Separated Bonk functionality and component from ClimbSystem and ClimbComponent (#13635)

This commit is contained in:
Ilya Chvilyov
2023-02-01 00:33:00 +03:00
committed by GitHub
parent f81a25e585
commit eae58211e1
12 changed files with 141 additions and 90 deletions

View File

@@ -0,0 +1,15 @@
using Content.Shared.Damage;
namespace Content.Shared.Interaction.Components
{
/// <summary>
/// A simple clumsy tag-component.
/// </summary>
[RegisterComponent]
public sealed class ClumsyComponent : Component
{
[DataField("clumsyDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier ClumsyDamage = default!;
}
}

View File

@@ -0,0 +1,26 @@
using Content.Shared.Interaction.Components;
using Robust.Shared.Random;
namespace Content.Shared.Interaction
{
public partial class SharedInteractionSystem
{
public bool RollClumsy(ClumsyComponent component, float chance)
{
return component.Running && _random.Prob(chance);
}
/// <summary>
/// Rolls a probability chance for a "bad action" if the target entity is clumsy.
/// </summary>
/// <param name="entity">The entity that the clumsy check is happening for.</param>
/// <param name="chance">
/// The chance that a "bad action" happens if the user is clumsy, between 0 and 1 inclusive.
/// </param>
/// <returns>True if a "bad action" happened, false if the normal action should happen.</returns>
public bool TryRollClumsy(EntityUid entity, float chance, ClumsyComponent? component = null)
{
return Resolve(entity, ref component, false) && RollClumsy(component, chance);
}
}
}

View File

@@ -29,6 +29,7 @@ using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
@@ -54,6 +55,7 @@ namespace Content.Shared.Interaction
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly SharedPullingSystem _pullSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private const CollisionGroup InRangeUnobstructedMask
= CollisionGroup.Impassable | CollisionGroup.InteractImpassable;