[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:
66
Content.Shared/Ninja/Components/EnergyKatanaComponent.cs
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66
Content.Shared/Ninja/Components/EnergyKatanaComponent.cs
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Ninja.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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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.Serialization;
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namespace Content.Shared.Ninja.Components;
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/// <summary>
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/// Component for a Space Ninja's katana, controls its dash sound.
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/// Requires a ninja with a suit for abilities to work.
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/// </summary>
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// basically emag but without immune tag, TODO: make the charge thing its own component and have emag use it too
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[Access(typeof(EnergyKatanaSystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class EnergyKatanaComponent : Component
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{
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public EntityUid? Ninja = null;
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/// <summary>
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/// Sound played when using dash action.
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/// </summary>
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[DataField("blinkSound")]
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public SoundSpecifier BlinkSound = new SoundPathSpecifier("/Audio/Magic/blink.ogg");
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/// <summary>
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/// Volume control for katana dash action.
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/// </summary>
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[DataField("blinkVolume")]
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public float BlinkVolume = 5f;
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/// <summary>
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/// The maximum number of dash charges the katana can have
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/// </summary>
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[DataField("maxCharges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public int MaxCharges = 3;
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/// <summary>
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/// The current number of dash charges on the katana
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/// </summary>
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[DataField("charges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public int Charges = 3;
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/// <summary>
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/// Whether or not the katana automatically recharges over time.
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/// </summary>
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[DataField("autoRecharge"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool AutoRecharge = true;
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/// <summary>
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/// The time it takes to regain a single dash charge
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/// </summary>
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[DataField("rechargeDuration"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan RechargeDuration = TimeSpan.FromSeconds(20);
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/// <summary>
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/// The time when the next dash charge will be added
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/// </summary>
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[DataField("nextChargeTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan NextChargeTime = TimeSpan.MaxValue;
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}
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public sealed class KatanaDashEvent : WorldTargetActionEvent { }
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69
Content.Shared/Ninja/Components/NinjaComponent.cs
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69
Content.Shared/Ninja/Components/NinjaComponent.cs
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using Content.Shared.Ninja.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Ninja.Components;
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/// <summary>
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/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
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/// Contains ids of all ninja equipment.
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/// </summary>
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// TODO: Contains objective related stuff, might want to move it out somehow
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedNinjaSystem))]
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public sealed partial class NinjaComponent : Component
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{
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/// <summary>
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/// Grid entity of the station the ninja was spawned around. Set if spawned naturally by the event.
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/// </summary>
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public EntityUid? StationGrid;
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/// <summary>
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/// Currently worn suit
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/// </summary>
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[ViewVariables]
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public EntityUid? Suit = null;
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/// <summary>
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/// Currently worn gloves
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/// </summary>
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[ViewVariables]
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public EntityUid? Gloves = null;
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/// <summary>
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/// Bound katana, set once picked up and never removed
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/// </summary>
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[ViewVariables]
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public EntityUid? Katana = null;
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/// <summary>
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/// Number of doors that have been doorjacked, used for objective
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public int DoorsJacked = 0;
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/// <summary>
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/// Research nodes that have been downloaded, used for objective
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/// </summary>
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// TODO: client doesn't need to know what nodes are downloaded, just how many
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[ViewVariables, AutoNetworkedField]
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public HashSet<string> DownloadedNodes = new();
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/// <summary>
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/// Warp point that the spider charge has to target
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public EntityUid? SpiderChargeTarget = null;
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/// <summary>
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/// Whether the spider charge has been detonated on the target, used for objective
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public bool SpiderChargeDetonated;
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/// <summary>
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/// Whether the comms console has been hacked, used for objective
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public bool CalledInThreat;
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}
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151
Content.Shared/Ninja/Components/NinjaGlovesComponent.cs
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151
Content.Shared/Ninja/Components/NinjaGlovesComponent.cs
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.DoAfter;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Tag;
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using Content.Shared.Toggleable;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Utility;
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using System.Threading;
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namespace Content.Shared.Ninja.Components;
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/// <summary>
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/// Component for toggling glove powers.
