Added several variables to make ClumsyComponent more modular for developers. (#33715)

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
beck
2024-12-06 10:31:31 -05:00
committed by GitHub
parent d6d95f1a7a
commit 6add781c4a
2 changed files with 63 additions and 3 deletions

View File

@@ -58,4 +58,46 @@ public sealed partial class ClumsyComponent : Component
/// </summary>
[DataField]
public SoundSpecifier GunShootFailSound = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg");
/// <summary>
/// Whether or not to apply Clumsy to hyposprays.
/// </summary>
[DataField, AutoNetworkedField]
public bool ClumsyHypo = true;
/// <summary>
/// Whether or not to apply Clumsy to defibs.
/// </summary>
[DataField, AutoNetworkedField]
public bool ClumsyDefib = true;
/// <summary>
/// Whether or not to apply Clumsy to guns.
/// </summary>
[DataField, AutoNetworkedField]
public bool ClumsyGuns = true;
/// <summary>
/// Whether or not to apply Clumsy to vaulting.
/// </summary>
[DataField, AutoNetworkedField]
public bool ClumsyVaulting = true;
/// <summary>
/// Lets you define a new "failed" message for each event.
/// </summary>
[DataField]
public LocId HypoFailedMessage = "hypospray-component-inject-self-clumsy-message";
[DataField]
public LocId GunFailedMessage = "gun-clumsy";
[DataField]
public LocId VaulingFailedMessageSelf = "bonkable-success-message-user";
[DataField]
public LocId VaulingFailedMessageOthers = "bonkable-success-message-others";
[DataField]
public LocId VaulingFailedMessageForced = "forced-bonkable-success-message";
}

View File

@@ -38,6 +38,11 @@ public sealed class ClumsySystem : EntitySystem
private void BeforeHyposprayEvent(Entity<ClumsyComponent> ent, ref SelfBeforeHyposprayInjectsEvent args)
{
// Clumsy people sometimes inject themselves! Apparently syringes are clumsy proof...
// checks if ClumsyHypo is false, if so, skips.
if (!ent.Comp.ClumsyHypo)
return;
if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
return;
@@ -49,6 +54,11 @@ public sealed class ClumsySystem : EntitySystem
private void BeforeDefibrillatorZapsEvent(Entity<ClumsyComponent> ent, ref SelfBeforeDefibrillatorZapsEvent args)
{
// Clumsy people sometimes defib themselves!
// checks if ClumsyDefib is false, if so, skips.
if (!ent.Comp.ClumsyDefib)
return;
if (!_random.Prob(ent.Comp.ClumsyDefaultCheck))
return;
@@ -61,6 +71,10 @@ public sealed class ClumsySystem : EntitySystem
{
// Clumsy people sometimes can't shoot :(
// checks if ClumsyGuns is false, if so, skips.
if (!ent.Comp.ClumsyGuns)
return;
if (args.Gun.Comp.ClumsyProof)
return;
@@ -82,6 +96,10 @@ public sealed class ClumsySystem : EntitySystem
private void OnBeforeClimbEvent(Entity<ClumsyComponent> ent, ref SelfBeforeClimbEvent args)
{
// checks if ClumsyVaulting is false, if so, skips.
if (!ent.Comp.ClumsyVaulting)
return;
// This event is called in shared, thats why it has all the extra prediction stuff.
var rand = new System.Random((int)_timing.CurTick.Value);
@@ -102,8 +120,8 @@ public sealed class ClumsySystem : EntitySystem
{
// You are slamming yourself onto the table.
_popup.PopupPredicted(
Loc.GetString("bonkable-success-message-user", ("bonkable", args.BeingClimbedOn)),
Loc.GetString("bonkable-success-message-others", ("victim", gettingPutOnTableName), ("bonkable", args.BeingClimbedOn)),
Loc.GetString(ent.Comp.VaulingFailedMessageSelf, ("bonkable", args.BeingClimbedOn)),
Loc.GetString(ent.Comp.VaulingFailedMessageOthers, ("victim", gettingPutOnTableName), ("bonkable", args.BeingClimbedOn)),
ent,
ent);
}
@@ -112,7 +130,7 @@ public sealed class ClumsySystem : EntitySystem
// Someone else slamed you onto the table.
// This is only run in server so you need to use popup entity.
_popup.PopupPredicted(
Loc.GetString("forced-bonkable-success-message",
Loc.GetString(ent.Comp.VaulingFailedMessageForced,
("bonker", puttingOnTableName),
("victim", gettingPutOnTableName),
("bonkable", args.BeingClimbedOn)),