шырнулся и умер
This commit is contained in:
149
Content.Server/_Amour/Hallucinations/HallucinationsSystem.cs
Normal file
149
Content.Server/_Amour/Hallucinations/HallucinationsSystem.cs
Normal file
@@ -0,0 +1,149 @@
|
||||
using Content.Shared._Amour.Hallucinations;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Humanoid;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server._Amour.Hallucinations;
|
||||
|
||||
public sealed partial class HallucinationsSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
||||
[Dependency] private readonly SharedEyeSystem _eye = default!;
|
||||
[Dependency] private readonly StatusEffectsSystem _status = default!;
|
||||
[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<HallucinationsComponent, MapInitEvent>(OnHallucinationsInit);
|
||||
SubscribeLocalEvent<HallucinationsComponent, ComponentShutdown>(OnHallucinationsShutdown);
|
||||
}
|
||||
|
||||
private void OnHallucinationsInit(EntityUid uid, HallucinationsComponent component, MapInitEvent args)
|
||||
{
|
||||
component.Layer = _random.Next(100, 150);
|
||||
if (!_entityManager.TryGetComponent<EyeComponent>(uid, out var eye))
|
||||
return;
|
||||
UpdatePreset(component);
|
||||
_eye.SetVisibilityMask(uid, eye.VisibilityMask | component.Layer, eye);
|
||||
_adminLogger.Add(LogType.Action, LogImpact.Medium,
|
||||
$"{ToPrettyString(uid):player} began to hallucinate.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates hallucinations component settings to match prototype
|
||||
/// </summary>
|
||||
/// <param name="component">Active HallucinationsComponent</param>
|
||||
public void UpdatePreset(HallucinationsComponent component)
|
||||
{
|
||||
if (component.Proto == null)
|
||||
return;
|
||||
var preset = component.Proto;
|
||||
|
||||
component.Spawns = preset.Entities;
|
||||
component.Range = preset.Range;
|
||||
component.SpawnRate = preset.SpawnRate;
|
||||
component.MinChance = preset.MinChance;
|
||||
component.MaxChance = preset.MaxChance;
|
||||
component.MaxSpawns = preset.MaxSpawns;
|
||||
component.IncreaseChance = preset.IncreaseChance;
|
||||
}
|
||||
private void OnHallucinationsShutdown(EntityUid uid, HallucinationsComponent component, ComponentShutdown args)
|
||||
{
|
||||
if (!_entityManager.TryGetComponent<EyeComponent>(uid, out var eye))
|
||||
return;
|
||||
_eye.SetVisibilityMask(uid, eye.VisibilityMask & ~component.Layer, eye);
|
||||
_adminLogger.Add(LogType.Action, LogImpact.Medium,
|
||||
$"{ToPrettyString(uid):player} stopped hallucinating.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to start hallucinations for target
|
||||
/// </summary>
|
||||
/// <param name="target">The target.</param>
|
||||
/// <param name="key">Status effect key.</param>
|
||||
/// <param name="time">Duration of hallucinations effect.</param>
|
||||
/// <param name="refresh">Refresh active effects.</param>
|
||||
/// <param name="proto">Hallucinations pack prototype.</param>
|
||||
public bool StartHallucinations(EntityUid target, string key, TimeSpan time, bool refresh, string proto)
|
||||
{
|
||||
if (proto == null)
|
||||
return false;
|
||||
if (!_proto.TryIndex<HallucinationsPrototype>(proto, out var prototype))
|
||||
return false;
|
||||
if (!_status.TryAddStatusEffect<HallucinationsComponent>(target, key, time, refresh))
|
||||
return false;
|
||||
|
||||
var hallucinations = _entityManager.GetComponent<HallucinationsComponent>(target);
|
||||
hallucinations.Proto = prototype;
|
||||
UpdatePreset(hallucinations);
|
||||
hallucinations.CurChance = prototype.MinChance;
|
||||
|
||||
return true;
|
||||
}
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
var query = EntityQueryEnumerator<HallucinationsComponent, TransformComponent>();
|
||||
while (query.MoveNext(out var uid, out var stat, out var xform))
|
||||
{
|
||||
if (_timing.CurTime < stat.NextSecond)
|
||||
continue;
|
||||
var rate = stat.SpawnRate;
|
||||
stat.NextSecond = _timing.CurTime + TimeSpan.FromSeconds(rate);
|
||||
|
||||
if (stat.CurChance < stat.MaxChance && stat.CurChance + stat.IncreaseChance <= 1)
|
||||
stat.CurChance = stat.CurChance + stat.IncreaseChance;
|
||||
|
||||
if (!_random.Prob(stat.CurChance))
|
||||
continue;
|
||||
|
||||
stat.SpawnedCount = 0;
|
||||
|
||||
var range = stat.Range * 4;
|
||||
|
||||
// To be sure that entity will see right entities
|
||||
UpdatePreset(stat);
|
||||
|
||||
// More people - worse hallucinations
|
||||
foreach (var (ent, comp) in _lookup.GetEntitiesInRange<HumanoidAppearanceComponent>(xform.MapPosition, range))
|
||||
{
|
||||
|
||||
var newCoords = Transform(ent).MapPosition.Offset(_random.NextVector2(stat.Range));
|
||||
|
||||
if (stat.SpawnedCount >= stat.MaxSpawns)
|
||||
continue;
|
||||
stat.SpawnedCount = stat.SpawnedCount += 1;
|
||||
|
||||
var hallucination = Spawn(_random.Pick(stat.Spawns), newCoords);
|
||||
EnsureComp<VisibilityComponent>(hallucination, out var visibility);
|
||||
_visibilitySystem.SetLayer(hallucination, visibility, (int) stat.Layer, false);
|
||||
_visibilitySystem.RefreshVisibility(hallucination, visibilityComponent: visibility);
|
||||
}
|
||||
|
||||
// If there is no one... You are hallucinations source too
|
||||
var uidnewCoords = Transform(uid).MapPosition.Offset(_random.NextVector2(stat.Range));
|
||||
if (stat.SpawnedCount >= stat.MaxSpawns)
|
||||
continue;
|
||||
stat.SpawnedCount = stat.SpawnedCount += 1;
|
||||
|
||||
var uidhallucination = Spawn(_random.Pick(stat.Spawns), uidnewCoords);
|
||||
EnsureComp<VisibilityComponent>(uidhallucination, out var uidvisibility);
|
||||
_visibilitySystem.SetLayer(uidhallucination, uidvisibility, (int) stat.Layer, false);
|
||||
_visibilitySystem.RefreshVisibility(uidhallucination, visibilityComponent: uidvisibility);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user