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* Закинул прототипы, переводы для следователя СБ

* Update meta.json

* закинул мету нормально

* закинул спрайты

* закинул спрайты

* Fix RSI Linter

* Add component

* опять спрайты

* опять спрайты

* оопяппяяять спрайты

* id card

* add sprite

* FIX RSI LINTER

* FIX

* add ftl

* add markers job.rsi

* add Audio

* add play time trakers

* fix
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Schrodinger71 authored Aug 29, 2024
1 parent 171ccf2 commit a2bbbfe
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83 changes: 83 additions & 0 deletions Content.Server/ADT/SwitchableWeapon/SwitchableWeaponSystem.cs
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using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Examine;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.ADT.SwitchableWeapon;

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using Content.Shared.Toggleable;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio.Systems;

namespace Content.Server.ADT.SwitchableWeapon;

public sealed class SwitchableWeaponSystem : EntitySystem

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{
[Dependency] private readonly SharedItemSystem _item = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;

public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<SwitchableWeaponComponent, UseInHandEvent>(Toggle);
SubscribeLocalEvent<SwitchableWeaponComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SwitchableWeaponComponent, StaminaDamageOnHitAttemptEvent>(OnStaminaHitAttempt);
SubscribeLocalEvent<SwitchableWeaponComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
SubscribeLocalEvent<SwitchableWeaponComponent, ComponentAdd>(OnComponentAdded);
}

private void OnComponentAdded(EntityUid uid, SwitchableWeaponComponent component, ComponentAdd args)

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{
UpdateState(uid, component);
}

//Non-stamina damage
private void OnGetMeleeDamage(EntityUid uid, SwitchableWeaponComponent component, ref GetMeleeDamageEvent args)

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{
args.Damage = component.IsOpen ? component.DamageOpen : component.DamageFolded;
}

private void OnStaminaHitAttempt(EntityUid uid, SwitchableWeaponComponent component, ref StaminaDamageOnHitAttemptEvent args)

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{
if (!component.IsOpen)
return;

//args.HitSoundOverride = component.BonkSound;
}

private void OnExamined(EntityUid uid, SwitchableWeaponComponent comp, ExaminedEvent args)
{
var msg = comp.IsOpen
? Loc.GetString("comp-switchable-examined-on")
: Loc.GetString("comp-switchable-examined-off");
args.PushMarkup(msg);
}

private void UpdateState(EntityUid uid, SwitchableWeaponComponent comp)
{
if (TryComp<ItemComponent>(comp.Owner, out var item))
{
_item.SetSize(item.Owner, comp.IsOpen ? comp.SizeOpened : comp.SizeClosed, item);
_item.SetHeldPrefix(comp.Owner, comp.IsOpen ? "on" : "off", false, item);
}

if (TryComp<AppearanceComponent>(comp.Owner, out var appearance))
_appearance.SetData(comp.Owner, ToggleVisuals.Toggled, comp.IsOpen, appearance);

// Change stamina damage according to state
if (TryComp<StaminaDamageOnHitComponent>(uid, out var stamComp))
{
stamComp.Damage = comp.IsOpen ? comp.StaminaDamageOpen : comp.StaminaDamageFolded;
}
}

private void Toggle(EntityUid uid, SwitchableWeaponComponent comp, UseInHandEvent args)
{
comp.IsOpen = !comp.IsOpen;
UpdateState(uid, comp);

var soundToPlay = comp.IsOpen ? comp.OpenSound : comp.CloseSound;
_audio.PlayPvs(soundToPlay, args.User);
}
}
51 changes: 0 additions & 51 deletions Content.Shared/ADT/SwitchableWeapon/SwitchableWeaponComponent.cs
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using Content.Shared.Damage;
using Content.Shared.Item;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;

namespace Content.Shared.ADT.SwitchableWeapon;

[RegisterComponent]
public sealed partial class SwitchableWeaponComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)][DataField("damageFolded")]
public DamageSpecifier DamageFolded = new(){
DamageDict = new()
{
{ "Blunt", 0.0f },
}
};

[ViewVariables(VVAccess.ReadWrite)][DataField("damageOpen")]
public DamageSpecifier DamageOpen = new(){
DamageDict = new()
{
{ "Blunt", 4.0f },
}
};

[ViewVariables(VVAccess.ReadWrite)][DataField("staminaDamageFolded")]
public float StaminaDamageFolded = 0;

[ViewVariables(VVAccess.ReadWrite)][DataField("staminaDamageOpen")]
public float StaminaDamageOpen = 28;

