fish-station/Content.Server/_Sunrise/Animations/EmoteAnimationSystem.cs

84 lines
2.8 KiB
C#

using System.Reflection.Metadata;
using Content.Server.Chat.Systems;
using Content.Shared._Sunrise.Animations;
using Content.Shared._Sunrise.Flip;
using Content.Shared._Sunrise.Jump;
using Content.Shared.Chat;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.Emoting;
using Content.Shared.Gravity;
using Content.Shared.Standing;
using Content.Shared.Stunnable;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Server._Sunrise.Animations;
public sealed class EmoteAnimationSystem : EntitySystem
{
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedJumpSystem _jumpSystem = default!;
[Dependency] private readonly SharedFlipSystem _flipSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly ChatSystem _chat = default!;
public override void Initialize()
{
SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
}
private void OnGetState(Entity<EmoteAnimationComponent> ent, ref ComponentGetState args)
{
args.State = new EmoteAnimationComponent.EmoteAnimationComponentState(ent.Comp.AnimationId);
}
private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
{
if (args.Handled || !args.Emote.Category.HasFlag(EmoteCategory.Verb))
return;
PlayEmoteAnimation(uid, component, args.Emote.ID);
}
public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
{
if (emoteId == "Lay")
{
if (_gravity.IsWeightless(uid))
return;
if (_standing.IsDown(uid))
_stun.TryStanding(uid);
else
_stun.TryKnockdown(uid, TimeSpan.FromSeconds(0.5), true, false, false);
return;
}
if (emoteId == "Jump")
{
_jumpSystem.TryJump(uid);
}
if (emoteId == "Flip")
{
_flipSystem.TryFlip(uid);
}
if (emoteId == "FallOnNeck")
{
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Blunt"), 100);
_damageableSystem.ChangeDamage(uid, damage, true, useVariance: false, ignoreGlobalModifiers: true);
}
component.AnimationId = emoteId;
Dirty(uid, component);
}
}