[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:
deltanedas
2023-04-17 07:33:27 +00:00
committed by GitHub
parent 0e6b273f1f
commit c1cda0dbf8
78 changed files with 2697 additions and 19 deletions

View File

@@ -0,0 +1,81 @@
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");
}
}