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Landmine stepoff (space-wizards#22962)
* make landmine work on stepping off * update methods naming * made both step modes possible * updated stepoff event raise to not interfere with game physics internals * added comments * figuring out how audiosystem works * added beep sound effect, updated how stepoff trigger works to make it more consistent * updated source in attributions.yml * made stepoff working every time * introduced suggested changes * updated janitor's WetSignMine to have audio * made cleaner events and bashing my head at OnEndCollide event raise * inverted conditional where applicable * review --------- Co-authored-by: Yurii Kis <[email protected]> Co-authored-by: metalgearsloth <[email protected]>
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Original file line number | Diff line number | Diff line change |
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@@ -1,6 +1,13 @@ | ||
namespace Content.Server.LandMines; | ||
using Robust.Shared.Audio; | ||
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namespace Content.Server.LandMines; | ||
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[RegisterComponent] | ||
public sealed partial class LandMineComponent : Component | ||
{ | ||
/// <summary> | ||
/// Trigger sound effect when stepping onto landmine | ||
/// </summary> | ||
[DataField, ViewVariables(VVAccess.ReadWrite)] | ||
public SoundSpecifier? Sound; | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,43 +1,43 @@ | ||
using Content.Server.Explosion.EntitySystems; | ||
using Content.Server.Explosion.EntitySystems; | ||
using Content.Shared.Popups; | ||
using Content.Shared.StepTrigger; | ||
using Content.Shared.StepTrigger.Systems; | ||
using Robust.Shared.Player; | ||
using Robust.Shared.Audio; | ||
using Robust.Shared.Audio.Systems; | ||
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namespace Content.Server.LandMines; | ||
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public sealed class LandMineSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly SharedAudioSystem _audioSystem = default!; | ||
[Dependency] private readonly SharedPopupSystem _popupSystem = default!; | ||
[Dependency] private readonly TriggerSystem _trigger = default!; | ||
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public override void Initialize() | ||
{ | ||
SubscribeLocalEvent<LandMineComponent, StepTriggeredEvent>(HandleTriggered); | ||
SubscribeLocalEvent<LandMineComponent, StepTriggerAttemptEvent>(HandleTriggerAttempt); | ||
SubscribeLocalEvent<LandMineComponent, StepTriggeredOnEvent>(HandleStepOnTriggered); | ||
SubscribeLocalEvent<LandMineComponent, StepTriggeredOffEvent>(HandleStepOffTriggered); | ||
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SubscribeLocalEvent<LandMineComponent, StepTriggerAttemptEvent>(HandleStepTriggerAttempt); | ||
} | ||
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private static void HandleTriggerAttempt( | ||
EntityUid uid, | ||
LandMineComponent component, | ||
ref StepTriggerAttemptEvent args) | ||
private void HandleStepOnTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOnEvent args) | ||
{ | ||
args.Continue = true; | ||
_popupSystem.PopupCoordinates( | ||
Loc.GetString("land-mine-triggered", ("mine", uid)), | ||
Transform(uid).Coordinates, | ||
args.Tripper, | ||
PopupType.LargeCaution); | ||
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_audioSystem.PlayPvs(component.Sound, uid); | ||
} | ||
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private void HandleTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredEvent args) | ||
private void HandleStepOffTriggered(EntityUid uid, LandMineComponent component, ref StepTriggeredOffEvent args) | ||
{ | ||
// This doesn't use TriggerOnStepTrigger since we don't want to display the popup if nothing happens | ||
// and I didn't feel like making an `AfterTrigger` event | ||
if (_trigger.Trigger(uid, args.Tripper)) | ||
{ | ||
_popupSystem.PopupCoordinates( | ||
Loc.GetString("land-mine-triggered", ("mine", uid)), | ||
Transform(uid).Coordinates, | ||
args.Tripper, | ||
PopupType.LargeCaution); | ||
} | ||
_trigger.Trigger(uid, args.Tripper); | ||
} | ||
} | ||
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private static void HandleStepTriggerAttempt(EntityUid uid, LandMineComponent component, ref StepTriggerAttemptEvent args) | ||
{ | ||
args.Continue = true; | ||
} | ||
} |
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