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/// Powers being enabled is controlled by GlovesEnabledComponent
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/// </summary>
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[Access(typeof(SharedNinjaGlovesSystem))]
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[RegisterComponent, NetworkedComponent]
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public sealed class NinjaGlovesComponent : Component
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{
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/// <summary>
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/// Entity of the ninja using these gloves, usually means enabled
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/// </summary>
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[ViewVariables]
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public EntityUid? User;
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/// <summary>
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/// The action for toggling ninja gloves abilities
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/// </summary>
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[DataField("toggleAction")]
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public InstantAction ToggleAction = new()
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{
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DisplayName = "action-name-toggle-ninja-gloves",
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Description = "action-desc-toggle-ninja-gloves",
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Priority = -13,
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Event = new ToggleActionEvent()
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};
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}
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/// <summary>
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/// Component for emagging doors on click, when gloves are enabled.
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/// Only works on entities with DoorComponent.
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/// </summary>
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[RegisterComponent]
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public sealed class NinjaDoorjackComponent : Component
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{
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/// <summary>
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/// The tag that marks an entity as immune to doorjacking
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/// </summary>
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[DataField("emagImmuneTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
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public string EmagImmuneTag = "EmagImmune";
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}
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/// <summary>
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/// Component for stunning mobs on click, when gloves are enabled.
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/// Knocks them down for a bit and deals shock damage.
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/// </summary>
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[RegisterComponent]
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public sealed class NinjaStunComponent : Component
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{
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/// <summary>
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/// Joules required in the suit to stun someone. Defaults to 10 uses on a small battery.
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/// </summary>
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[DataField("stunCharge")]
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public float StunCharge = 36.0f;
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/// <summary>
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/// Shock damage dealt when stunning someone
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/// </summary>
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[DataField("stunDamage")]
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public int StunDamage = 5;
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/// <summary>
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/// Time that someone is stunned for, stacks if done multiple times.
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/// </summary>
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[DataField("stunTime")]
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public TimeSpan StunTime = TimeSpan.FromSeconds(3);
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}
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/// <summary>
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/// Component for draining power from APCs/substations/SMESes, when gloves are enabled.
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/// </summary>
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[RegisterComponent]
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public sealed class NinjaDrainComponent : Component
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{
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/// <summary>
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/// Conversion rate between joules in a device and joules added to suit.
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/// Should be very low since powercells store nothing compared to even an APC.
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/// </summary>
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[DataField("drainEfficiency")]
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public float DrainEfficiency = 0.001f;
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/// <summary>
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/// Time that the do after takes to drain charge from a battery, in seconds
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/// </summary>
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[DataField("drainTime")]
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public float DrainTime = 1f;
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[DataField("sparkSound")]
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public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
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}
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/// <summary>
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/// Component for downloading research nodes from a R&D server, when gloves are enabled.
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/// Requirement for greentext.
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/// </summary>
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[RegisterComponent]
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public sealed class NinjaDownloadComponent : Component
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{
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/// <summary>
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/// Time taken to download research from a server
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/// </summary>
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[DataField("downloadTime")]
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public float DownloadTime = 20f;
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}
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/// <summary>
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/// Component for hacking a communications console to call in a threat.
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/// Called threat is rolled from the ninja gamerule config.
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/// </summary>
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[RegisterComponent]
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public sealed class NinjaTerrorComponent : Component
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{
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/// <summary>
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/// Time taken to hack the console
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/// </summary>
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[DataField("terrorTime")]
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public float TerrorTime = 20f;
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}
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/// <summary>
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/// DoAfter event for drain ability.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class DrainDoAfterEvent : SimpleDoAfterEvent { }
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/// <summary>
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/// DoAfter event for research download ability.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class DownloadDoAfterEvent : SimpleDoAfterEvent { }
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/// <summary>
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/// DoAfter event for comms console terror ability.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class TerrorDoAfterEvent : SimpleDoAfterEvent { }
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148
Content.Shared/Ninja/Components/NinjaSuitComponent.cs
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148
Content.Shared/Ninja/Components/NinjaSuitComponent.cs
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Ninja.Systems;
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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.Prototype;
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using Robust.Shared.Utility;
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namespace Content.Shared.Ninja.Components;
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// TODO: ResourcePath -> ResPath when thing gets merged
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/// <summary>
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/// Component for ninja suit abilities and power consumption.
