uid, true, comp);
// We can't predict the rift being destroyed anyway so no point adding weakened to shared.
comp.WeakenedAccumulator = comp.WeakenedDuration;
_movement.RefreshMovementSpeedModifiers(uid);
_popup.PopupEntity(Loc.GetString("carp-rift-destroyed"), uid, uid);
}
}