CatStation/Content.Server/Communications/CommsHackerSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

91 lines
3.3 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.Ninja.Systems;
using Content.Shared.Communications;
using Content.Shared.DoAfter;
using Content.Shared.GameTicking;
using Content.Shared.Interaction;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Random;
namespace Content.Server.Communications;
public sealed partial class CommsHackerSystem : SharedCommsHackerSystem
{
[Dependency] private ChatSystem _chat = default!;
[Dependency] private GameTicker _gameTicker = default!;
[Dependency] private IRobustRandom _random = default!;
// TODO: remove when generic check event is used
[Dependency] private NinjaGlovesSystem _gloves = default!;
[Dependency] private SharedDoAfterSystem _doAfter = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CommsHackerComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
SubscribeLocalEvent<CommsHackerComponent, TerrorDoAfterEvent>(OnDoAfter);
}
/// <summary>
/// Start the doafter to hack a comms console
/// </summary>
private void OnBeforeInteractHand(EntityUid uid, CommsHackerComponent comp, BeforeInteractHandEvent args)
{
if (args.Handled || !HasComp<CommunicationsConsoleComponent>(args.Target))
return;
// TODO: generic check event
if (!_gloves.AbilityCheck(uid, args, out var target))
return;
var doAfterArgs = new DoAfterArgs(EntityManager, uid, comp.Delay, new TerrorDoAfterEvent(), target: target, used: uid, eventTarget: uid)
{
BreakOnDamage = true,
BreakOnMove = true,
MovementThreshold = 0.5f,
CancelDuplicate = false
};
_doAfter.TryStartDoAfter(doAfterArgs);
args.Handled = true;
}
/// <summary>
/// Call in a random threat and do cleanup.
/// </summary>
private void OnDoAfter(EntityUid uid, CommsHackerComponent comp, TerrorDoAfterEvent args)
{
if (args.Cancelled || args.Handled || args.Target == null)
return;
var threats = ProtoMan.Index<WeightedRandomPrototype>(comp.Threats);
var threat = threats.Pick(_random);
CallInThreat(ProtoMan.Index<NinjaHackingThreatPrototype>(threat));
// prevent calling in multiple threats
RemComp<CommsHackerComponent>(uid);
var ev = new ThreatCalledInEvent(uid, args.Target.Value);
RaiseLocalEvent(args.User, ref ev);
}
/// <summary>
/// Makes announcement and adds game rule of the threat.
/// </summary>
public void CallInThreat(NinjaHackingThreatPrototype ninjaHackingThreat)
{
_gameTicker.StartGameRule(ninjaHackingThreat.Rule, out _);
_chat.DispatchGlobalAnnouncement(Loc.GetString(ninjaHackingThreat.Announcement), playSound: true, colorOverride: Color.Red);
}
}
/// <summary>
/// Raised on the user when a threat is called in on the communications console.
/// </summary>
/// <remarks>
/// If you add <see cref="CommsHackerComponent"/>, make sure to use this event to prevent adding it twice.
/// For example, you could add a marker component after a threat is called in then check if the user doesn't have that marker before adding CommsHackerComponent.
/// </remarks>
[ByRefEvent]
public record struct ThreatCalledInEvent(EntityUid Used, EntityUid Target);