* - fix: Ling fixes. * - fix: Fix ghasp identity. * - fix: Low temp slowdown fix. * - fix: Crossbow fix. * - fix: Fix gamerules. * - fix: Fix shadow shackles. * - fix: Cleanup refund. * - fix: Can't pry runic door. * - fix: Fix crash. * - fix: Fix mood. * - fix: Fix dictionary.
144 lines
4.9 KiB
C#
144 lines
4.9 KiB
C#
using Content.Server.Cuffs;
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using Content.Server.Doors.Systems;
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using Content.Shared._White.Chaplain;
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using Content.Shared.Doors;
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using Content.Shared.Humanoid;
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using Content.Shared.Stunnable;
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using Content.Shared._White.Cult.Components;
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using Content.Shared._White.Cult.Systems;
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using Content.Shared.Cuffs.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Prying.Components;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using CultistComponent = Content.Shared._White.Cult.Components.CultistComponent;
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namespace Content.Server._White.Cult.Structures;
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public sealed class RunicDoorSystem : EntitySystem
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{
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[Dependency] private readonly DoorSystem _doorSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly OccluderSystem _occluder = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly CuffableSystem _cuffable = default!;
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[Dependency] private readonly HolyWeaponSystem _holyWeapon = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RunicDoorComponent, BeforeDoorOpenedEvent>(OnBeforeDoorOpened);
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SubscribeLocalEvent<RunicDoorComponent, BeforeDoorClosedEvent>(OnBeforeDoorClosed);
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// SubscribeLocalEvent<RunicDoorComponent, AttackedEvent>(OnGetAttacked);
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SubscribeLocalEvent<RunicDoorComponent, ConcealEvent>(OnConceal);
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SubscribeLocalEvent<RunicDoorComponent, BeforePryEvent>(OnBeforePry);
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}
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private void OnBeforePry(Entity<RunicDoorComponent> ent, ref BeforePryEvent args)
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{
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args.Cancelled = true;
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}
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private void OnConceal(Entity<RunicDoorComponent> ent, ref ConcealEvent args)
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{
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if (!TryComp(ent, out MetaDataComponent? meta))
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return;
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if (TryComp(ent, out PhysicsComponent? physics))
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_occluder.SetEnabled(ent, args.Conceal && physics.CanCollide, meta: meta);
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if (TryComp(ent, out DoorComponent? door))
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{
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door.Occludes = args.Conceal;
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Dirty(ent, door, meta);
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}
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if (!TryComp(ent, out MeleeSoundComponent? meleeSound) || meleeSound.SoundGroups == null)
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return;
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meleeSound.SoundGroups["Brute"] = args.Conceal
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? new SoundPathSpecifier("/Audio/Weapons/smash.ogg")
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: new SoundCollectionSpecifier("GlassSmash");
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Dirty(ent, meleeSound, meta);
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}
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private void OnGetAttacked(Entity<RunicDoorComponent> ent, ref AttackedEvent args)
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{
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if (!HasComp<HolyWeaponComponent>(args.Used) || !TryComp<DoorComponent>(ent, out var doorComp) ||
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doorComp.State is not DoorState.Closed)
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return;
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_audio.PlayPvs(new SoundPathSpecifier("/Audio/Magic/knock.ogg"), ent);
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_doorSystem.StartOpening(ent, doorComp);
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}
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private void OnBeforeDoorOpened(EntityUid uid, RunicDoorComponent component, BeforeDoorOpenedEvent args)
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{
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args.Uncancel();
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if (!args.User.HasValue)
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{
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return;
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}
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if (!Process(uid, args.User.Value))
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{
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args.Cancel();
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}
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}
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private void OnBeforeDoorClosed(EntityUid uid, RunicDoorComponent component, BeforeDoorClosedEvent args)
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{
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args.Uncancel();
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if (!args.User.HasValue)
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{
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return;
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}
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if (!Process(uid, args.User.Value))
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{
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args.Cancel();
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}
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}
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private bool Process(EntityUid airlock, EntityUid user)
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{
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if (HasComp<CultistComponent>(user) || HasComp<ConstructComponent>(user))
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{
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return true;
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}
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// _doorSystem.Deny(airlock);
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if (!HasComp<HumanoidAppearanceComponent>(user) || _holyWeapon.IsHoldingHolyWeapon(user) ||
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TryComp(airlock, out ConcealableComponent? concealable) && concealable.Concealed)
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return false;
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var direction = Transform(user).MapPosition.Position - Transform(airlock).MapPosition.Position;
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var impulseVector = direction * 2000;
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_physics.ApplyLinearImpulse(user, impulseVector);
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_stunSystem.TryParalyze(user, TimeSpan.FromSeconds(3), true);
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return false;
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}
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public bool CanBumpOpen(EntityUid uid, EntityUid otherUid)
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{
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return !HasComp<RunicDoorComponent>(uid) || !HasComp<ConstructComponent>(otherUid) &&
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(!HasComp<CultistComponent>(otherUid) || !_mobState.IsAlive(otherUid) ||
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TryComp(otherUid, out CuffableComponent? cuffable) && _cuffable.GetAllCuffs(cuffable).Count > 0);
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}
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}
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