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OldThink/Content.Server/Stunnable/Systems/StunbatonSystem.cs

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using System.Linq;
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using Content.Server.Damage.Components;
using Content.Server.Damage.Events;
using Content.Server.Power.Components;
using Content.Server.Power.Events;
using Content.Server.Speech.EntitySystems;
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using Content.Server.Stunnable.Components;
using Content.Server.Weapon.Melee;
using Content.Shared.Audio;
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using Content.Shared.Examine;
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using Content.Shared.Interaction.Events;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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using Content.Shared.Item;
using Content.Shared.Jittering;
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using Content.Shared.Popups;
using Content.Shared.StatusEffect;
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using Content.Shared.Throwing;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
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namespace Content.Server.Stunnable.Systems
{
public sealed class StunbatonSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StunbatonComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<StunbatonComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<StunbatonComponent, StaminaDamageOnHitAttemptEvent>(OnStaminaHitAttempt);
SubscribeLocalEvent<StunbatonComponent, MeleeHitEvent>(OnMeleeHit);
}
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private void OnMeleeHit(EntityUid uid, StunbatonComponent component, MeleeHitEvent args)
{
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if (!component.Activated) return;
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// Don't apply damage if it's activated; just do stamina damage.
args.BonusDamage -= args.BaseDamage;
}
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private void OnStaminaHitAttempt(EntityUid uid, StunbatonComponent component, ref StaminaDamageOnHitAttemptEvent args)
{
if (!component.Activated ||
!TryComp<BatteryComponent>(uid, out var battery) || !battery.TryUseCharge(component.EnergyPerUse))
{
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args.Cancelled = true;
return;
}
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args.HitSoundOverride = component.StunSound;
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if (battery.CurrentCharge < component.EnergyPerUse)
{
SoundSystem.Play(component.SparksSound.GetSound(), Filter.Pvs(component.Owner, entityManager: EntityManager), uid, AudioHelpers.WithVariation(0.25f));
TurnOff(component);
}
}
private void OnUseInHand(EntityUid uid, StunbatonComponent comp, UseInHandEvent args)
{
if (comp.Activated)
{
TurnOff(comp);
}
else
{
TurnOn(comp, args.User);
}
}
private void OnExamined(EntityUid uid, StunbatonComponent comp, ExaminedEvent args)
{
var msg = comp.Activated
? Loc.GetString("comp-stunbaton-examined-on")
: Loc.GetString("comp-stunbaton-examined-off");
args.PushMarkup(msg);
if(TryComp<BatteryComponent>(uid, out var battery))
args.PushMarkup(Loc.GetString("stunbaton-component-on-examine-charge",
("charge", (int)((battery.CurrentCharge/battery.MaxCharge) * 100))));
}
private void TurnOff(StunbatonComponent comp)
{
if (!comp.Activated)
return;
// TODO stunbaton visualizer
if (TryComp<SpriteComponent>(comp.Owner, out var sprite) &&
TryComp<SharedItemComponent>(comp.Owner, out var item))
{
item.EquippedPrefix = "off";
sprite.LayerSetState(0, "stunbaton_off");
}
SoundSystem.Play(comp.SparksSound.GetSound(), Filter.Pvs(comp.Owner), comp.Owner, AudioHelpers.WithVariation(0.25f));
comp.Activated = false;
}
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private void TurnOn(StunbatonComponent comp, EntityUid user)
{
if (comp.Activated)
return;
var playerFilter = Filter.Pvs(comp.Owner, entityManager: EntityManager);
if (!TryComp<BatteryComponent>(comp.Owner, out var battery) || battery.CurrentCharge < comp.EnergyPerUse)
{
SoundSystem.Play(comp.TurnOnFailSound.GetSound(), playerFilter, comp.Owner, AudioHelpers.WithVariation(0.25f));
user.PopupMessage(Loc.GetString("stunbaton-component-low-charge"));
return;
}
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if (EntityManager.TryGetComponent<SpriteComponent?>(comp.Owner, out var sprite) &&
EntityManager.TryGetComponent<SharedItemComponent?>(comp.Owner, out var item))
{
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item.EquippedPrefix = "on";
sprite.LayerSetState(0, "stunbaton_on");
}
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SoundSystem.Play(comp.SparksSound.GetSound(), playerFilter, comp.Owner, AudioHelpers.WithVariation(0.25f));
comp.Activated = true;
}
private void SendPowerPulse(EntityUid target, EntityUid? user, EntityUid used)
{
RaiseLocalEvent(target, new PowerPulseEvent()
{
Used = used,
User = user
}, false);
}
}
}