[Antag] add space ninja as midround antag (#14069)
* start of space ninja midround antag * suit has powercell, can be upgraded only (not replaced with equal or worse battery) * add doorjacking to ninja gloves, power cell, doorjack objective (broken), tweaks * 💀 * add basic suit power display that uses stamina rsi * add draining apc/sub/smes - no wires yet * add research downloading * ninja starts implanted, move some stuff to yaml * add Automated field to OnUseTimerTrigger * implement spider charge and objective * fix client crash when taking suit off, some refactor * add survive condition and tweak locale * add comms console icon for objective * add calling in a threat - currently revenant and dragon * combine all glove abilities * locale * spark sounds when draining, refactoring * toggle is actually toggle now * prevent crash if disabling stealth with outline * add antag ctrl for ninja, hopefully show greentext * fix greentext and some other things * disabling gloves if taken off or suit taken off * basic energy katana, change ninja loadout * recallable katana, refactoring * start of dash - not done yet * katana dashing ability * merge upstream + compiling, make AutomatedTimer its own component * docs and stuff * partial refactor of glove abilities, still need to move handling * make dooremaggedevent by ref * move bunch of stuff to shared - broken * clean ninja antag verb * doc * mark rule config fields as required * fix client crash * wip systems refactor * big refactor of systems * fuck * make TryDoElectrocution callable from shared * finish refactoring? * no guns * start with internals on * clean up glove abilities, add range check * create soap, in place of ninja throwing stars * add emp suit ability * able to eat chefs stolen food in space * stuff, tell client when un/cloaked but there is bug with gloves * fix prediction breaking gloves on client * ninja soap despawns after a minute * ninja spawns outside the station now, with gps + station coords to navigate * add cooldown to stun ability * cant use glove abilities in combat mode * require empty hand to use glove abilities * use ghost role spawner * Update Content.Server/Ninja/Systems/NinjaSuitSystem.cs Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> * some review changes * show powercell charge on examine * new is needed * address some reviews * ninja starts with jetpack, i hope * partial feedback * uhh * pro * remove pirate from threats list * use doafter refactor * pro i gave skeleton jetpack * some stuff * use auto gen state * mr handy * use EntityQueryEnumerator * cleanup * spider charge target anti-troll * mmmmmm --------- Co-authored-by: deltanedas <deltanedas@laptop> Co-authored-by: deltanedas <user@zenith> Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
This commit is contained in:
13
Content.Server/Ninja/Components/NinjaStationGridComponent.cs
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13
Content.Server/Ninja/Components/NinjaStationGridComponent.cs
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namespace Content.Server.Ninja.Components;
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/// <summary>
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/// Used by space ninja to indicate what station grid to head towards.
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/// </summary>
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[RegisterComponent]
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public sealed class NinjaStationGridComponent : Component
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{
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/// <summary>
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/// The grid uid being targeted.
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/// </summary>
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public EntityUid Grid;
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}
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36
Content.Server/Ninja/Systems/NinjaGlovesSystem.cs
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36
Content.Server/Ninja/Systems/NinjaGlovesSystem.cs
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using Content.Server.Communications;
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using Content.Server.DoAfter;
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using Content.Server.Power.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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namespace Content.Server.Ninja.Systems;
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public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
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{
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protected override void OnDrain(EntityUid uid, NinjaDrainComponent comp, InteractionAttemptEvent args)
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{
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if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
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|| !HasComp<PowerNetworkBatteryComponent>(target))
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return;
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// nicer for spam-clicking to not open apc ui, and when draining starts, so cancel the ui action
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args.Cancel();
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var doAfterArgs = new DoAfterArgs(user, comp.DrainTime, new DrainDoAfterEvent(), target: target, used: uid, eventTarget: uid)
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{
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BreakOnUserMove = true,
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MovementThreshold = 0.5f,
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CancelDuplicate = false
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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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}
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protected override bool IsCommsConsole(EntityUid uid)
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{
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return HasComp<CommunicationsConsoleComponent>(uid);
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}
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}
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148
Content.Server/Ninja/Systems/NinjaSuitSystem.cs
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148
Content.Server/Ninja/Systems/NinjaSuitSystem.cs
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@@ -0,0 +1,148 @@
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using Content.Server.Emp;
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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.Actions;
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using Content.Shared.Examine;
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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 Robust.Shared.Containers;
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namespace Content.Server.Ninja.Systems;
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public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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{
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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 new NinjaSystem _ninja = default!;
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[Dependency] private readonly PopupSystem _popups = 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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public override void Initialize()
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{
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base.Initialize();
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// TODO: maybe have suit activation stuff
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SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<NinjaSuitComponent, TogglePhaseCloakEvent>(OnTogglePhaseCloak);
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SubscribeLocalEvent<NinjaSuitComponent, CreateSoapEvent>(OnCreateSoap);
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SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
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SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
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}
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protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
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{
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base.NinjaEquippedSuit(uid, comp, user, ninja);
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_ninja.SetSuitPowerAlert(user);
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}
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// TODO: if/when battery is in shared, put this there too
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private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
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{
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// no power cell for some reason??? allow it
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if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
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return;
