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Emote to trigger artifacts! Also removes the deep music trigger because we don't need as many deep triggers to pad out!
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14 changes: 14 additions & 0 deletions
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...n/Xenoarchaeology/XenoArtifacts/Triggers/Components/ArtifactExpressionTriggerComponent.cs
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components; | ||
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/// <summary> | ||
/// Triggers when a nearby entity emotes | ||
/// </summary> | ||
[RegisterComponent] | ||
public sealed partial class ArtifactExpressionTriggerComponent : Component | ||
{ | ||
/// <summary> | ||
/// How close to the emote event the artifact has to be for it to trigger. | ||
/// </summary> | ||
[DataField("range")] | ||
public float Range = 2f; | ||
} |
38 changes: 38 additions & 0 deletions
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...station/Xenoarchaeology/XenoArtifacts/Triggers/Systems/ArtifactExpressionTriggerSystem.cs
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using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components; | ||
using Content.Server.Chat.Systems; | ||
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems; | ||
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public sealed class ArtifacExpressionTriggerSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly ArtifactSystem _artifact = default!; | ||
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/// <inheritdoc/> | ||
public override void Initialize() | ||
{ | ||
SubscribeLocalEvent<TransformComponent, EmoteEvent>(OnEmote); | ||
} | ||
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private void OnEmote(EntityUid emoter, TransformComponent component, EmoteEvent args) | ||
{ | ||
var emoterXform = Transform(emoter); | ||
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var toActivate = new List<Entity<ArtifactExpressionTriggerComponent>>(); | ||
var query = EntityQueryEnumerator<ArtifactExpressionTriggerComponent, TransformComponent>(); | ||
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while (query.MoveNext(out var uid, out var trigger, out var xform)) | ||
{ | ||
if (!emoterXform.Coordinates.TryDistance(EntityManager, xform.Coordinates, out var distance)) | ||
continue; | ||
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if (distance > trigger.Range) | ||
continue; | ||
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toActivate.Add((uid, trigger)); | ||
} | ||
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foreach (var a in toActivate) | ||
{ | ||
_artifact.TryActivateArtifact(a); | ||
} | ||
} | ||
} |
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