using Content.Shared.Stunnable; using Content.Shared.Weapons.Melee.Events; using Content.Shared.Wieldable.Components; using Content.Shared.Jittering; using Content.Shared.Speech.EntitySystems; using Content.Shared.StatusEffect; using Content.Shared.Standing; using Content.Shared.Electrocution; using Content.Shared.Popups; using Content.Shared._White.Implants.NeuroControl; using Robust.Shared.Timing; using Content.Server.Chat.Systems; using Content.Server._White.Mood; namespace Content.Server._White._Engi.DirectBallsHit; public sealed class DirectBallsHitSystem : EntitySystem { [Dependency] private readonly SharedStunSystem _stun = default!; [Dependency] private readonly SharedJitteringSystem _jitter = default!; [Dependency] private readonly SharedStutteringSystem _stutter = default!; [Dependency] private readonly SharedElectrocutionSystem _electrocution = default!; [Dependency] private readonly SharedPopupSystem _popupSystem = default!; [Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly MoodSystem _mood = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnHit); } private void OnHit(Entity ent, ref MeleeHitEvent args) { if (ent.Comp.RequireWield) { if (!TryComp(args.Weapon, out var weapon)) return; if (!weapon.Wielded) return; } foreach (var uid in args.HitEntities) { if (TryComp(uid, out var mood)) { _popupSystem.PopupEntity( Loc.GetString("direct-balls-hit", ("uid", uid)), uid, PopupType.SmallCaution); _mood.ApplyEffect(uid, mood, "GotHitInTheBalls"); } Timer.Spawn(TimeSpan.FromSeconds(0.5f), () => _chat.TryEmoteWithChat(uid, "Scream")); if (HasComp(uid)) { _electrocution.TryDoElectrocution(uid, null, 30, TimeSpan.FromSeconds(1), false, 0.5f, null, true); continue; } if (TryComp(uid, out StandingStateComponent? standingState) && standingState.CanLieDown) _stun.TryKnockdown(uid, ent.Comp.KnockdownTime, true, behavior: ent.Comp.KnockDownBehavior); if (TryComp(uid, out StatusEffectsComponent? statusEffects)) { _jitter.DoJitter(uid, ent.Comp.JitterTime, true, status: statusEffects); _stutter.DoStutter(uid, ent.Comp.StutterTime, true, statusEffects); } } } }