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// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
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if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
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{
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args.Cancel();
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}
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}
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private void OnExamined(EntityUid uid, NinjaSuitComponent comp, ExaminedEvent args)
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{
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// TODO: make this also return the uid of the battery
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if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
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RaiseLocalEvent(battery.Owner, args);
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}
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protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
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{
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base.UserUnequippedSuit(uid, comp, user);
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// remove power indicator
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_ninja.SetSuitPowerAlert(user);
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}
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private void OnTogglePhaseCloak(EntityUid uid, NinjaSuitComponent comp, TogglePhaseCloakEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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// need 1 second of charge to turn on stealth
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var chargeNeeded = SuitWattage(comp);
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if (!comp.Cloaked && (!_ninja.GetNinjaBattery(user, out var battery) || battery.CurrentCharge < chargeNeeded || _useDelay.ActiveDelay(uid)))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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comp.Cloaked = !comp.Cloaked;
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SetCloaked(args.Performer, comp.Cloaked);
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RaiseNetworkEvent(new SetCloakedMessage()
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{
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User = user,
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Cloaked = comp.Cloaked
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});
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}
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private void OnCreateSoap(EntityUid uid, NinjaSuitComponent comp, CreateSoapEvent 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.SoapCharge) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// try to put soap in hand, otherwise it goes on the ground
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var soap = Spawn(comp.SoapPrototype, Transform(user).Coordinates);
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_hands.TryPickupAnyHand(user, soap);
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}
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private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent 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 (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
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return;
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// 1% charge per tile
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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 * 3.6f;
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if (!_ninja.TryUseCharge(user, chargeNeeded) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// TODO: teleporting into belt slot
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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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_popups.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) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
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var coords = Transform(user).MapPosition;
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_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption);
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}
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}
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314
Content.Server/Ninja/Systems/NinjaSystem.cs
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314
Content.Server/Ninja/Systems/NinjaSystem.cs
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using Content.Server.Administration.Commands;
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using Content.Server.Body.Systems;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.Doors.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Mind.Components;
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using Content.Server.Ninja.Components;
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using Content.Server.Objectives;
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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.Server.Traitor;
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using Content.Server.Warps;
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using Content.Shared.Alert;
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using Content.Shared.Doors.Components;
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using Content.Shared.Implants;
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using Content.Shared.Implants.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.Roles;
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using Content.Shared.Popups;
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using Content.Shared.PowerCell.Components;
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using Content.Shared.Rounding;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Diagnostics.CodeAnalysis;
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namespace Content.Server.Ninja.Systems;
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public sealed class NinjaSystem : SharedNinjaSystem
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{
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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[Dependency] private readonly SharedSubdermalImplantSystem _implants = default!;
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[Dependency] private readonly InternalsSystem _internals = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaComponent, ComponentStartup>(OnNinjaStartup);
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SubscribeLocalEvent<NinjaComponent, GhostRoleSpawnerUsedEvent>(OnNinjaSpawned);
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SubscribeLocalEvent<NinjaComponent, MindAddedMessage>(OnNinjaMindAdded);
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SubscribeLocalEvent<DoorComponent, DoorEmaggedEvent>(OnDoorEmagged);
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<NinjaComponent>();
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while (query.MoveNext(out var uid, out var ninja))
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{
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UpdateNinja(uid, ninja, frameTime);
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}
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}
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/// <summary>
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/// Turns the player into a space ninja
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/// </summary>
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public void MakeNinja(Mind.Mind mind)
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{
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if (mind.OwnedEntity == null)
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return;
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// prevent double ninja'ing
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var user = mind.OwnedEntity.Value;
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if (HasComp<NinjaComponent>(user))
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return;
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AddComp<NinjaComponent>(user);
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SetOutfitCommand.SetOutfit(user, "SpaceNinjaGear", EntityManager);
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GreetNinja(mind);
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}
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/// <summary>
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/// Returns the space ninja spawn gamerule's config
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/// </summary>
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public NinjaRuleConfiguration RuleConfig()
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{
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return (NinjaRuleConfiguration) _proto.Index<GameRulePrototype>("SpaceNinjaSpawn").Configuration;
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}
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/// <summary>
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/// Update the alert for the ninja's suit power indicator.
