ninja 2 electric boogaloo (#15534)

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-09-10 07:20:27 +01:00
committed by GitHub
parent 25c8a03276
commit 24810d916b
153 changed files with 3892 additions and 78 deletions

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using Content.Shared.Ninja.Systems;
using Robust.Shared.Audio;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for draining power from APCs/substations/SMESes, when ProviderUid is set to a battery cell.
/// Does not rely on relay, simply being on the user and having BatteryUid set is enough.
/// </summary>
[RegisterComponent, Access(typeof(SharedBatteryDrainerSystem))]
public sealed partial class BatteryDrainerComponent : Component
{
/// <summary>
/// The powercell entity to drain power into.
/// Determines whether draining is possible.
/// </summary>
[DataField("batteryUid"), ViewVariables(VVAccess.ReadWrite)]
public EntityUid? BatteryUid;
/// <summary>
/// Conversion rate between joules in a device and joules added to battery.
/// Should be very low since powercells store nothing compared to even an APC.
/// </summary>
[DataField("drainEfficiency"), ViewVariables(VVAccess.ReadWrite)]
public float DrainEfficiency = 0.001f;
/// <summary>
/// Time that the do after takes to drain charge from a battery, in seconds
/// </summary>
[DataField("drainTime"), ViewVariables(VVAccess.ReadWrite)]
public float DrainTime = 1f;
/// <summary>
/// Sound played after the doafter ends.
/// </summary>
[DataField("sparkSound")]
public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
}

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using Content.Shared.Actions;
using Content.Shared.Ninja.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
/// <summary>
/// Adds an action to dash, teleport to clicked position, when this item is held.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(DashAbilitySystem))]
public sealed partial class DashAbilityComponent : Component
{
/// <summary>
/// The action id for dashing.
/// </summary>
[DataField("dashAction", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string DashAction = string.Empty;
[DataField("dashActionEntity")]
public EntityUid? DashActionEntity;
/// <summary>
/// Sound played when using dash action.
/// </summary>
[DataField("blinkSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier BlinkSound = new SoundPathSpecifier("/Audio/Magic/blink.ogg")
{
Params = AudioParams.Default.WithVolume(5f)
};
}
public sealed partial class DashEvent : WorldTargetActionEvent { }

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using Content.Shared.Ninja.Systems;
using Content.Shared.Tag;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for emagging things on click.
/// No charges but checks against a whitelist.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(EmagProviderSystem))]
public sealed partial class EmagProviderComponent : Component
{
/// <summary>
/// The tag that marks an entity as immune to emagging.
/// </summary>
[DataField("emagImmuneTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
public string EmagImmuneTag = "EmagImmune";
/// <summary>
/// Whitelist that entities must be on to work.
/// </summary>
[DataField("whitelist"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityWhitelist? Whitelist = null;
}

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using Robust.Shared.GameStates;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for a Space Ninja's katana, controls ninja related dash logic.
/// Requires a ninja with a suit for abilities to work.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class EnergyKatanaComponent : Component
{
}

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using Content.Shared.DoAfter;
using Content.Shared.Ninja.Systems;
using Content.Shared.Toggleable;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for toggling glove powers.
/// Powers being enabled is controlled by User not being null.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedNinjaGlovesSystem))]
public sealed partial class NinjaGlovesComponent : Component
{
/// <summary>
/// Entity of the ninja using these gloves, usually means enabled
/// </summary>
[DataField("user"), AutoNetworkedField]
public EntityUid? User;
/// <summary>
/// The action id for toggling ninja gloves abilities
/// </summary>
[DataField("toggleAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ToggleAction = "ActionToggleNinjaGloves";
[DataField("toggleActionEntity")]
public EntityUid? ToggleActionEntity;
/// <summary>
/// The whitelist used for the emag provider to emag airlocks only (not regular doors).
/// </summary>
[DataField("doorjackWhitelist")]
public EntityWhitelist DoorjackWhitelist = new()
{
Components = new[] {"Airlock"}
};
}

