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* Add prototype-backed admin verb framework * Add reusable admin verb operations * Add smite-specific admin operations * Migrate admin smites to prototypes * More docs for god of docs * We dont have prediction here, so... * Final cleanup * Fix adminSmite * Add segment display control * Add generic thermoregulator * Add thermobath systems * Replace hotplate with thermobath * Refine thermobath layout * move simple smites to effects * move comps to effects * move add action to effect * move add mind role to effect * move add user interfaces to effect * move godmode to effect * move eye zoom to effect * move speed swap to effect * move spill bloodstream to effect * move remove organs to effect * move cream pie to effect * move slip to effect * fix server effect usings * move homing rod to effect * move locker stuff to effect * move tabletop dimension to effect * move pinball to effect * move yeet to effect * move silicon laws to effect * move ghost kick to effect * remove admin operations * revert sht * remove BOM * use admin verb prototypes for smites * add heart attack smite prototype * docs update * fix AdminSmiteVomitOrgans * split and move to shared * move to shared * move to shared and predict * PredictedQueueDel * fix Popup * fix HomingRod * port DeleteEntityEntityEffectSystem * fix StuffIntoLockerEntityEffectSystem * upd * fix eye * fix movement * fix!! * fix and doc * Add admin verb category prototype * upd AdminVerbPrototype * split verbs * SuperSuperSuperBonk * Update PopupMessageEntityEffectSystem.cs * fields --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com>
45 lines
1.7 KiB
C#
45 lines
1.7 KiB
C#
using System.Numerics;
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using Content.Server.Physics.Components;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.Effects.Smite;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Spawners;
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namespace Content.Server.EntityEffects.Effects.Smite;
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/// <summary>
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/// Spawns a rod at a distance and makes it chase this entity.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
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public sealed partial class HomingRodEntityEffectSystem : EntityEffectSystem<MetaDataComponent, HomingRod>
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{
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private SharedTransformSystem _transform = default!;
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protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<HomingRod> args)
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{
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var speed = args.Effect.Speed;
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if (args.Effect.MatchTargetSprintSpeed &&
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TryComp<MovementSpeedModifierComponent>(entity, out var movement))
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speed = movement.CurrentSprintSpeed + 0.001f;
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if (speed <= 0)
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return;
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var offset = _random.NextAngle().RotateVec(new Vector2(args.Effect.Distance, 0));
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var spawnCoords = _transform.GetMapCoordinates(entity).Offset(offset);
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var rod = Spawn(args.Effect.Prototype, spawnCoords);
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EnsureComp<ChasingWalkComponent>(rod, out var chasing);
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chasing.NextChangeVectorTime = TimeSpan.MaxValue;
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chasing.ChasingEntity = entity.Owner;
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chasing.ImpulseInterval = 0.1f;
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chasing.RotateWithImpulse = true;
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chasing.MaxSpeed = speed;
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chasing.Speed = speed;
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if (TryComp<TimedDespawnComponent>(rod, out var despawn))
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despawn.Lifetime = offset.Length() / speed * 3;
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}
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}
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