Files
OldThink/Content.Server/_White/_Engi/DirectBallsHit/DirectBallsHitSystem.cs
2025-01-06 18:15:28 +03:00

76 lines
2.7 KiB
C#

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<DirectBallsHitComponent, MeleeHitEvent>(OnHit);
}
private void OnHit(Entity<DirectBallsHitComponent> ent, ref MeleeHitEvent args)
{
if (ent.Comp.RequireWield)
{
if (!TryComp<WieldableComponent>(args.Weapon, out var weapon))
return;
if (!weapon.Wielded)
return;
}
foreach (var uid in args.HitEntities)
{
if (TryComp<MoodComponent>(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<NeuroStabilizationComponent>(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);
}
}
}
}