[ViewVariables(VVAccess.ReadWrite)][DataField("isOpen")]
public bool IsOpen = false;

[ViewVariables(VVAccess.ReadWrite)][DataField("openSound")]
public SoundSpecifier? OpenSound;

[ViewVariables(VVAccess.ReadWrite)][DataField("closeSound")]
public SoundSpecifier? CloseSound;

[ViewVariables(VVAccess.ReadWrite)][DataField("bonkSound")]
public SoundSpecifier? BonkSound;

[ViewVariables(VVAccess.ReadWrite)][DataField("sizeOpened")]
public ProtoId<ItemSizePrototype> SizeOpened = "Normal";

[ViewVariables(VVAccess.ReadWrite)][DataField("sizeClosed")]
public ProtoId<ItemSizePrototype> SizeClosed = "Normal";
}
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3 changes: 3 additions & 0 deletions Resources/Locale/ru-RU/ADT/Entities/Clothing/Belt/belt.ftl
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ent-ADTClothingBeltInvestigatorHolster = кобура следователя СБ
.desc = Кобура с табельным оружием следователя СБ - пистолетом с магазинами нелетальных и летальных патронов.
.suffix = { "" }
3 changes: 3 additions & 0 deletions Resources/Locale/ru-RU/ADT/Entities/Clothing/Head/hats.ftl
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ent-ADTClothingHeadHatsInvestigatorCap = фуражка следователя Службы Безопасности
.desc = Слава NanoTrasen!
.suffix = { "" }
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ent-ADTClothingNeckSecBadge = жетон Службы Безопасности
.desc = Позолоченный жетон с символикой Службы Безопасности и индивидуальным номером сотрудника. Предмет особой гордости среди офицеров.
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ent-ADTClothingOuterCoatInvestigator = бушлат следователя Службы Безопасности
.desc = Один вид этого бушлата повышает вероятность чистосердечного признания подозреваемого на 50%.
.suffix = { "" }
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ent-ADTClothingUniformInvestigatorSuit = форма следователя Службы Безопасности
.desc = Одежда для того, кто намерен докопаться до сути всех тайн.
.suffix = { "" }
2 changes: 2 additions & 0 deletions Resources/Locale/ru-RU/ADT/Entities/Objects/Device/pda.ftl
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ent-ADTInvestigatorPDA = КПК следователя СБ
.desc = Пахнет как чернила и дело, закрытое предварительно из-за смерти подозреваемого от несчастного случая на рабочем месте.
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ent-ADTPathologistIDCard = ID карта патологоанатома
.desc = { ent-IDCardStandard.desc }
ent-ADTRoboticistIDCard = ID карта робототехника
.desc = { ent-IDCardStandard.desc }
11 changes: 11 additions & 0 deletions Resources/Locale/ru-RU/ADT/Entities/Weapons/security.ftl
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ent-ADTtelescopicBaton = Телескопическая дубинка
.desc = "Большая, опасная и выдвижная дубинка. Может храниться в карманах в сложенном состоянии."
.suffix = { "" }
ent-ADTtelescopicBatonBob = Телескопическая дубинка Боба
.desc = "Эксклюзивная телескопическая дубинка, полностью из золота."
.suffix = { "" }
ent-ADTtelescopicBatonKon = Телескопическая дубинка Йохана
.desc = "Непонятно, кровь это или цвет дубинки.."
.suffix = { "" }
3 changes: 0 additions & 3 deletions Resources/Locale/ru-RU/ADT/Job/job-description.ftl
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job-description-ADTPathologist = Осматривайте тела мёртвого экипажа, выявляйте причины их смерти и не забывайте клонировать трупы.
job-description-roboticist = Собирайте боргов, мехов, обслуживайте синтетиков и поражайте (либо пугайте) экипаж своими новейшими разработками.
5 changes: 0 additions & 5 deletions Resources/Locale/ru-RU/ADT/Job/job-names.ftl
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job-name-ADTPathologist = Патологоанатом
JobADTPathologist = Патологоанатом
job-name-roboticist = робототехник
JobRoboticist = робототехник
11 changes: 11 additions & 0 deletions Resources/Prototypes/ADT/Catalog/Fills/Items/belt.yml
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#кобура следователя СБ

