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* add mothership module * option for mothership to open self UI * fix mothership module * remove mothership body * swapp real hands for modules * action sprite for mothership module * removed hands from mothership core sprite * xenoborgs now drop a pinpointer to the mothership core once destroyed * add pinpointer to space movment module * add base for XenoborgRule * add xenoborg antag option * something was needed * something else was needed * add ghost role spawn points * change name in antag selection to Xenoborg Core * add random spawnPoint markers that don't do anything * add spawn points to mothership * update spawn points * add xenoborgs rule * add xenoborgs rule to rotation * add xenoborgs preset * update preset with secret version also added xenoborg mode description * modify Antag Selection system to allow for custom entities via the AntagSelectionDefinition * fix ghostroles spawners * fix rule with new entityPrototype * add spawnpoints to the mothership * whitelist system to spawnpoints * updated xenoborg components * added xenoborg component to xenoborgs * updated spawnpoints of xenoborgs in the mothership * add new tags for xenoborg and mothership core * add new tags for xenoborgs and mothership core * update ghostrole spawners for xenoborgs * message for when you get the xenoborg role * explode all xenoborgs when mothership core dies * for real now. explode all xenoborgs when mothership core is destroyed * round end summary for xenoborgs * temporary * add guidebook entry for xenoborgs * instructions on how to borg players * removed lock from xenoborg control computer * announcement when all xenoborgs die * announcement when mothership core is destroyed * typos * fix error * improve xenoborg mind role * move sounds to xenoborg and mothership component * play sounds when turned into xenoborg * change sprites of mothership core actions * minor fix * add custom xenoborg start sound * carps now attack xenoborgs * added guide link to xenoborgs * add guidebook link to xenoborgs * added guidebook link to mothership core * add link to source of the sound * fixed minor issue * has to be 1 * typo * add light layer to mothership core sprite * fixed antag selection system * update guideboook * update the guidebook again * alphabet * documentation * simplify documentation Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * make the briefing yml instead of code * fix bug with sprites * fix formating * remove stuff from AntagSelection * add stuff to AntagSpawner * fix game rule * removed secret xenoborg preset * support for more than one entity for each antag role * fix gamerule * fixes * no xeonborgs * add xenoborgs to all at once * engi xenoborg included * more comments * more recognizable * more xenoborgs when more players * removed unused stuff * correct access * removed unnecessary stuff * use GetAliveHumans and make comments better * Make the system more robust * use a constant * remove overload from the Destroy method * has to be public to be used in the xenoborg system * fix the mindrole methods * not sure, but I was asked to do it * use a constant for the color * forgot to make it static * removed param comments * removed useless parameters * fixed stuff * added event listeneers to xenoborg mind change * only 4 * unfuck the antagSpawner * comment * unfix stuff * commentary * removed xenoborg stuff from siliconLawSystem * move some stuff to the component * removed space * removed uncessary stuff * no need to crate a var * move stuff from mothership comp to xenoborg comp * removed XenoborgCoreRoleComponent * comment on the AntagSelectLocationEvent * added back empty line * comment * make the summary better * make AntagRoleToPrototypes summary better * adding useless stuff back cause it was there before * hascomp instead of trycomp * again * LocId instead of string * make a new logic for the whitelist of the spawnpoint * added ghostrole tags back * use hascomp instead of trycomp * removed whitelist from SpawnPointComponent * not needed anymore * no longer subverted * fixed names * make it better * add not * i'm dumb * briefing is now handled by the xenoborg system * call evac if there is too many xenoborgs * update submodule * fix division * Add AutoGenerateComponentPause and AutoPausedField to XenoborgsRuleComponent * add lines between stuff * Make the Blocking system more robust * Make mothership inherit from BaseMob * remove this stuff cause is bad * Revert "Make the Blocking system more robust" This reverts commit 099babfe1daef00e6073e04108920327416e4ca4. * Mothership core snaps to grid * stop mothership core from moving * mothership core is static again * make guidebook entry on how to xenoborg crew better * Make mothership core damageable * If xenoborgs need it, so do zombies i guess * Start the NextRoundEndCheck * follow private static readonly naming rule * Samething * Fix announcments * Make it a datafield, no? * Revert "Make it a datafield, no?" This reverts commit 62f6255ccccdd583d7f833ae4dbcd09a670f721a. * remove stuff * doesn't need to move * is kinda of a structure * so it doesn't pry floors as soon as it spawns * powercell hand to mothership core module * label for new hand * core_e -> core-e * mothership core can pilot the shuttle again * fix duplicated tag + description to xenoborg tags * scout xenoborg can now move in space without the jetpack so it can better use the sword module * improve basic xenoborg module * remove changes from zombie rule comp * swap AllEntityQuery for EntityQueryEnumerator * new line at the end * change to 15 seconds * make MothershipCoreDeathAnnouncmentSent into a datafield --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: beck-thompson <beck314159@hotmail.com>
209 lines
7.2 KiB
C#
209 lines
7.2 KiB
C#
using Content.Shared.Containers.ItemSlots;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.Damage.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Popups;
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using Content.Shared.Robotics;
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using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork.Events;
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using Content.Shared.Emag.Systems;
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using Robust.Shared.Utility;
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namespace Content.Server.Silicons.Borgs;
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/// <inheritdoc/>
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public sealed partial class BorgSystem
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{
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
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private void InitializeTransponder()
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{
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SubscribeLocalEvent<BorgTransponderComponent, DeviceNetworkPacketEvent>(OnPacketReceived);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var now = _timing.CurTime;
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var query = EntityQueryEnumerator<BorgTransponderComponent, BorgChassisComponent, DeviceNetworkComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var comp, out var chassis, out var device, out var meta))
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{
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if (comp.NextDisable is { } nextDisable && now >= nextDisable)
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DoDisable((uid, comp, chassis, meta));
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if (now < comp.NextBroadcast)
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continue;
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var charge = 0f;
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if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
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charge = battery.CurrentCharge / battery.MaxCharge;
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var hpPercent = CalcHP(uid);
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// checks if it has a brain and if the brain is not a empty MMI (gives false anyway if the fake disable is true)
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var hasBrain = CheckBrain(chassis.BrainEntity) && !comp.FakeDisabled;
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var canDisable = comp.NextDisable == null && !comp.FakeDisabling;
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var data = new CyborgControlData(
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comp.Sprite,
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comp.Name,
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meta.EntityName,
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charge,
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hpPercent,
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chassis.ModuleCount,
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hasBrain,
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canDisable);
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var payload = new NetworkPayload()
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{
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[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
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[RoboticsConsoleConstants.NET_CYBORG_DATA] = data
