[Revert] Reverts Ninja (#15516)

* Revert "[Antag] add space ninja as midround antag (#14069)"

This reverts commit c1cda0dbf8.

* Revert "[Fix] move ninja objectives into NinjaRole (#15490)"

This reverts commit 251f429fb3.
This commit is contained in:
keronshb
2023-04-19 03:43:09 -04:00
committed by GitHub
parent 6161f7d5f3
commit ac87effca0
81 changed files with 20 additions and 2742 deletions

View File

@@ -1,148 +0,0 @@
using Content.Server.Emp;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.PowerCell;
using Content.Shared.Actions;
using Content.Shared.Examine;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Robust.Shared.Containers;
namespace Content.Server.Ninja.Systems;
public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
{
[Dependency] private readonly EmpSystem _emp = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly new NinjaSystem _ninja = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
// TODO: maybe have suit activation stuff
SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
SubscribeLocalEvent<NinjaSuitComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<NinjaSuitComponent, TogglePhaseCloakEvent>(OnTogglePhaseCloak);
SubscribeLocalEvent<NinjaSuitComponent, CreateSoapEvent>(OnCreateSoap);
SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
}
protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
{
base.NinjaEquippedSuit(uid, comp, user, ninja);
_ninja.SetSuitPowerAlert(user);
}
// TODO: if/when battery is in shared, put this there too
private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
{
// no power cell for some reason??? allow it
if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
return;
// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
{
args.Cancel();
}
}
private void OnExamined(EntityUid uid, NinjaSuitComponent comp, ExaminedEvent args)
{
// TODO: make this also return the uid of the battery
if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
RaiseLocalEvent(battery.Owner, args);
}
protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
{
base.UserUnequippedSuit(uid, comp, user);
// remove power indicator
_ninja.SetSuitPowerAlert(user);
}
private void OnTogglePhaseCloak(EntityUid uid, NinjaSuitComponent comp, TogglePhaseCloakEvent args)
{
args.Handled = true;
var user = args.Performer;
// need 1 second of charge to turn on stealth
var chargeNeeded = SuitWattage(comp);
if (!comp.Cloaked && (!_ninja.GetNinjaBattery(user, out var battery) || battery.CurrentCharge < chargeNeeded || _useDelay.ActiveDelay(uid)))
{
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
comp.Cloaked = !comp.Cloaked;
SetCloaked(args.Performer, comp.Cloaked);
RaiseNetworkEvent(new SetCloakedMessage()
{
User = user,
Cloaked = comp.Cloaked
});
}
private void OnCreateSoap(EntityUid uid, NinjaSuitComponent comp, CreateSoapEvent args)
{
args.Handled = true;
var user = args.Performer;
if (!_ninja.TryUseCharge(user, comp.SoapCharge) || _useDelay.ActiveDelay(uid))
{
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
// try to put soap in hand, otherwise it goes on the ground
var soap = Spawn(comp.SoapPrototype, Transform(user).Coordinates);
_hands.TryPickupAnyHand(user, soap);
}
private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent args)
{
args.Handled = true;
var user = args.Performer;
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
return;
// 1% charge per tile
var katana = ninja.Katana.Value;
var coords = _transform.GetWorldPosition(katana);
var distance = (_transform.GetWorldPosition(user) - coords).Length;
var chargeNeeded = (float) distance * 3.6f;
if (!_ninja.TryUseCharge(user, chargeNeeded) || _useDelay.ActiveDelay(uid))
{
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
// TODO: teleporting into belt slot
var message = _hands.TryPickupAnyHand(user, katana)
? "ninja-katana-recalled"
: "ninja-hands-full";
_popups.PopupEntity(Loc.GetString(message), user, user);
}
private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
{
args.Handled = true;
var user = args.Performer;
if (!_ninja.TryUseCharge(user, comp.EmpCharge) || _useDelay.ActiveDelay(uid))
{
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
// I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
var coords = Transform(user).MapPosition;
_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption);
}
}