CatStation/Content.Server/Administration/Systems/SuperBonkSystem.cs
āda 9fd1abcff6
Clumsy status effect + tests (#45262)
* component outline

* System port

* super bonk detour

* working good!

* relay changes

* the death of clumsy

* why it stop working??

* now to test it

* tested it

* Actual genuine tests

* final checks

* buff up catch test

* annoying test fail

* refactor: minor whitespace and var rename changes

* refactor: changed comments on top of methods to xml-doc for ClumsyStatusEffectSystem

---------

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: Fildrance <fildrance@gmail.com>
2026-08-11 10:19:19 +00:00

94 lines
3.1 KiB
C#

using Content.Server.Administration.Components;
using Content.Shared.Climbing.Components;
using Content.Shared.Climbing.Systems;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using JetBrains.Annotations;
using Robust.Shared.Timing;
namespace Content.Server.Administration.Systems;
public sealed partial class SuperBonkSystem : EntitySystem
{
[Dependency] private SharedTransformSystem _transformSystem = default!;
[Dependency] private ClimbSystem _climbSystem = default!;
[Dependency] private IGameTiming _timing = default!;
[Dependency] private EntityQuery<TransformComponent> _transformQuery;
[SubscribeLocalEvent]
private void OnInit(Entity<SuperBonkComponent> ent, ref ComponentInit args)
{
var (_, component) = ent;
component.NextBonk = _timing.CurTime + component.BonkCooldown;
}
[SubscribeLocalEvent]
private void OnMobStateChanged(Entity<SuperBonkComponent> ent, ref MobStateChangedEvent args)
{
var (uid, component) = ent;
if (component.StopWhenDead && args.NewMobState == MobState.Dead)
RemCompDeferred<SuperBonkComponent>(uid);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var comps = EntityQueryEnumerator<SuperBonkComponent>();
while (comps.MoveNext(out var uid, out var comp))
{
if (comp.NextBonk > _timing.CurTime)
continue;
if (!TryBonk(uid, comp.Tables.Current) || !comp.Tables.MoveNext())
{
RemComp<SuperBonkComponent>(uid);
continue;
}
comp.NextBonk += comp.BonkCooldown;
}
}
/// <summary>
/// Begin a grand journey to bonk every table.
/// </summary>
[PublicAPI]
public void StartSuperBonk(EntityUid target, bool stopWhenDead = false)
{
//The other check in the code to stop when the target dies does not work if the target is already dead.
if (stopWhenDead && TryComp<MobStateComponent>(target, out var mobState) && mobState.CurrentState == MobState.Dead)
return;
if (EnsureComp<SuperBonkComponent>(target, out var component))
return;
var tables = EntityQueryEnumerator<BonkableComponent>();
var bonks = new List<EntityUid>();
// This is done so we don't crash if something like a new table is spawned.
while (tables.MoveNext(out var uid, out var comp))
{
bonks.Add(uid);
}
component.Tables = bonks.GetEnumerator();
component.Tables.MoveNext(); // Move off the current selection (which is nothing)
component.StopWhenDead = stopWhenDead;
}
private bool TryBonk(EntityUid uid, EntityUid tableUid)
{
// It would be very weird for something without a transform component to have a bonk component
// but just in case because I don't want to crash the server.
if (!_transformQuery.HasComp(tableUid))
return false;
_transformSystem.SetCoordinates(uid, Transform(tableUid).Coordinates);
_climbSystem.Bonk(tableUid, uid);
return true;
}
}