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/// </summary>
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public void SetSuitPowerAlert(EntityUid uid, NinjaComponent? comp = null)
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{
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if (!Resolve(uid, ref comp, false) || comp.Deleted || comp.Suit == null)
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{
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_alerts.ClearAlert(uid, AlertType.SuitPower);
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return;
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}
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if (GetNinjaBattery(uid, out var battery))
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{
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var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, battery.CurrentCharge), battery.MaxCharge, 7);
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_alerts.ShowAlert(uid, AlertType.SuitPower, (short) severity);
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}
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else
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{
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_alerts.ClearAlert(uid, AlertType.SuitPower);
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}
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}
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/// <summary>
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/// Set the station grid on an entity, either ninja spawner or the ninja itself.
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/// Used to tell a ghost that takes ninja role where the station is.
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/// </summary>
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public void SetNinjaStationGrid(EntityUid uid, EntityUid grid)
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{
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var station = EnsureComp<NinjaStationGridComponent>(uid);
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station.Grid = grid;
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}
|
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|
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/// <summary>
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/// Get the battery component in a ninja's suit, if it's worn.
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/// </summary>
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public bool GetNinjaBattery(EntityUid user, [NotNullWhen(true)] out BatteryComponent? battery)
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{
|
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if (TryComp<NinjaComponent>(user, out var ninja)
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&& ninja.Suit != null
|
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&& _powerCell.TryGetBatteryFromSlot(ninja.Suit.Value, out battery))
|
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{
|
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return true;
|
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}
|
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|
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battery = null;
|
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return false;
|
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}
|
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|
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public override bool TryUseCharge(EntityUid user, float charge)
|
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{
|
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return GetNinjaBattery(user, out var battery) && battery.TryUseCharge(charge);
|
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}
|
||||
|
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public override void CallInThreat(NinjaComponent comp)
|
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{
|
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base.CallInThreat(comp);
|
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|
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var config = RuleConfig();
|