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};
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_deviceNetwork.QueuePacket(uid, null, payload, device: device);
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comp.NextBroadcast = now + comp.BroadcastDelay;
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}
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}
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private void DoDisable(Entity<BorgTransponderComponent, BorgChassisComponent, MetaDataComponent> ent)
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{
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ent.Comp1.NextDisable = null;
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if (ent.Comp1.FakeDisabling)
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{
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ent.Comp1.FakeDisabled = true;
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ent.Comp1.FakeDisabling = false;
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return;
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}
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if (ent.Comp2.BrainEntity is not { } brain)
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return;
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var message = Loc.GetString(ent.Comp1.DisabledPopup, ("name", Name(ent, ent.Comp3)));
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Popup.PopupEntity(message, ent);
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_container.Remove(brain, ent.Comp2.BrainContainer);
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}
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private void OnPacketReceived(Entity<BorgTransponderComponent> ent, ref DeviceNetworkPacketEvent args)
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{
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var payload = args.Data;
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if (!payload.TryGetValue(DeviceNetworkConstants.Command, out string? command))
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return;
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if (command == RoboticsConsoleConstants.NET_DISABLE_COMMAND)
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Disable(ent);
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else if (command == RoboticsConsoleConstants.NET_DESTROY_COMMAND)
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Destroy(ent.Owner);
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}
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private void Disable(Entity<BorgTransponderComponent, BorgChassisComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp2) || ent.Comp2.BrainEntity == null || ent.Comp1.NextDisable != null)
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return;
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// update ui immediately
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ent.Comp1.NextBroadcast = _timing.CurTime;
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// pretend the borg is being disabled forever now
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if (CheckEmagged(ent, "disabled"))
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ent.Comp1.FakeDisabling = true;
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else
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Popup.PopupEntity(Loc.GetString(ent.Comp1.DisablingPopup), ent);
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ent.Comp1.NextDisable = _timing.CurTime + ent.Comp1.DisableDelay;
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}
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/// <summary>
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/// Makes a borg with <see cref="BorgTransponderComponent"/> explode
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/// </summary>
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/// <param name="ent">the entity of the borg</param>
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public void Destroy(Entity<BorgTransponderComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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// this is stealthy until someone realises you havent exploded
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if (CheckEmagged(ent, "destroyed"))
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{
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// prevent reappearing on the console a few seconds later
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RemComp<BorgTransponderComponent>(ent);
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return;
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}
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var message = Loc.GetString(ent.Comp.DestroyingPopup, ("name", Name(ent)));
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Popup.PopupEntity(message, ent);
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_trigger.ActivateTimerTrigger(ent.Owner);
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// prevent a shitter borg running into people
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RemComp<InputMoverComponent>(ent);
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}
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private bool CheckEmagged(EntityUid uid, string name)
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{
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if (_emag.CheckFlag(uid, EmagType.Interaction))
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{
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Popup.PopupEntity(Loc.GetString($"borg-transponder-emagged-{name}-popup"), uid, uid, PopupType.LargeCaution);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Sets <see cref="BorgTransponderComponent.Sprite"/>.
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/// </summary>
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public void SetTransponderSprite(Entity<BorgTransponderComponent> ent, SpriteSpecifier sprite)
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{
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ent.Comp.Sprite = sprite;
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}
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/// <summary>
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/// Sets <see cref="BorgTransponderComponent.Name"/>.
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/// </summary>
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public void SetTransponderName(Entity<BorgTransponderComponent> ent, string name)
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{
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ent.Comp.Name = name;
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}
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/// <summary>
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/// Returns a ratio between 0 and 1, 1 when they have no damage and 0 whenever they are crit (or more damaged)
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/// </summary>
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private float CalcHP(EntityUid uid)
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{
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if (!TryComp<DamageableComponent>(uid, out var damageable))
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return 1;
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if (!_mobState.IsAlive(uid))
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return 0;
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var threshold))
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{
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Log.Error($"Borg({ToPrettyString(uid)}), doesn't have critical threshold.");
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return 1;
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}
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return 1 - ((FixedPoint2)(damageable.TotalDamage / threshold)).Float();
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}
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/// <summary>
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/// Returns true if the borg has a brain
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/// </summary>
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private bool CheckBrain(EntityUid? brainEntity)
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{
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if (brainEntity == null)
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return false;
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// if the brainEntity.Value has the component MMIComponent then it is a MMI,
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// in that case it trys to get the "brain" of the MMI, if it is null the MMI is empty and so it returns false
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if (TryComp<MMIComponent>(brainEntity.Value, out var mmi) && _itemSlotsSystem.GetItemOrNull(brainEntity.Value, mmi.BrainSlotId) == null)
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return false;
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return true;
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}
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}
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