* - fix: Absorb is transfered on transform. * - fix: Transfer absorbed count on transform. * - fix: Transfer rev roles on transform. * - add: Ling mood effect. * - tweak: Buff armblade. * - fix: Transfer mood on transform. * - tweak: Better absorbed desc. * - add: Hive head. * - remove: No popup.
448 lines
14 KiB
C#
448 lines
14 KiB
C#
using Content.Server.Chat.Managers;
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using Content.Shared.Alert;
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using Content.Shared.Chat;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared._White.Mood;
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using Content.Shared._White.Overlays;
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using JetBrains.Annotations;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server._White.Mood;
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public sealed class MoodSystem : EntitySystem
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{
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedJetpackSystem _jetpack = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MoodComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<MoodComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<MoodComponent, MoodEffectEvent>(OnMoodEffect);
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SubscribeLocalEvent<MoodComponent, DamageChangedEvent>(OnDamageChange);
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SubscribeLocalEvent<MoodComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMoveSpeed);
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SubscribeLocalEvent<MoodComponent, MoodRemoveEffectEvent>(OnRemoveEffect);
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}
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private void OnRemoveEffect(EntityUid uid, MoodComponent component, MoodRemoveEffectEvent args)
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{
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if (component.UncategorisedEffects.TryGetValue(args.EffectId, out _))
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RemoveTimedOutEffect(uid, args.EffectId);
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else
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{
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foreach (var (category, id) in component.CategorisedEffects)
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{
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if (id == args.EffectId)
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{
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RemoveTimedOutEffect(uid, args.EffectId, category);
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return;
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}
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}
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}
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}
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private void OnRefreshMoveSpeed(EntityUid uid, MoodComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (component.CurrentMoodThreshold is > MoodThreshold.VeryBad and < MoodThreshold.VeryGood
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or MoodThreshold.Dead)
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return;
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if (_jetpack.IsUserFlying(uid))
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return;
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var modifier = GetMovementThreshold(component.CurrentMoodThreshold) switch
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{
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-1 => component.SlowdownSpeedModifier,
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1 => component.IncreaseSpeedModifier,
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_ => 1
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};
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args.ModifySpeed(modifier, modifier);
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}
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private void OnMoodEffect(EntityUid uid, MoodComponent component, MoodEffectEvent args)
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{
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if (!_prototypeManager.TryIndex<MoodEffectPrototype>(args.EffectId, out var prototype))
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return;
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ApplyEffect(uid, component, prototype);
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}
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public void ApplyEffect(EntityUid uid, MoodComponent component, string id)
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{
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if (!_prototypeManager.TryIndex<MoodEffectPrototype>(id, out var prototype))
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return;
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ApplyEffect(uid, component, prototype);
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}
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private void ApplyEffect(EntityUid uid, MoodComponent component, MoodEffectPrototype prototype)
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{
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var amount = component.CurrentMoodLevel;
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if (!component.MoodChangeValues.TryGetValue(prototype.MoodChange, out var value))
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return;
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//Apply categorised effect
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if (prototype.Category != null)
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{
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if (component.CategorisedEffects.TryGetValue(prototype.Category, out var oldPrototypeId))
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{
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if (!_prototypeManager.TryIndex<MoodEffectPrototype>(oldPrototypeId, out var oldPrototype))
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return;
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if (prototype.ID != oldPrototype.ID)
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{
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if (!component.MoodChangeValues.TryGetValue(oldPrototype.MoodChange, out var oldValue))
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return;
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amount += (oldPrototype.PositiveEffect ? -oldValue : oldValue) +
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(prototype.PositiveEffect ? value : -value);
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component.CategorisedEffects[prototype.Category] = prototype.ID;
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}
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}
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else
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{
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component.CategorisedEffects.Add(prototype.Category, prototype.ID);
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amount += prototype.PositiveEffect ? value : -value;
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}
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if (prototype.Timeout != 0)
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{
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Timer.Spawn(TimeSpan.FromMinutes(prototype.Timeout),
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() => RemoveTimedOutEffect(uid, prototype.ID, prototype.Category));
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}
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}
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//Apply uncategorised effect
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else
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{
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if (component.UncategorisedEffects.TryGetValue(prototype.ID, out _))
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return;
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var effectValue = prototype.PositiveEffect ? value : -value;
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component.UncategorisedEffects.Add(prototype.ID, effectValue);
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amount += effectValue;
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if (prototype.Timeout != 0)
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Timer.Spawn(TimeSpan.FromMinutes(prototype.Timeout), () => RemoveTimedOutEffect(uid, prototype.ID));
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}
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SetMood(uid, amount, component);
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}
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private void RemoveTimedOutEffect(EntityUid uid, string prototypeId, string? category = null)
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{