- type: entity
id: ADTClothingBeltInvestigatorHolster
parent: ClothingBeltHolster
suffix: Filled
components:
- type: StorageFill
contents:
- id: WeaponPistolMk58
- id: MagazinePistol
11 changes: 0 additions & 11 deletions Resources/Prototypes/ADT/Entities/Clothing/Head/hats.yml
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- type: entity
parent: ClothingHeadBase
id: ADTClothingHeadUrsHat
name: urs hat
description: A futuristic looking striped hat from "STEP" clothing series.
components:
- type: Sprite
sprite: Clothing/Head/Hats/urs_hat.rsi
- type: Clothing
sprite: Clothing/Head/Hats/urs_hat.rsi

8 changes: 8 additions & 0 deletions Resources/Prototypes/ADT/Entities/Clothing/Neck/specific.yml
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- type: entity
parent: ClothingNeckBase
id: ADTClothingNeckSecBadge
name: sec badge
description: sec badge
components:
- type: Sprite
sprite: ADT/Clothing/Neck/secbadge.rsi
36 changes: 0 additions & 36 deletions Resources/Prototypes/ADT/Entities/Clothing/OuterClothing/coats.yml
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- type: entity
parent: ClothingOuterStorageBase
id: ADTClothingOuterCoatUrs
name: Urs outercoat.
description: Urs outercoat.
components:
- type: Sprite
sprite: ADT/Clothing/OuterClothing/Coats/urs_coat.rsi
- type: Clothing
sprite: ADT/Clothing/OuterClothing/Coats/urs_coat.rsi
- type: TemperatureProtection
coefficient: 0.9
- type: Armor
modifiers:
coefficients:
Slash: 0.95
Heat: 0.90

- type: entity
parent: ClothingOuterStorageBase
id: ADTClothingKadet
name: kadet greatcoat
description: a greatcoat made for recruits to the security service. It is very similar to the overcoat of the junior ranks of RIA
components:
- type: Sprite
sprite: ADT/Clothing/OuterClothing/Coats/kadet_trenchcoat.rsi
- type: Clothing
sprite: ADT/Clothing/OuterClothing/Coats/kadet_trenchcoat.rsi
- type: Armor
modifiers:
coefficients:
Blunt: 0.8
Slash: 0.8
Piercing: 0.7
Heat: 0.85

12 changes: 12 additions & 0 deletions Resources/Prototypes/ADT/Entities/Clothing/Uniforms/Jumpsuit.yml
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#Комбинезон следователя

- type: entity
parent: ClothingUniformBase
id: ADTClothingUniformInvestigatorSuit
name: investigator suit
description: The costume of the one who will get to the bottom of all the secrets.
components:
- type: Sprite
sprite: ADT/Clothing/Uniforms/Jumpsuit/investigator_suit.rsi
- type: Clothing
sprite: ADT/Clothing/Uniforms/Jumpsuit/investigator_suit.rsi
22 changes: 22 additions & 0 deletions Resources/Prototypes/ADT/Entities/Markers/Spawners/job.yml
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- type: entity
id: ADTSpawnPointJobBase
parent: MarkerBase
abstract: true
suffix: Job Spawn ADT
components:
- type: SpawnPoint
spawn_type: Job
- type: Sprite
sprite: ADT/Markers/job.rsi

- type: entity
id: ADTSpawnPointInvestigator
parent: ADTSpawnPointJobBase
name: Investigator
components:
- type: SpawnPoint
job_id: ADTInvestigator
- type: Sprite
layers:
- state: green
- state: investigator
15 changes: 15 additions & 0 deletions Resources/Prototypes/ADT/Entities/Objects/Device/pda.yml
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# КПК Следователя

- type: entity
parent: BasePDA
id: ADTInvestigatorPDA
name: investigator PDA
description: It smells like ink and the case is prematurely closed due to the death of a suspect at work.
components:
- type: Pda
id: ADTInvestigatorIDCard
state: pda-investigator
- type: PdaBorderColor
borderColor: "#774705"
- type: Icon
state: pda-investigator
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- type: entity
parent: IDCardStandard
id: MagistratIDCard
name: magistrat ID card
description: magistrat ID card
components:
- type: Sprite
layers:
- state: silver
- state: idlawyer
- type: PresetIdCard
job: Magistrat

- type: entity
parent: IDCardStandard
id: ADTPathologistIDCard
name: pathologist's ID card
components:
- type: Sprite
sprite: ADT/Objects/Misc/id_cards.rsi
layers:
- state: default
- state: id-pathologist
- type: PresetIdCard
job: ADTPathologist

- type: entity
parent: IDCardStandard
id: ADTRoboticistIDCard
name: roboticist ID card
components:
- type: Sprite
layers:
- state: default
- state: idroboticist
- type: PresetIdCard
job: ADTRoboticist
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