[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

@@ -1,81 +0,0 @@
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Ninja.Systems;
using Content.Server.StationEvents.Components;
using Content.Server.Station.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.StationEvents.Events;
/// <summary>
/// Event for spawning a Space Ninja mid-game.
/// </summary>
public sealed class SpaceNinjaSpawn : StationEventSystem
{
[Dependency] private readonly NinjaSystem _ninja = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override string Prototype => "SpaceNinjaSpawn";
public override void Started()
{
base.Started();
if (StationSystem.Stations.Count == 0)
{
Sawmill.Error("No stations exist, cannot spawn space ninja!");
return;
}
var station = _random.Pick(StationSystem.Stations);
if (!TryComp<StationDataComponent>(station, out var stationData))
{
Sawmill.Error("Chosen station isn't a station, cannot spawn space ninja!");
return;
}
// find a station grid
var gridUid = StationSystem.GetLargestGrid(stationData);
if (gridUid == null || !TryComp<MapGridComponent>(gridUid, out var grid))
{
Sawmill.Error("Chosen station has no grids, cannot spawn space ninja!");
return;
}
// figure out its AABB size and use that as a guide to how far ninja should be
var config = (NinjaRuleConfiguration) Configuration;
var size = grid.LocalAABB.Size.Length / 2;
var distance = size + config.SpawnDistance;
var angle = _random.NextAngle();
// position relative to station center
var location = angle.ToVec() * distance;
// create the spawner, the ninja will appear when a ghost has picked the role
var xform = Transform(gridUid.Value);
var position = _transform.GetWorldPosition(xform) + location;
var coords = new MapCoordinates(position, xform.MapID);
Sawmill.Info($"Creating ninja spawnpoint at {coords}");
var spawner = Spawn("SpawnPointGhostSpaceNinja", coords);
// tell the player where the station is when they pick the role
_ninja.SetNinjaStationGrid(spawner, gridUid.Value);
// start traitor rule incase it isn't, for the sweet greentext
var rule = _proto.Index<GameRulePrototype>("Traitor");
_ticker.StartGameRule(rule);
}
public override void Added()
{
Sawmill.Info("Added space ninja spawn rule");
}
}