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if (!TryComp<MoodComponent>(uid, out var comp))
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return;
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var amount = comp.CurrentMoodLevel;
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if (category == null)
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{
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if (!comp.UncategorisedEffects.TryGetValue(prototypeId, out var value))
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return;
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amount += -value;
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comp.UncategorisedEffects.Remove(prototypeId);
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}
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else
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{
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if (!comp.CategorisedEffects.TryGetValue(category, out var currentProtoId))
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return;
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if (currentProtoId != prototypeId)
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return;
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if (!_prototypeManager.TryIndex<MoodEffectPrototype>(currentProtoId, out var currentProto))
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return;
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if (!comp.MoodChangeValues.TryGetValue(currentProto.MoodChange, out var value))
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return;
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amount += currentProto.PositiveEffect ? -value : value;
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comp.CategorisedEffects.Remove(category);
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}
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SetMood(uid, amount, comp);
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}
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private void OnMobStateChanged(EntityUid uid, MoodComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead && args.OldMobState != MobState.Dead)
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{
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SetMood(uid, component.MoodThresholds[MoodThreshold.Dead], component, true);
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}
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else if (args.OldMobState == MobState.Dead && args.NewMobState != MobState.Dead)
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{
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ReapplyAllEffects(uid, component);
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}
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}
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private void ReapplyAllEffects(EntityUid uid, MoodComponent component)
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{
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var amount = component.MoodThresholds[MoodThreshold.Neutral];
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foreach (var (_, protoId) in component.CategorisedEffects)
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{
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if (!_prototypeManager.TryIndex<MoodEffectPrototype>(protoId, out var prototype))
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return;
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if (!component.MoodChangeValues.TryGetValue(prototype.MoodChange, out var value))
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return;
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amount += prototype.PositiveEffect ? value : -value;
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}
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foreach (var (_, value) in component.UncategorisedEffects)
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{
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amount += value;
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}
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SetMood(uid, amount, component, refresh: true);
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}
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private void OnInit(EntityUid uid, MoodComponent component, ComponentInit args)
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{
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if (!TryComp(uid, out MobThresholdsComponent? thresholdsComponent))
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{
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return;
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}
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if (!_mobThreshold.TryGetThresholdForState(uid, MobState.Critical, out var critThreshold, thresholdsComponent))
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{
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return;
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}
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component.CritThresholdBeforeModify = critThreshold.Value;
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var amount = component.MoodThresholds[MoodThreshold.Neutral];
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SetMood(uid, amount, component, refresh: true);
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}
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public void SetMood(
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EntityUid uid,
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float amount,
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MoodComponent? component = null,
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bool force = false,
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bool refresh = false)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.CurrentMoodThreshold == MoodThreshold.Dead && !refresh)
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return;
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if (!force)
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{
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component.CurrentMoodLevel = Math.Clamp(amount,
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component.MoodThresholds[MoodThreshold.Dead] + 0.1f,
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component.MoodThresholds[MoodThreshold.VeryVeryGood]);
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}
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else
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{
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component.CurrentMoodLevel = amount;
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}
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UpdateCurrentThreshold(uid, component);
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}
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private void UpdateCurrentThreshold(EntityUid uid, MoodComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var calculatedThreshold = GetMoodThreshold(component);
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if (calculatedThreshold == component.CurrentMoodThreshold)
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return;
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component.CurrentMoodThreshold = calculatedThreshold;
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DoMoodThresholdsEffects(uid, component);
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}
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private void DoMoodThresholdsEffects(EntityUid uid, MoodComponent? component = null, bool force = false)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.CurrentMoodThreshold == component.LastThreshold && !force)
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return;
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var modifier = GetMovementThreshold(component.CurrentMoodThreshold);
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// Modify mob stats
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if (modifier != GetMovementThreshold(component.LastThreshold))
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
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SetCritThreshold(uid, component, modifier);
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RefreshShaders(uid, modifier);
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}
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// Modify interface
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if (component.MoodThresholdsAlerts.TryGetValue(component.CurrentMoodThreshold, out var alertId))
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{
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_alerts.ShowAlert(uid, alertId);
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}
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else
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{
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_alerts.ClearAlertCategory(uid, AlertCategory.Mood);
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}
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component.LastThreshold = component.CurrentMoodThreshold;
