Stamina damage (#9230)

This commit is contained in:
metalgearsloth
2022-07-06 18:06:12 +10:00
committed by GitHub
parent 305cdc02cb
commit 40eecdd78a
129 changed files with 703 additions and 778 deletions

View File

@@ -1,3 +1,4 @@
using Content.Server.Stunnable.Systems;
using Content.Shared.Sound;
using Content.Shared.Timing;
@@ -8,21 +9,6 @@ namespace Content.Server.Stunnable.Components
{
public bool Activated = false;
/// <summary>
/// What the <see cref="UseDelayComponent"/> is when the stun baton is active.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("activeCooldown")]
public TimeSpan ActiveDelay = TimeSpan.FromSeconds(4);
/// <summary>
/// Store what the <see cref="UseDelayComponent"/> was before being activated.
/// </summary>
public TimeSpan? OldDelay;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeTime")]
public float ParalyzeTime { get; set; } = 5f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("energyPerUse")]
public float EnergyPerUse { get; set; } = 350;

View File

@@ -1,10 +1,11 @@
using System.Linq;
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;
using Content.Server.Stunnable.Components;
using Content.Server.Weapon.Melee;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.Audio;
using Content.Shared.Examine;
using Content.Shared.Interaction.Events;
@@ -12,55 +13,48 @@ using Content.Shared.Item;
using Content.Shared.Jittering;
using Content.Shared.Popups;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Timing;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Stunnable
namespace Content.Server.Stunnable.Systems
{
public sealed class StunbatonSystem : EntitySystem
{
[Dependency] private readonly MeleeWeaponSystem _melee = default!;
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly StutteringSystem _stutteringSystem = default!;
[Dependency] private readonly SharedJitteringSystem _jitterSystem = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StunbatonComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<StunbatonComponent, UseInHandEvent>(OnUseInHand);
SubscribeLocalEvent<StunbatonComponent, ThrowDoHitEvent>(OnThrowCollide);
SubscribeLocalEvent<StunbatonComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<StunbatonComponent, StaminaDamageOnHitAttemptEvent>(OnStaminaHitAttempt);
SubscribeLocalEvent<StunbatonComponent, MeleeHitEvent>(OnMeleeHit);
}
private void OnMeleeHit(EntityUid uid, StunbatonComponent comp, MeleeHitEvent args)
private void OnMeleeHit(EntityUid uid, StunbatonComponent component, MeleeHitEvent args)
{
if (!comp.Activated || !args.HitEntities.Any() || args.Handled || _useDelay.ActiveDelay(uid))
return;
if (!component.Activated) return;
if (!TryComp<BatteryComponent>(uid, out var battery) || !battery.TryUseCharge(comp.EnergyPerUse))
return;
// Don't apply damage if it's activated; just do stamina damage.
args.BonusDamage -= args.BaseDamage;
}
foreach (var entity in args.HitEntities)
private void OnStaminaHitAttempt(EntityUid uid, StunbatonComponent component, ref StaminaDamageOnHitAttemptEvent args)
{
if (!component.Activated ||
!TryComp<BatteryComponent>(uid, out var battery) || !battery.TryUseCharge(component.EnergyPerUse))
{
StunEntity(entity, comp);
SendPowerPulse(entity, args.User, uid);
args.Cancelled = true;
return;
}
_melee.SetAttackCooldown(uid, _timing.CurTime + comp.ActiveDelay);
_useDelay.BeginDelay(uid);
// No combat should occur if we successfully stunned.
args.Handled = true;
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)
@@ -75,21 +69,6 @@ namespace Content.Server.Stunnable
}
}
private void OnThrowCollide(EntityUid uid, StunbatonComponent comp, ThrowDoHitEvent args)
{
if (!comp.Activated)
return;
if (!TryComp<BatteryComponent>(uid, out var battery))
return;
if (_robustRandom.Prob(comp.OnThrowStunChance) && battery.TryUseCharge(comp.EnergyPerUse))
{
SendPowerPulse(args.Target, args.User, uid);
StunEntity(args.Target, comp);
}
}
private void OnExamined(EntityUid uid, StunbatonComponent comp, ExaminedEvent args)
{
var msg = comp.Activated
@@ -101,24 +80,6 @@ namespace Content.Server.Stunnable
("charge", (int)((battery.CurrentCharge/battery.MaxCharge) * 100))));
}
private void StunEntity(EntityUid entity, StunbatonComponent comp)
{
if (!EntityManager.TryGetComponent(entity, out StatusEffectsComponent? status) || !comp.Activated) return;
SoundSystem.Play(comp.StunSound.GetSound(), Filter.Pvs(comp.Owner), comp.Owner, AudioHelpers.WithVariation(0.25f));
_stunSystem.TryParalyze(entity, TimeSpan.FromSeconds(comp.ParalyzeTime), true, status);
var slowdownTime = TimeSpan.FromSeconds(comp.ParalyzeTime);
_jitterSystem.DoJitter(entity, slowdownTime, true, status:status);
_stutteringSystem.DoStutter(entity, slowdownTime, true, status);
if (!TryComp<BatteryComponent>(comp.Owner, out var battery) || !(battery.CurrentCharge < comp.EnergyPerUse))
return;
SoundSystem.Play(comp.SparksSound.GetSound(), Filter.Pvs(comp.Owner), comp.Owner, AudioHelpers.WithVariation(0.25f));
TurnOff(comp);
}
private void TurnOff(StunbatonComponent comp)
{
if (!comp.Activated)
@@ -135,11 +96,6 @@ namespace Content.Server.Stunnable
SoundSystem.Play(comp.SparksSound.GetSound(), Filter.Pvs(comp.Owner), comp.Owner, AudioHelpers.WithVariation(0.25f));
comp.Activated = false;
if (TryComp<UseDelayComponent>(comp.Owner, out var useDelay) && comp.OldDelay != null)
{
useDelay.Delay = comp.OldDelay.Value;
comp.OldDelay = null;
}
}
private void TurnOn(StunbatonComponent comp, EntityUid user)
@@ -147,13 +103,6 @@ namespace Content.Server.Stunnable
if (comp.Activated)
return;
if (EntityManager.TryGetComponent<SpriteComponent?>(comp.Owner, out var sprite) &&
EntityManager.TryGetComponent<SharedItemComponent?>(comp.Owner, out var item))
{
item.EquippedPrefix = "on";
sprite.LayerSetState(0, "stunbaton_on");
}
var playerFilter = Filter.Pvs(comp.Owner, entityManager: EntityManager);
if (!TryComp<BatteryComponent>(comp.Owner, out var battery) || battery.CurrentCharge < comp.EnergyPerUse)
{
@@ -162,14 +111,15 @@ namespace Content.Server.Stunnable
return;
}
SoundSystem.Play(comp.SparksSound.GetSound(), playerFilter, comp.Owner, AudioHelpers.WithVariation(0.25f));
comp.Activated = true;
if (TryComp<UseDelayComponent>(comp.Owner, out var useDelay))
if (EntityManager.TryGetComponent<SpriteComponent?>(comp.Owner, out var sprite) &&
EntityManager.TryGetComponent<SharedItemComponent?>(comp.Owner, out var item))
{
comp.OldDelay = useDelay.Delay;
useDelay.Delay = comp.ActiveDelay;
item.EquippedPrefix = "on";
sprite.LayerSetState(0, "stunbaton_on");
}
SoundSystem.Play(comp.SparksSound.GetSound(), playerFilter, comp.Owner, AudioHelpers.WithVariation(0.25f));
comp.Activated = true;
}
private void SendPowerPulse(EntityUid target, EntityUid? user, EntityUid used)