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/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
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/// </summary>
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[Access(typeof(SharedNinjaSuitSystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class NinjaSuitComponent : Component
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{
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[ViewVariables, AutoNetworkedField]
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public bool Cloaked = false;
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/// <summary>
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/// The action for toggling suit phase cloak ability
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/// </summary>
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[DataField("togglePhaseCloakAction")]
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public InstantAction TogglePhaseCloakAction = new()
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{
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UseDelay = TimeSpan.FromSeconds(5), // have to plan un/cloaking ahead of time
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DisplayName = "action-name-toggle-phase-cloak",
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Description = "action-desc-toggle-phase-cloak",
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Priority = -9,
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Event = new TogglePhaseCloakEvent()
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};
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/// <summary>
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/// Battery charge used passively, in watts. Will last 1000 seconds on a small-capacity power cell.
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/// </summary>
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[DataField("passiveWattage")]
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public float PassiveWattage = 0.36f;
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/// <summary>
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/// Battery charge used while cloaked, stacks with passive. Will last 200 seconds while cloaked on a small-capacity power cell.
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/// </summary>
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[DataField("cloakWattage")]
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public float CloakWattage = 1.44f;
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/// <summary>
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/// The action for creating throwing soap, in place of ninja throwing stars since embedding doesn't exist.
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/// </summary>
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[DataField("createSoapAction")]
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public InstantAction CreateSoapAction = new()
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{
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UseDelay = TimeSpan.FromSeconds(10),
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Specific/Janitorial/soap.rsi"), "soap"),
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ItemIconStyle = ItemActionIconStyle.NoItem,
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DisplayName = "action-name-create-soap",
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Description = "action-desc-create-soap",
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Priority = -10,
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Event = new CreateSoapEvent()
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};
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/// <summary>
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/// Battery charge used to create a throwing soap. Can do it 25 times on a small-capacity power cell.
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/// </summary>
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[DataField("soapCharge")]
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public float SoapCharge = 14.4f;
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/// <summary>
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/// Soap item to create with the action
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/// </summary>
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[DataField("soapPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SoapPrototype = "SoapNinja";
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/// <summary>
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/// The action for recalling a bound energy katana
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/// </summary>
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[DataField("recallkatanaAction")]
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public InstantAction RecallKatanaAction = new()
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{
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UseDelay = TimeSpan.FromSeconds(1),
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Melee/energykatana.rsi"), "icon"),
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ItemIconStyle = ItemActionIconStyle.NoItem,
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DisplayName = "action-name-recall-katana",
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Description = "action-desc-recall-katana",
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Priority = -11,
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Event = new RecallKatanaEvent()
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};
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/// <summary>
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/// The action for dashing somewhere using katana
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/// </summary>
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[DataField("katanaDashAction")]
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public WorldTargetAction KatanaDashAction = new()
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{
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Magic/magicactions.rsi"), "blink"),
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ItemIconStyle = ItemActionIconStyle.NoItem,
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DisplayName = "action-name-katana-dash",
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Description = "action-desc-katana-dash",
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Priority = -12,
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Event = new KatanaDashEvent(),
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// doing checks manually
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CheckCanAccess = false,
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Range = 0f
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};
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/// <summary>
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||||
/// The action for creating an EMP burst
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/// </summary>
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||||
[DataField("empAction")]
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public InstantAction EmpAction = new()
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{
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Grenades/empgrenade.rsi"), "icon"),
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||||
ItemIconStyle = ItemActionIconStyle.BigAction,
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DisplayName = "action-name-em-burst",
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Description = "action-desc-em-burst",
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||||
Priority = -13,
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||||
Event = new NinjaEmpEvent()
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||||
};
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||||
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||||
/// <summary>
|
||||
/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
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||||
/// </summary>
|
||||
[DataField("empCharge")]
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||||
public float EmpCharge = 180f;
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||||
|
||||
/// <summary>
|
||||
/// Range of the EMP in tiles.
