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