The Rat King [Antag] (#8706)
* vending machine go spit * who's da rat, bozo * fixes * crown + fixes * aaaa * aa * lololol * removing vending shit + most annoying fix alive * paul review * moony fixes * sloth review * Minor diseasesystem fix * inverse moment * A * Also reduce args allocations Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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93
Content.Server/RatKing/RatKingSystem.cs
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93
Content.Server/RatKing/RatKingSystem.cs
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using Content.Server.Actions;
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using Content.Server.Disease;
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using Content.Server.Disease.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Popups;
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using Content.Shared.Actions;
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using Robust.Shared.Player;
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namespace Content.Server.RatKing
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{
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public sealed class RatKingSystem : EntitySystem
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{
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] private readonly DiseaseSystem _disease = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RatKingComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<RatKingComponent, RatKingRaiseArmyActionEvent>(OnRaiseArmy);
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SubscribeLocalEvent<RatKingComponent, RatKingDomainActionEvent>(OnDomain);
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}
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private void OnStartup(EntityUid uid, RatKingComponent component, ComponentStartup args)
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{
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_action.AddAction(uid, component.ActionRaiseArmy, null);
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_action.AddAction(uid, component.ActionDomain, null);
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}
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/// <summary>
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/// Summons an allied rat servant at the King, costing a small amount of hunger
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/// </summary>
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private void OnRaiseArmy(EntityUid uid, RatKingComponent component, RatKingRaiseArmyActionEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<HungerComponent>(uid, out var hunger))
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return;
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//make sure the hunger doesn't go into the negatives
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if (hunger.CurrentHunger < component.HungerPerArmyUse)
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{
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_popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, Filter.Entities(uid));
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return;
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}
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args.Handled = true;
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hunger.CurrentHunger -= component.HungerPerArmyUse;
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Spawn(component.ArmyMobSpawnId, Transform(uid).Coordinates); //spawn the little mouse boi
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}
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/// <summary>
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/// Gets all of the nearby disease-carrying entities in a radius
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/// and gives them the specified disease. It has a hunger cost as well
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/// </summary>
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private void OnDomain(EntityUid uid, RatKingComponent component, RatKingDomainActionEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<HungerComponent>(uid, out var hunger))
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return;
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//make sure the hunger doesn't go into the negatives
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if (hunger.CurrentHunger < component.HungerPerDomainUse)
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{
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_popup.PopupEntity(Loc.GetString("rat-king-too-hungry"), uid, Filter.Entities(uid));
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return;
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}
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args.Handled = true;
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hunger.CurrentHunger -= component.HungerPerDomainUse;
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_popup.PopupEntity(Loc.GetString("rat-king-domain-popup"), uid, Filter.Pvs(uid, default, EntityManager));
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var tstalker = GetEntityQuery<DiseaseCarrierComponent>();
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foreach (var entity in _lookup.GetEntitiesInRange(uid, component.DomainRange)) //go through all of them, filtering only those in range that are not the king itself
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{
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if (entity == uid)
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continue;
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if (tstalker.TryGetComponent(entity, out var diseasecomp))
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_disease.TryInfect(diseasecomp, component.DomainDiseaseId); //infect them with w/e disease
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}
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}
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}
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public sealed class RatKingRaiseArmyActionEvent : InstantActionEvent { };
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public sealed class RatKingDomainActionEvent : InstantActionEvent { };
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};
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