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}
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private void RefreshShaders(EntityUid uid, int modifier)
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{
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if (modifier == -1)
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{
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EnsureComp<SaturationScaleComponent>(uid);
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}
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else
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{
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RemComp<SaturationScaleComponent>(uid);
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}
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}
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private void SetCritThreshold(EntityUid uid, MoodComponent component, int modifier)
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{
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if (!TryComp<MobThresholdsComponent>(uid, out var mobThresholds))
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return;
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if (!_mobThreshold.TryGetThresholdForState(uid, MobState.Critical, out var key))
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return;
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var newKey = modifier switch
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{
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1 => FixedPoint2.New(key.Value.Float() * component.IncreaseCritThreshold),
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-1 => FixedPoint2.New(key.Value.Float() * component.DecreaseCritThreshold),
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_ => component.CritThresholdBeforeModify
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};
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component.CritThresholdBeforeModify = key.Value;
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_mobThreshold.SetMobStateThreshold(uid, newKey, MobState.Critical, mobThresholds);
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}
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private MoodThreshold GetMoodThreshold(MoodComponent component, float? moodLevel = null)
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{
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moodLevel ??= component.CurrentMoodLevel;
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var result = MoodThreshold.Dead;
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var value = component.MoodThresholds[MoodThreshold.VeryVeryGood];
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foreach (var threshold in component.MoodThresholds)
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{
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if (threshold.Value <= value && threshold.Value >= moodLevel)
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{
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result = threshold.Key;
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value = threshold.Value;
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}
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}
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return result;
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}
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private int GetMovementThreshold(MoodThreshold threshold)
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{
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return threshold switch
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{
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>= MoodThreshold.VeryGood => 1,
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<= MoodThreshold.VeryBad => -1,
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_ => 0
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};
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}
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#region HealthStatusCheck
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private void OnDamageChange(EntityUid uid, MoodComponent component, DamageChangedEvent args)
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{
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var damage = args.Damageable.TotalDamage.Float();
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var protoId = "HealthNoDamage";
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var value = component.HealthMoodEffectsThresholds["HealthNoDamage"];
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foreach (var threshold in component.HealthMoodEffectsThresholds)
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{
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if (threshold.Value <= damage && threshold.Value >= value)
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{
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protoId = threshold.Key;
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value = threshold.Value;
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}
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}
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var ev = new MoodEffectEvent(protoId);
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RaiseLocalEvent(uid, ev);
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}
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#endregion
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}
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[UsedImplicitly]
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[DataDefinition]
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public sealed partial class ShowMoodEffects : IAlertClick
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{
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public void AlertClicked(EntityUid uid)
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{
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var chatManager = IoCManager.Resolve<IChatManager>();
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if (!entityManager.TryGetComponent<MoodComponent>(uid, out var comp))
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return;
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if (comp.CurrentMoodThreshold == MoodThreshold.Dead)
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return;
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if (!entityManager.TryGetComponent<ActorComponent>(uid, out var actorComp))
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return;
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var msgStart = Loc.GetString("mood-show-effects-start");
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chatManager.ChatMessageToOne(ChatChannel.Emotes, msgStart, msgStart, EntityUid.Invalid, false,
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actorComp.PlayerSession.Channel);
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foreach (var (_, protoId) in comp.CategorisedEffects)
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{
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if (!prototypeManager.TryIndex<MoodEffectPrototype>(protoId, out var proto))
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continue;
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if (proto.Hidden)
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continue;
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SendDescToChat(proto, actorComp);
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}
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foreach (var (protoId, _) in comp.UncategorisedEffects)
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{
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if (!prototypeManager.TryIndex<MoodEffectPrototype>(protoId, out var proto))
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continue;
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if (proto.Hidden)
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continue;
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SendDescToChat(proto, actorComp);
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}
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}
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private void SendDescToChat(MoodEffectPrototype proto, ActorComponent comp)
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{
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var chatManager = IoCManager.Resolve<IChatManager>();
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var color = proto.PositiveEffect ? "#008000" : "#BA0000";
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var msg = $"[font size=10][color={color}]{proto.Description}[/color][/font]";
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chatManager.ChatMessageToOne(ChatChannel.Emotes, msg, msg, EntityUid.Invalid, false,
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comp.PlayerSession.Channel);
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}
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}
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