Landmine stepoff (#22962)

* make landmine work on stepping off

* update methods naming

* made both step modes possible

* updated stepoff event raise to not interfere with game physics internals

* added comments

* figuring out how audiosystem works

* added beep sound effect, updated how stepoff trigger works to make it more consistent

* updated source in attributions.yml

* made stepoff working every time

* introduced suggested changes

* updated janitor's WetSignMine to have audio

* made cleaner events and bashing my head at OnEndCollide event raise

* inverted conditional where applicable

* review

---------

Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
KISS
2024-03-24 07:33:45 +02:00
committed by GitHub
parent f96cf360e9
commit 54dd273f66
13 changed files with 97 additions and 49 deletions

View File

@@ -1,43 +1,43 @@
using Content.Server.Explosion.EntitySystems;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Popups;
using Content.Shared.StepTrigger;
using Content.Shared.StepTrigger.Systems;
using Robust.Shared.Player;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
namespace Content.Server.LandMines;
public sealed class LandMineSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly TriggerSystem _trigger = default!;
public override void Initialize()
{
SubscribeLocalEvent<LandMineComponent, StepTriggeredEvent>(HandleTriggered);
SubscribeLocalEvent<LandMineComponent, StepTriggerAttemptEvent>(HandleTriggerAttempt);
SubscribeLocalEvent<LandMineComponent, StepTriggeredOnEvent>(HandleStepOnTriggered);
SubscribeLocalEvent<LandMineComponent, StepTriggeredOffEvent>(HandleStepOffTriggered);
SubscribeLocalEvent<LandMineComponent, StepTriggerAttemptEvent>(HandleStepTriggerAttempt);
}
private static void HandleTriggerAttempt(
EntityUid uid,
LandMineComponent component,
ref StepTriggerAttemptEvent args)
private void HandleStepOnTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOnEvent args)
{
_popupSystem.PopupCoordinates(
Loc.GetString("land-mine-triggered", ("mine", uid)),
Transform(uid).Coordinates,
args.Tripper,
PopupType.LargeCaution);
_audioSystem.PlayPvs(component.Sound, uid);
}
private void HandleStepOffTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOffEvent args)
{
_trigger.Trigger(uid, args.Tripper);
}
private static void HandleStepTriggerAttempt(EntityUid uid, LandMineComponent component, ref StepTriggerAttemptEvent args)
{
args.Continue = true;
}
private void HandleTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredEvent args)
{
// This doesn't use TriggerOnStepTrigger since we don't want to display the popup if nothing happens
// and I didn't feel like making an `AfterTrigger` event
if (_trigger.Trigger(uid, args.Tripper))
{
_popupSystem.PopupCoordinates(
Loc.GetString("land-mine-triggered", ("mine", uid)),
Transform(uid).Coordinates,
args.Tripper,
PopupType.LargeCaution);
}
}
}