Files
crystall-punk-14/Content.Server/Ninja/Systems/StunProviderSystem.cs
deltanedas 38904904d0 ninja stun change (#20503)
* tagless fields

* add damage and paralyze instead of electrocuting

* add disable bool to RevealNinja

* raise MeleeAttackEvent on the user after swinging

* uncloak ninja after attacking

* revert RevealNinja bool

* revert meleeattack event

* revert uncloak

* validate shock prototype

* damagespecifier no validation

* ;

* :trollface:

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-11-05 21:08:33 -07:00

77 lines
2.7 KiB
C#

using Content.Server.Ninja.Events;
using Content.Server.Power.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Interaction;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Ninja.Systems;
/// <summary>
/// Shocks clicked mobs using battery charge.
/// </summary>
public sealed class StunProviderSystem : SharedStunProviderSystem
{
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StunProviderComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
SubscribeLocalEvent<StunProviderComponent, NinjaBatteryChangedEvent>(OnBatteryChanged);
}
/// <summary>
/// Stun clicked mobs on the whitelist, if there is enough power.
/// </summary>
private void OnBeforeInteractHand(EntityUid uid, StunProviderComponent comp, BeforeInteractHandEvent args)
{
// TODO: generic check
if (args.Handled || comp.BatteryUid == null || !_gloves.AbilityCheck(uid, args, out var target))
return;
if (target == uid || !comp.Whitelist.IsValid(target, EntityManager))
return;
if (_timing.CurTime < comp.NextStun)
return;
// take charge from battery
if (!_battery.TryUseCharge(comp.BatteryUid.Value, comp.StunCharge))
{
_popup.PopupEntity(Loc.GetString(comp.NoPowerPopup), uid, uid);
return;
}
_audio.PlayPvs(comp.Sound, target);
_damageable.TryChangeDamage(target, comp.StunDamage, false, true, null, origin: uid);
_stun.TryParalyze(target, comp.StunTime, refresh: false);
// short cooldown to prevent instant stunlocking
comp.NextStun = _timing.CurTime + comp.Cooldown;
args.Handled = true;
}
private void OnBatteryChanged(EntityUid uid, StunProviderComponent comp, ref NinjaBatteryChangedEvent args)
{
SetBattery(uid, args.Battery, comp);
}
}