Add EmoteOnDamage comp/system for zombies (#14371)
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51
Content.Server/Chat/EmoteOnDamageComponent.cs
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51
Content.Server/Chat/EmoteOnDamageComponent.cs
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namespace Content.Server.Chat;
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using Content.Server.Chat.Systems;
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using Content.Shared.Chat.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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/// <summary>
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/// Causes an entity to automatically emote when taking damage.
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/// </summary>
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[RegisterComponent, Access(typeof(EmoteOnDamageSystem))]
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public sealed class EmoteOnDamageComponent : Component
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{
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/// <summary>
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/// Chance of preforming an emote when taking damage and not on cooldown.
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/// </summary>
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[DataField("emoteChance"), ViewVariables(VVAccess.ReadWrite)]
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public float EmoteChance = 0.5f;
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/// <summary>
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/// A set of emotes that will be randomly picked from.
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/// <see cref="EmotePrototype"/>
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/// </summary>
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[DataField("emotes", customTypeSerializer: typeof(PrototypeIdHashSetSerializer<EmotePrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public HashSet<string> Emotes = new();
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/// <summary>
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/// Also send the emote in chat.
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/// <summary>
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[DataField("withChat"), ViewVariables(VVAccess.ReadWrite)]
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public bool WithChat = false;
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/// <summary>
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/// Hide the chat message from the chat window, only showing the popup.
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/// This does nothing if WithChat is false.
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/// <summary>
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[DataField("hiddenFromChatWindow")]
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public bool HiddenFromChatWindow = false;
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/// <summary>
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/// The simulation time of the last emote preformed due to taking damage.
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/// </summary>
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[DataField("lastEmoteTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastEmoteTime = TimeSpan.Zero;
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/// <summary>
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/// The cooldown between emotes.
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/// </summary>
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[DataField("emoteCooldown"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan EmoteCooldown = TimeSpan.FromSeconds(2);
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}
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82
Content.Server/Chat/Systems/EmoteOnDamageSystem.cs
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82
Content.Server/Chat/Systems/EmoteOnDamageSystem.cs
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namespace Content.Server.Chat.Systems;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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public sealed class EmoteOnDamageSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmoteOnDamageComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<EmoteOnDamageComponent, DamageChangedEvent>(OnDamage);
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}
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private void OnUnpaused(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, ref EntityUnpausedEvent args)
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{
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emoteOnDamage.LastEmoteTime += args.PausedTime;
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}
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private void OnDamage(EntityUid uid, EmoteOnDamageComponent emoteOnDamage, DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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return;
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if (emoteOnDamage.LastEmoteTime + emoteOnDamage.EmoteCooldown > _gameTiming.CurTime)
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return;
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if (emoteOnDamage.Emotes.Count == 0)
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return;
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if (!_random.Prob(emoteOnDamage.EmoteChance))
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return;
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var emote = _random.Pick(emoteOnDamage.Emotes);
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if (emoteOnDamage.WithChat)
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{
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_chatSystem.TryEmoteWithChat(uid, emote, emoteOnDamage.HiddenFromChatWindow);
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}
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else
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{
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_chatSystem.TryEmoteWithoutChat(uid,emote);
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}
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emoteOnDamage.LastEmoteTime = _gameTiming.CurTime;
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}
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/// <summary>
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/// Try to add an emote to the entity, which will be performed at an interval.
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/// </summary>
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public bool AddEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null)
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{
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if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
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return false;
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DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
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return emoteOnDamage.Emotes.Add(emotePrototypeId);
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}
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/// <summary>
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/// Stop preforming an emote.
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/// </summary>
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public bool RemoveEmote(EntityUid uid, string emotePrototypeId, EmoteOnDamageComponent? emoteOnDamage = null)
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{
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if (!Resolve(uid, ref emoteOnDamage, logMissing: false))
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return false;
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DebugTools.Assert(_prototypeManager.HasIndex<EmotePrototype>(emotePrototypeId), "Prototype not found. Did you make a typo?");
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return emoteOnDamage.Emotes.Remove(emotePrototypeId);
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}
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}
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