Fixes ninja not being able to use abilities (#23748)
* Fixes ninja not being able to use abilities * This was for testing
This commit is contained in:
@@ -1,14 +1,13 @@
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using Content.Server.Emp;
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using Content.Server.Ninja.Events;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.PowerCell;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Timing;
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using Robust.Shared.Containers;
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namespace Content.Server.Ninja.Systems;
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@@ -21,7 +20,6 @@ public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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[Dependency] private readonly EmpSystem _emp = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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@@ -93,10 +91,16 @@ public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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// need 1 second of charge to turn on stealth
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var chargeNeeded = SuitWattage(uid, comp);
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// being attacked while cloaked gives no power message since it overloads the power supply or something
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if (!_ninja.GetNinjaBattery(user, out var _, out var battery) || battery.CurrentCharge < chargeNeeded
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|| !TryComp(user, out UseDelayComponent? useDelay) || UseDelay.IsDelayed((user, useDelay)))
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if (!_ninja.GetNinjaBattery(user, out _, out var battery) || battery.CurrentCharge < chargeNeeded)
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{
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_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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args.Cancel();
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return;
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}
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if (comp.DisableCooldown > GameTiming.CurTime)
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{
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Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
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args.Cancel();
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return;
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}
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@@ -108,10 +112,15 @@ public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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{
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.ThrowingStarCharge)
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|| !TryComp(user, out UseDelayComponent? useDelay) || UseDelay.IsDelayed((user, useDelay)))
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if (!_ninja.TryUseCharge(user, comp.ThrowingStarCharge))
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{
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_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (comp.DisableCooldown > GameTiming.CurTime)
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{
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Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
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return;
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}
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@@ -130,11 +139,16 @@ public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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var katana = ninja.Katana.Value;
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var coords = _transform.GetWorldPosition(katana);
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var distance = (_transform.GetWorldPosition(user) - coords).Length();
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var chargeNeeded = (float) distance * comp.RecallCharge;
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if (!_ninja.TryUseCharge(user, chargeNeeded)
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|| !TryComp(user, out UseDelayComponent? useDelay) || UseDelay.IsDelayed((user, useDelay)))
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var chargeNeeded = distance * comp.RecallCharge;
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if (!_ninja.TryUseCharge(user, chargeNeeded))
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{
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_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (comp.DisableCooldown > GameTiming.CurTime)
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{
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Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
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return;
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}
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@@ -142,17 +156,22 @@ public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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var message = _hands.TryPickupAnyHand(user, katana)
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? "ninja-katana-recalled"
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: "ninja-hands-full";
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_popup.PopupEntity(Loc.GetString(message), user, user);
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Popup.PopupEntity(Loc.GetString(message), user, user);
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}
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private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.EmpCharge)
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|| !TryComp(user, out UseDelayComponent? useDelay) || UseDelay.IsDelayed((user, useDelay)))
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if (!_ninja.TryUseCharge(user, comp.EmpCharge))
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{
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_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (comp.DisableCooldown > GameTiming.CurTime)
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{
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Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
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return;
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}
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@@ -1,7 +1,5 @@
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using Content.Server.Administration.Commands;
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using Content.Server.Communications;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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@@ -15,18 +13,13 @@ using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Doors.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Rounding;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Objectives.Components;
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using Robust.Shared.Audio.Systems;
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namespace Content.Server.Ninja.Systems;
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@@ -43,13 +36,10 @@ public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
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{
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly GenericAntagSystem _genericAntag = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly StealthClothingSystem _stealthClothing = default!;
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@@ -4,6 +4,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Utility;
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@@ -35,12 +36,18 @@ public sealed partial class NinjaSuitComponent : Component
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public SoundSpecifier RevealSound = new SoundPathSpecifier("/Audio/Effects/chime.ogg");
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/// <summary>
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/// How long to disable all abilities for when revealed.
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/// This adds a UseDelay to the ninja so it should not be set by anything else.
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/// How long to disable all abilities when revealed.
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/// Normally, ninjas are revealed when attacking or getting damaged.
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/// </summary>
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[DataField("disableTime")]
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public TimeSpan DisableTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// Time at which we will be able to use our abilities again
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan DisableCooldown;
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/// <summary>
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/// The action id for creating throwing stars.
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/// </summary>
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@@ -3,8 +3,9 @@ using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Timing;
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using Content.Shared.Popups;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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namespace Content.Shared.Ninja.Systems;
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@@ -13,22 +14,25 @@ namespace Content.Shared.Ninja.Systems;
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/// </summary>
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public abstract class SharedNinjaSuitSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
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[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
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[Dependency] protected readonly StealthClothingSystem StealthClothing = default!;
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[Dependency] protected readonly UseDelaySystem UseDelay = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] protected readonly StealthClothingSystem StealthClothing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaSuitComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<NinjaSuitComponent, EntityUnpausedEvent>(OnEntityUnpaused);
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SubscribeLocalEvent<NinjaSuitComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
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SubscribeLocalEvent<NinjaSuitComponent, AddStealthActionEvent>(OnAddStealthAction);
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SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<NinjaSuitComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, NinjaSuitComponent component, MapInitEvent args)
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@@ -39,6 +43,11 @@ public abstract class SharedNinjaSuitSystem : EntitySystem
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Dirty(uid, component);
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}
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private void OnEntityUnpaused(Entity<NinjaSuitComponent> ent, ref EntityUnpausedEvent args)
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{
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ent.Comp.DisableCooldown += args.PausedTime;
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}
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/// <summary>
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/// Call the shared and serverside code for when a ninja equips the suit.
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/// </summary>
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@@ -110,10 +119,8 @@ public abstract class SharedNinjaSuitSystem : EntitySystem
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// previously cloaked, disable abilities for a short time
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_audio.PlayPredicted(comp.RevealSound, uid, user);
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// all abilities check for a usedelay on the ninja
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var useDelay = EnsureComp<UseDelayComponent>(user);
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UseDelay.SetDelay((user, useDelay), comp.DisableTime);
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UseDelay.TryResetDelay((user, useDelay));
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Popup.PopupClient(Loc.GetString("ninja-revealed"), user, user, PopupType.MediumCaution);
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comp.DisableCooldown = GameTiming.CurTime + comp.DisableTime;
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}
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// TODO: modify PowerCellDrain
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@@ -1,4 +1,6 @@
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ninja-no-power = Not enough charge in suit battery!
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ninja-revealed = You have been revealed!
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ninja-suit-cooldown = The suit needs time to recuperate from the last attack.
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ninja-research-steal-fail = No new research nodes were stolen...
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ninja-research-steal-success = Stole {$count} new nodes from {THE($server)}.
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