|
||||
/// </summary>
|
||||
[DataField("empRange")]
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||||
public float EmpRange = 6f;
|
||||
|
||||
/// <summary>
|
||||
/// Power consumed from batteries by the EMP
|
||||
/// </summary>
|
||||
[DataField("empConsumption")]
|
||||
public float EmpConsumption = 100000f;
|
||||
}
|
||||
|
||||
public sealed class TogglePhaseCloakEvent : InstantActionEvent { }
|
||||
|
||||
public sealed class CreateSoapEvent : InstantActionEvent { }
|
||||
|
||||
public sealed class RecallKatanaEvent : InstantActionEvent { }
|
||||
|
||||
public sealed class NinjaEmpEvent : InstantActionEvent { }
|
||||
17
Content.Shared/Ninja/Components/SpiderChargeComponent.cs
Normal file
17
Content.Shared/Ninja/Components/SpiderChargeComponent.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
namespace Content.Shared.Ninja.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Component for the Space Ninja's unique Spider Charge.
|
||||
/// Only this component detonating can trigger the ninja's objective.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class SpiderChargeComponent : Component
|
||||
{
|
||||
/// Range for planting within the target area
|
||||
[DataField("range")]
|
||||
public float Range = 10f;
|
||||
|
||||
/// The ninja that planted this charge
|
||||
[ViewVariables]
|
||||
public EntityUid? Planter = null;
|
||||
}
|
||||
147
Content.Shared/Ninja/Systems/EnergyKatanaSystem.cs
Normal file
147
Content.Shared/Ninja/Systems/EnergyKatanaSystem.cs
Normal file
@@ -0,0 +1,147 @@
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Popups;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Ninja.Systems;
|
||||
|
||||
/// <summary>
|
||||
/// System for katana dashing, recharging and what not.
|
||||
/// </summary>
|
||||
// TODO: move all recharging stuff into its own system and use for emag too
|
||||
public sealed class EnergyKatanaSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
||||
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
|
||||
[Dependency] private readonly SharedNinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popups = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<EnergyKatanaComponent, GotEquippedEvent>(OnEquipped);
|
||||
SubscribeLocalEvent<EnergyKatanaComponent, ExaminedEvent>(OnExamine);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, KatanaDashEvent>(OnDash);
|
||||
SubscribeLocalEvent<EnergyKatanaComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
}
|
||||
|
||||
private void OnEquipped(EntityUid uid, EnergyKatanaComponent comp, GotEquippedEvent args)
|
||||
{
|
||||
// check if already bound
|
||||
if (comp.Ninja != null)
|
||||
return;
|
||||
|
||||
// check if ninja already has a katana bound
|
||||
var user = args.Equipee;
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana != null)
|
||||
return;
|
||||
|
||||
// bind it
|
||||
comp.Ninja = user;
|
||||
_ninja.BindKatana(ninja, uid);
|
||||
}
|
||||
|
||||
private void OnUnpaused(EntityUid uid, EnergyKatanaComponent component, ref EntityUnpausedEvent args)
|
||||
{
|
||||
component.NextChargeTime += args.PausedTime;
|
||||
}
|
||||
|
||||
private void OnExamine(EntityUid uid, EnergyKatanaComponent component, ExaminedEvent args)
|
||||
{
|
||||
args.PushMarkup(Loc.GetString("emag-charges-remaining", ("charges", component.Charges)));
|
||||
if (component.Charges == component.MaxCharges)
|
||||
{
|
||||
args.PushMarkup(Loc.GetString("emag-max-charges"));
|
||||
return;
|
||||
}
|
||||
var timeRemaining = Math.Round((component.NextChargeTime - _timing.CurTime).TotalSeconds);
|
||||
args.PushMarkup(Loc.GetString("emag-recharging", ("seconds", timeRemaining)));
