Super Bonk Smite (#22413)

* Added the Super Bonk smite. It teleports the player from table to table
in the game and bonk their head into them. Also smashes them into glass
tables.

* Stopped using a timer and now instead use Comp + System. Also added proper logging impact.

* Fixed name inconsistency

* Admin CL which I forgot

* Made it funnier

* Moved basically all logic to the system and added a light version that stops when you die

* Hopefully made YAML Linter stop bullying me

* Removed fun(Glass tables no longer get smashed when the target is bonked over them)

General opinion seems that it would cause too much collateral damage. I kinda agree.

* Adressed reviews
This commit is contained in:
nikthechampiongr
2023-12-18 21:39:23 +02:00
committed by GitHub
parent 27308915f1
commit bf2b441192
5 changed files with 189 additions and 2 deletions

View File

@@ -0,0 +1,48 @@
using Content.Server.Administration.Systems;
using Content.Shared.Climbing.Components;
namespace Content.Server.Administration.Components;
/// <summary>
/// Component to track the timer for the SuperBonk smite.
/// </summary>
[RegisterComponent, Access(typeof(SuperBonkSystem))]
public sealed partial class SuperBonkComponent: Component
{
/// <summary>
/// Entity being Super Bonked.
/// </summary>
[DataField]
public EntityUid Target;
/// <summary>
/// All of the tables the target will be bonked on.
/// </summary>
[DataField]
public Dictionary<EntityUid, BonkableComponent>.Enumerator Tables;
/// <summary>
/// Value used to reset the timer once it expires.
/// </summary>
[DataField]
public float InitialTime = 0.10f;
/// <summary>
/// Timer till the next bonk.
/// </summary>
[DataField]
public float TimeRemaining = 0.10f;
/// <summary>
/// Whether to remove the clumsy component from the target after SuperBonk is done.
/// </summary>
[DataField]
public bool RemoveClumsy = true;
/// <summary>
/// Whether to stop Super Bonk on the target once he dies. Otherwise it will continue until no other tables are left
/// or the target is gibbed.
/// </summary>
[DataField]
public bool StopWhenDead = true;
}