Pettable Animals (#6530)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: mirrorcult <lunarautomaton6@gmail.com>
This commit is contained in:
@@ -8,7 +8,6 @@ using Content.Server.NodeContainer.Nodes;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Power.NodeGroups;
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using Content.Server.Window;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Database;
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@@ -21,6 +20,7 @@ using Content.Shared.Pulling.Components;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -166,12 +166,14 @@ namespace Content.Server.Electrocution
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if (!electrified.Enabled)
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return false;
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var tagSystem = EntitySystem.Get<TagSystem>();
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if (electrified.NoWindowInTile)
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{
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foreach (var entity in transform.Coordinates.GetEntitiesInTile(
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LookupFlags.Approximate | LookupFlags.IncludeAnchored, _entityLookup))
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{
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if (EntityManager.HasComponent<WindowComponent>(entity))
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if (tagSystem.HasTag(entity, "Window"))
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return false;
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}
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}
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@@ -0,0 +1,67 @@
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using Content.Shared.Sound;
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namespace Content.Server.Interaction.Components;
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[RegisterComponent, Friend(typeof(InteractionPopupSystem))]
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public sealed class InteractionPopupComponent : Component
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{
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/// <summary>
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/// Time delay between interactions to avoid spam.
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/// </summary>
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[DataField("interactDelay")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan InteractDelay = TimeSpan.FromSeconds(1.0);
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/// <summary>
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/// String will be used to fetch the localized message to be played if the interaction succeeds.
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/// Nullable in case none is specified on the yaml prototype.
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/// </summary>
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[DataField("interactSuccessString")]
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public string? InteractSuccessString;
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/// <summary>
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/// String will be used to fetch the localized message to be played if the interaction fails.
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/// Nullable in case no message is specified on the yaml prototype.
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/// </summary>
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[DataField("interactFailureString")]
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public string? InteractFailureString;
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/// <summary>
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/// Sound effect to be played when the interaction succeeds.
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/// Nullable in case no path is specified on the yaml prototype.
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/// </summary>
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[DataField("interactSuccessSound")]
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public SoundSpecifier? InteractSuccessSound;
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/// <summary>
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/// Sound effect to be played when the interaction fails.
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/// Nullable in case no path is specified on the yaml prototype.
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/// </summary>
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[DataField("interactFailureSound")]
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public SoundSpecifier? InteractFailureSound;
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/// <summary>
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/// Chance that an interaction attempt will succeed.
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/// 1 = always play "success" popup and sound.
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/// 0.5 = 50% chance to play either success or failure popup and sound.
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/// 0 = always play "failure" popup and sound.
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/// </summary>
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[DataField("successChance")]
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public float SuccessChance = 1.0f; // Always succeed, unless specified otherwise on the yaml prototype.
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/// <summary>
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/// Will the popup message be perceived by entities not involved in the interaction?
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/// </summary>
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[DataField("popupPerceivedByOthers")]
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public bool PopupPerceivedByOthers = false;
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/// <summary>
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/// Will the sound effect be perceived by entities not involved in the interaction?
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/// </summary>
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[DataField("soundPerceivedByOthers")]
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public bool SoundPerceivedByOthers = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastInteractTime;
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}
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72
Content.Server/Interaction/InteractionPopupSystem.cs
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72
Content.Server/Interaction/InteractionPopupSystem.cs
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@@ -0,0 +1,72 @@
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using Content.Server.Popups;
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using Content.Server.Interaction.Components;
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using Content.Shared.Interaction;
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using Content.Shared.MobState.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Random;
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namespace Content.Server.Interaction;
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public sealed class InteractionPopupSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InteractionPopupComponent, InteractHandEvent>(OnInteractHand);
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}
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private void OnInteractHand(EntityUid uid, InteractionPopupComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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var curTime = _gameTiming.CurTime;
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if (curTime < component.LastInteractTime + component.InteractDelay)
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return;
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if (TryComp<MobStateComponent>(uid, out var state) // if it has a MobStateComponent,
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&& !state.IsAlive()) // AND if that state is not Alive (e.g. dead/incapacitated/critical)
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return;
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string msg = ""; // Stores the text to be shown in the popup message
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string sfx = ""; // Stores the filepath of the sound to be played
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if (_random.Prob(component.SuccessChance))
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{
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if (component.InteractSuccessString != null)
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msg = Loc.GetString(component.InteractSuccessString, ("target", uid)); // Success message (localized).
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if (component.InteractSuccessSound != null)
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sfx = component.InteractSuccessSound.GetSound();
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}
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else
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{
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if (component.InteractFailureString != null)
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msg = Loc.GetString(component.InteractFailureString, ("target", uid)); // Failure message (localized).
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if (component.InteractFailureSound != null)
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sfx = component.InteractFailureSound.GetSound();
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}
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if (component.PopupPerceivedByOthers)
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_popupSystem.PopupEntity(msg, uid, Filter.Pvs(uid)); //play for everyone in range
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else
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_popupSystem.PopupEntity(msg, uid, Filter.Entities(args.User)); //play only for the initiating entity.
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if (component.SoundPerceivedByOthers)
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SoundSystem.Play(Filter.Pvs(args.Target), sfx, args.Target); //play for everyone in range
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else
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SoundSystem.Play(Filter.Entities(args.User, args.Target), sfx, args.Target); //play only for the initiating entity and its target.
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component.LastInteractTime = curTime;
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args.Handled = true;
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}
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}
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@@ -1,24 +0,0 @@
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using System;
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using Content.Shared.Sound;
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using Content.Shared.Window;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Window
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedWindowComponent))]
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public class WindowComponent : SharedWindowComponent
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{
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[DataField("knockDelay")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan KnockDelay = TimeSpan.FromSeconds(0.5);
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[DataField("knockSound")]
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public SoundSpecifier KnockSound = new SoundPathSpecifier("/Audio/Effects/glass_knock.ogg");
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LastKnockTime;
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}
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}
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@@ -1,44 +0,0 @@
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using Content.Server.Popups;
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using Content.Shared.Audio;
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using Content.Shared.Interaction;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Window;
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public class WindowSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WindowComponent, InteractHandEvent>(OnInteractHand);
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}
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private void OnInteractHand(EntityUid uid, WindowComponent component, InteractHandEvent args)
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{
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if (args.Handled)
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return;
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if (component.KnockDelay.TotalSeconds <= 0)
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return;
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if (_gameTiming.CurTime < component.LastKnockTime + component.KnockDelay)
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return;
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SoundSystem.Play(Filter.Pvs(args.Target), component.KnockSound.GetSound(),
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Transform(args.Target).Coordinates, AudioHelpers.WithVariation(0.05f));
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var msg = Loc.GetString("comp-window-knock");
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_popupSystem.PopupEntity(msg, uid, Filter.Pvs(uid));
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component.LastKnockTime = _gameTiming.CurTime;
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args.Handled = true;
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}
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}
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