|
||||
}
|
||||
|
||||
// TODO: remove and use LimitedCharges+AutoRecharge
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var comp in EntityQuery<EnergyKatanaComponent>())
|
||||
{
|
||||
if (!comp.AutoRecharge)
|
||||
continue;
|
||||
|
||||
if (comp.Charges == comp.MaxCharges)
|
||||
continue;
|
||||
|
||||
if (_timing.CurTime < comp.NextChargeTime)
|
||||
continue;
|
||||
|
||||
ChangeCharge(comp.Owner, 1, true, comp);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnDash(EntityUid suit, NinjaSuitComponent comp, KatanaDashEvent args)
|
||||
{
|
||||
var user = args.Performer;
|
||||
args.Handled = true;
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
|
||||
return;
|
||||
|
||||
var uid = ninja.Katana.Value;
|
||||
if (!TryComp<EnergyKatanaComponent>(uid, out var katana) || !_hands.IsHolding(user, uid, out var _))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-katana-not-held"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
if (katana.Charges <= 0)
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("emag-no-charges"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: check that target is not dense
|
||||
var origin = Transform(user).MapPosition;
|
||||
var target = args.Target.ToMap(EntityManager, _transform);
|
||||
// prevent collision with the user duh
|
||||
if (!_interaction.InRangeUnobstructed(origin, target, 0f, CollisionGroup.Opaque, uid => uid == user))
|
||||
{
|
||||
// can only dash if the destination is visible on screen
|
||||
_popups.PopupEntity(Loc.GetString("ninja-katana-cant-see"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
_transform.SetCoordinates(user, args.Target);
|
||||
_transform.AttachToGridOrMap(user);
|
||||
_audio.PlayPvs(katana.BlinkSound, user, AudioParams.Default.WithVolume(katana.BlinkVolume));
|
||||
// TODO: show the funny green man thing
|
||||
ChangeCharge(uid, -1, false, katana);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes the charge on an energy katana.
|
||||
/// </summary>
|
||||
public bool ChangeCharge(EntityUid uid, int change, bool resetTimer, EnergyKatanaComponent? katana = null)
|
||||
{
|
||||
if (!Resolve(uid, ref katana))
|
||||
return false;
|
||||
|
||||
if (katana.Charges + change < 0 || katana.Charges + change > katana.MaxCharges)
|
||||
return false;
|
||||
|
||||
if (resetTimer || katana.Charges == katana.MaxCharges)
|
||||
katana.NextChargeTime = _timing.CurTime + katana.RechargeDuration;
|
||||
|
||||
katana.Charges += change;
|
||||
Dirty(katana);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
314
Content.Shared/Ninja/Systems/NinjaGlovesSystem.cs
Normal file
314
Content.Shared/Ninja/Systems/NinjaGlovesSystem.cs
Normal file
@@ -0,0 +1,314 @@
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Doors.Components;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Electrocution;
|
||||
using Content.Shared.Emag.Systems;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Interaction.Components;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Research.Components;
|
||||
using Content.Shared.Tag;
|
||||
using Content.Shared.Timing;
|
||||
using Content.Shared.Toggleable;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Timing;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
namespace Content.Shared.Ninja.Systems;
|
||||
|
||||
public abstract class SharedNinjaGlovesSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
||||
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
|
||||
[Dependency] protected readonly SharedDoAfterSystem _doAfter = default!;
|
||||
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
|
||||
[Dependency] private readonly EmagSystem _emag = default!;
|
||||