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if (config.Threats.Count == 0)
|
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return;
|
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|
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var threat = _random.Pick(config.Threats);
|
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if (_proto.TryIndex<GameRulePrototype>(threat.Rule, out var rule))
|
||||
{
|
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_gameTicker.AddGameRule(rule);
|
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_chat.DispatchGlobalAnnouncement(Loc.GetString(threat.Announcement), playSound: false, colorOverride: Color.Red);
|
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}
|
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else
|
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{
|
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Logger.Error($"Threat gamerule does not exist: {threat.Rule}");
|
||||
}
|
||||
}
|
||||
|
||||
public override void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
|
||||
{
|
||||
if (!GetNinjaBattery(user, out var suitBattery))
|
||||
// took suit off or something, ignore draining
|
||||
return;
|
||||
|
||||
if (!TryComp<BatteryComponent>(target, out var battery) || !TryComp<PowerNetworkBatteryComponent>(target, out var pnb))
|
||||
return;
|
||||
|
||||
if (suitBattery.IsFullyCharged)
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-drain-full"), user, user, PopupType.Medium);
|
||||
return;
|
||||
}
|
||||
|
||||
if (MathHelper.CloseToPercent(battery.CurrentCharge, 0))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-drain-empty", ("battery", target)), user, user, PopupType.Medium);
|
||||
return;
|
||||
}
|
||||
|
||||
var available = battery.CurrentCharge;
|
||||
var required = suitBattery.MaxCharge - suitBattery.CurrentCharge;
|
||||
// higher tier storages can charge more
|
||||
var maxDrained = pnb.MaxSupply * drain.DrainTime;
|
||||
var input = Math.Min(Math.Min(available, required / drain.DrainEfficiency), maxDrained);
|
||||
if (battery.TryUseCharge(input))
|
||||
{
|
||||
var output = input * drain.DrainEfficiency;
|
||||
suitBattery.CurrentCharge += output;
|
||||
_popups.PopupEntity(Loc.GetString("ninja-drain-success", ("battery", target)), user, user);
|
||||
// TODO: spark effects
|
||||
_audio.PlayPvs(drain.SparkSound, target);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnNinjaStartup(EntityUid uid, NinjaComponent comp, ComponentStartup args)
|
||||
{
|
||||
var config = RuleConfig();
|
||||
|
||||
// start with internals on, only when spawned by event. antag control ninja won't do this due to component add order.
|
||||
_internals.ToggleInternals(uid, uid, true);
|
||||
|
||||
// inject starting implants
|
||||
var coords = Transform(uid).Coordinates;
|
||||
foreach (var id in config.Implants)
|
||||
{
|
||||
var implant = Spawn(id, coords);
|
||||
|
||||
if (!TryComp<SubdermalImplantComponent>(implant, out var implantComp))
|
||||
return;
|
||||
|
||||
_implants.ForceImplant(uid, implant, implantComp);
|
||||
}
|
||||
|
||||
// choose spider charge detonation point
|
||||
// currently based on warp points, something better could be done (but would likely require mapping work)
|
||||
var warps = new List<EntityUid>();
|
||||
var query = EntityQueryEnumerator<WarpPointComponent>();
|
||||
while (query.MoveNext(out var warpUid, out var warp))
|
||||
{
|
||||
// won't be asked to detonate the nuke disk or singularity
|
||||
if (warp.Location != null && !HasComp<PhysicsComponent>(warpUid))
|
||||
warps.Add(warpUid);
|
||||
}
|
||||
|
||||
if (warps.Count > 0)
|
||||
comp.SpiderChargeTarget = _random.Pick(warps);
|
||||
}
|
||||
|
||||
private void OnNinjaSpawned(EntityUid uid, NinjaComponent comp, GhostRoleSpawnerUsedEvent args)
|
||||
{
|
||||
// inherit spawner's station grid
|
||||
if (TryComp<NinjaStationGridComponent>(args.Spawner, out var station))
|
||||
SetNinjaStationGrid(uid, station.Grid);
|
||||
}
|
||||
|
||||
private void OnNinjaMindAdded(EntityUid uid, NinjaComponent comp, MindAddedMessage args)
|
||||
{
|
||||
if (TryComp<MindComponent>(uid, out var mind) && mind.Mind != null)
|
||||
GreetNinja(mind.Mind);
|
||||
}
|
||||
|
||||
private void GreetNinja(Mind.Mind mind)
|
||||
{
|
||||
if (!mind.TryGetSession(out var session))
|
||||