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using Content.Shared.Actions;
using Content.Shared.Ninja.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for ninja suit abilities and power consumption.
/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedNinjaSuitSystem))]
public sealed partial class NinjaSuitComponent : Component
{
/// <summary>
/// Battery charge used passively, in watts. Will last 1000 seconds on a small-capacity power cell.
/// </summary>
[DataField("passiveWattage")]
public float PassiveWattage = 0.36f;
/// <summary>
/// Battery charge used while cloaked, stacks with passive. Will last 200 seconds while cloaked on a small-capacity power cell.
/// </summary>
[DataField("cloakWattage")]
public float CloakWattage = 1.44f;
/// <summary>
/// Sound played when a ninja is hit while cloaked.
/// </summary>
[DataField("revealSound")]
public SoundSpecifier RevealSound = new SoundPathSpecifier("/Audio/Effects/chime.ogg");
/// <summary>
/// How long to disable all abilities for when revealed.
/// This adds a UseDelay to the ninja so it should not be set by anything else.
/// </summary>
[DataField("disableTime")]
public TimeSpan DisableTime = TimeSpan.FromSeconds(5);
/// <summary>
/// The action id for creating throwing stars.
/// </summary>
[DataField("createThrowingStarAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string CreateThrowingStarAction = "ActionCreateThrowingStar";
[DataField("createThrowingStarActionEntity")]
public EntityUid? CreateThrowingStarActionEntity;
/// <summary>
/// Battery charge used to create a throwing star. Can do it 25 times on a small-capacity power cell.
/// </summary>
[DataField("throwingStarCharge")]
public float ThrowingStarCharge = 14.4f;
/// <summary>
/// Throwing star item to create with the action
/// </summary>
[DataField("throwingStarPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ThrowingStarPrototype = "ThrowingStarNinja";
/// <summary>
/// The action id for recalling a bound energy katana
/// </summary>
[DataField("recallKatanaAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string RecallKatanaAction = "ActionRecallKatana";
[DataField("recallKatanaActionEntity")]
public EntityUid? RecallKatanaActionEntity;
/// <summary>
/// Battery charge used per tile the katana teleported.
/// Uses 1% of a default battery per tile.
/// </summary>
[DataField("recallCharge")]
public float RecallCharge = 3.6f;
/// <summary>
/// The action id for creating an EMP burst
/// </summary>
[DataField("empAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string EmpAction = "ActionNinjaEmp";
[DataField("empActionEntity")]
public EntityUid? EmpActionEntity;
/// <summary>
/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
/// </summary>
[DataField("empCharge")]
public float EmpCharge = 180f;
/// <summary>
/// Range of the EMP in tiles.
/// </summary>
[DataField("empRange")]
public float EmpRange = 6f;
/// <summary>
/// Power consumed from batteries by the EMP
/// </summary>
[DataField("empConsumption")]
public float EmpConsumption = 100000f;
/// <summary>
/// How long the EMP effects last for, in seconds
/// </summary>
[DataField("empDuration")]
public float EmpDuration = 60f;
}
public sealed partial class CreateThrowingStarEvent : InstantActionEvent
{
}
public sealed partial class RecallKatanaEvent : InstantActionEvent
{
}
public sealed partial class NinjaEmpEvent : InstantActionEvent
{
}

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using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
/// Contains ids of all ninja equipment and the game rule.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedSpaceNinjaSystem))]
public sealed partial class SpaceNinjaComponent : Component
{
/// <summary>
/// The ninja game rule that spawned this ninja.
/// </summary>
[DataField("rule")]
public EntityUid? Rule;
/// <summary>
/// Currently worn suit
/// </summary>
[DataField("suit"), AutoNetworkedField]
public EntityUid? Suit;
/// <summary>
/// Currently worn gloves
/// </summary>
[DataField("gloves"), AutoNetworkedField]
public EntityUid? Gloves;
/// <summary>
/// Bound katana, set once picked up and never removed
/// </summary>
[DataField("katana"), AutoNetworkedField]
public EntityUid? Katana;
}

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using Robust.Shared.GameStates;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for the Space Ninja's unique Spider Charge.
/// Only this component detonating can trigger the ninja's objective.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class SpiderChargeComponent : Component
{
/// Range for planting within the target area
[DataField("range")]
public float Range = 10f;
/// The ninja that planted this charge
[DataField("planter")]
public EntityUid? Planter = null;
}

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using Content.Shared.Ninja.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for stunning mobs on click outside of harm mode.
/// Knocks them down for a bit and deals shock damage.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStunProviderSystem))]
public sealed partial class StunProviderComponent : Component
{
/// <summary>
/// The powercell entity to take power from.
/// Determines whether stunning is possible.
/// </summary>
[DataField("batteryUid"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public EntityUid? BatteryUid;
/// <summary>
/// Joules required in the battery to stun someone. Defaults to 10 uses on a small battery.
/// </summary>
[DataField("stunCharge"), ViewVariables(VVAccess.ReadWrite)]
public float StunCharge = 36.0f;
/// <summary>
/// Shock damage dealt when stunning someone
/// </summary>
[DataField("stunDamage"), ViewVariables(VVAccess.ReadWrite)]
public int StunDamage = 5;
/// <summary>
/// Time that someone is stunned for, stacks if done multiple times.
/// </summary>
[DataField("stunTime"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan StunTime = TimeSpan.FromSeconds(3);
/// <summary>
/// How long stunning is disabled after stunning something.
/// </summary>
[DataField("cooldown"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Cooldown = TimeSpan.FromSeconds(1);
/// <summary>
/// Locale string to popup when there is no power
/// </summary>
[DataField("noPowerPopup", required: true), ViewVariables(VVAccess.ReadWrite)]
public string NoPowerPopup = string.Empty;
/// <summary>
/// Whitelist for what counts as a mob.
/// </summary>
[DataField("whitelist")]
public EntityWhitelist Whitelist = new()
{
Components = new[] {"Stamina"}
};
/// <summary>
/// When someone can next be stunned.
/// Essentially a UseDelay unique to this component.
/// </summary>
[DataField("nextStun", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan NextStun = TimeSpan.Zero;
}