return;
|
||||
|
||||
var config = RuleConfig();
|
||||
var role = new TraitorRole(mind, _proto.Index<AntagPrototype>("SpaceNinja"));
|
||||
mind.AddRole(role);
|
||||
_traitorRule.Traitors.Add(role);
|
||||
foreach (var objective in config.Objectives)
|
||||
{
|
||||
AddObjective(mind, objective);
|
||||
}
|
||||
|
||||
_audio.PlayGlobal(config.GreetingSound, Filter.Empty().AddPlayer(session), false, AudioParams.Default);
|
||||
_chatMan.DispatchServerMessage(session, Loc.GetString("ninja-role-greeting"));
|
||||
|
||||
if (TryComp<NinjaStationGridComponent>(mind.OwnedEntity, out var station))
|
||||
{
|
||||
var gridPos = _transform.GetWorldPosition(station.Grid);
|
||||
var ninjaPos = _transform.GetWorldPosition(mind.OwnedEntity.Value);
|
||||
var vector = gridPos - ninjaPos;
|
||||
var direction = vector.GetDir();
|
||||
var position = $"({(int) gridPos.X}, {(int) gridPos.Y})";
|
||||
var msg = Loc.GetString("ninja-role-greeting-direction", ("direction", direction), ("position", position));
|
||||
_chatMan.DispatchServerMessage(session, msg);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDoorEmagged(EntityUid uid, DoorComponent door, ref DoorEmaggedEvent args)
|
||||
{
|
||||
// make sure it's a ninja doorjacking it
|
||||
if (TryComp<NinjaComponent>(args.UserUid, out var ninja))
|
||||
ninja.DoorsJacked++;
|
||||
}
|
||||
|
||||
private void UpdateNinja(EntityUid uid, NinjaComponent ninja, float frameTime)
|
||||
{
|
||||
if (ninja.Suit == null || !TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
|
||||
return;
|
||||
|
||||
float wattage = _suit.SuitWattage(suit);
|
||||
|
||||
SetSuitPowerAlert(uid, ninja);
|
||||
if (!TryUseCharge(uid, wattage * frameTime))
|
||||
{
|
||||
// ran out of power, reveal ninja
|
||||
_suit.RevealNinja(ninja.Suit.Value, suit, uid);
|
||||
}
|
||||
}
|
||||
|
||||
private void AddObjective(Mind.Mind mind, string name)
|
||||
{
|
||||
if (_proto.TryIndex<ObjectivePrototype>(name, out var objective))
|
||||
mind.TryAddObjective(objective);
|
||||
else
|
||||
Logger.Error($"Ninja has unknown objective prototype: {name}");
|
||||
}
|
||||
}
|
||||
64
Content.Server/Ninja/Systems/SpiderChargeSystem.cs
Normal file
64
Content.Server/Ninja/Systems/SpiderChargeSystem.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using Content.Server.Explosion.EntitySystems;
|
||||
using Content.Server.Sticky.Events;
|
||||
using Content.Server.Popups;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Ninja.Systems;
|
||||
|
||||
public sealed class SpiderChargeSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly NinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly PopupSystem _popups = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<SpiderChargeComponent, BeforeRangedInteractEvent>(BeforePlant);
|
||||
SubscribeLocalEvent<SpiderChargeComponent, EntityStuckEvent>(OnStuck);
|
||||
SubscribeLocalEvent<SpiderChargeComponent, TriggerEvent>(OnExplode);
|
||||
}
|
||||
|
||||
private void BeforePlant(EntityUid uid, SpiderChargeComponent comp, BeforeRangedInteractEvent args)
|
||||
{
|
||||
var user = args.User;
|
||||
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("spider-charge-not-ninja"), user, user);
|
||||
args.Handled = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// allow planting anywhere if there is no target, which should never happen
|
||||
if (ninja.SpiderChargeTarget != null)
|
||||
{
|
||||
// assumes warp point still exists
|
||||
var target = Transform(ninja.SpiderChargeTarget.Value).MapPosition;
|
||||
var coords = args.ClickLocation.ToMap(EntityManager, _transform);
|
||||
if (!coords.InRange(target, comp.Range))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("spider-charge-too-far"), user, user);
|
||||
args.Handled = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStuck(EntityUid uid, SpiderChargeComponent comp, EntityStuckEvent args)
|
||||
{
|
||||
comp.Planter = args.User;
|
||||
}
|
||||
|
||||
private void OnExplode(EntityUid uid, SpiderChargeComponent comp, TriggerEvent args)
|
||||
{
|
||||
if (comp.Planter == null || !TryComp<NinjaComponent>(comp.Planter, out var ninja))
|
||||
return;
|
||||
|
||||
// assumes the target was destroyed, that the charge wasn't moved somehow
|
||||
_ninja.DetonateSpiderCharge(ninja);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user