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
|
||||
[Dependency] private readonly INetManager _net = default!;
|
||||
[Dependency] private readonly SharedNinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popups = default!;
|
||||
[Dependency] private readonly TagSystem _tags = default!;
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly UseDelaySystem _useDelay = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<NinjaGlovesComponent, GetItemActionsEvent>(OnGetItemActions);
|
||||
SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
|
||||
SubscribeLocalEvent<NinjaGlovesComponent, ToggleActionEvent>(OnToggleAction);
|
||||
SubscribeLocalEvent<NinjaGlovesComponent, GotUnequippedEvent>(OnUnequipped);
|
||||
|
||||
SubscribeLocalEvent<NinjaDoorjackComponent, InteractionAttemptEvent>(OnDoorjack);
|
||||
|
||||
SubscribeLocalEvent<NinjaStunComponent, InteractionAttemptEvent>(OnStun);
|
||||
|
||||
SubscribeLocalEvent<NinjaDrainComponent, InteractionAttemptEvent>(OnDrain);
|
||||
SubscribeLocalEvent<NinjaDrainComponent, DrainDoAfterEvent>(OnDrainDoAfter);
|
||||
|
||||
SubscribeLocalEvent<NinjaDownloadComponent, InteractionAttemptEvent>(OnDownload);
|
||||
SubscribeLocalEvent<NinjaDownloadComponent, DownloadDoAfterEvent>(OnDownloadDoAfter);
|
||||
|
||||
SubscribeLocalEvent<NinjaTerrorComponent, InteractionAttemptEvent>(OnTerror);
|
||||
SubscribeLocalEvent<NinjaTerrorComponent, TerrorDoAfterEvent>(OnTerrorDoAfter);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disable glove abilities and show the popup if they were enabled previously.
|
||||
/// </summary>
|
||||
public void DisableGloves(NinjaGlovesComponent comp, EntityUid user)
|
||||
{
|
||||
if (comp.User != null)
|
||||
{
|
||||
comp.User = null;
|
||||
_popups.PopupEntity(Loc.GetString("ninja-gloves-off"), user, user);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGetItemActions(EntityUid uid, NinjaGlovesComponent comp, GetItemActionsEvent args)
|
||||
{
|
||||
args.Actions.Add(comp.ToggleAction);
|
||||
}
|
||||
|
||||
private void OnToggleAction(EntityUid uid, NinjaGlovesComponent comp, ToggleActionEvent args)
|
||||
{
|
||||
// client prediction desyncs it hard
|
||||
if (args.Handled || !_timing.IsFirstTimePredicted)
|
||||
return;
|
||||
|
||||
args.Handled = true;
|
||||
|
||||
var user = args.Performer;
|
||||
// need to wear suit to enable gloves
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja)
|
||||
|| ninja.Suit == null
|
||||
|| !HasComp<NinjaSuitComponent>(ninja.Suit.Value))
|
||||
{
|
||||
ClientPopup(Loc.GetString("ninja-gloves-not-wearing-suit"), user);
|
||||
return;
|
||||
}
|
||||
|
||||
var enabling = comp.User == null;
|
||||
var message = Loc.GetString(enabling ? "ninja-gloves-on" : "ninja-gloves-off");
|
||||
ClientPopup(message, user);
|
||||
|
||||
if (enabling)
|
||||
{
|
||||
comp.User = user;
|
||||
_ninja.AssignGloves(ninja, uid);
|
||||
// set up interaction relay for handling glove abilities, comp.User is used to see the actual user of the events
|
||||
_interaction.SetRelay(user, uid, EnsureComp<InteractionRelayComponent>(user));
|
||||
}
|
||||
else
|
||||
{
|
||||
comp.User = null;
|
||||
_ninja.AssignGloves(ninja, null);
|
||||
RemComp<InteractionRelayComponent>(user);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnExamined(EntityUid uid, NinjaGlovesComponent comp, ExaminedEvent args)
|
||||
{
|
||||
if (!args.IsInDetailsRange)
|
||||
return;
|
||||
|
||||
args.PushText(Loc.GetString(comp.User != null ? "ninja-gloves-examine-on" : "ninja-gloves-examine-off"));
|
||||
}
|
||||
|
||||
private void OnUnequipped(EntityUid uid, NinjaGlovesComponent comp, GotUnequippedEvent args)
|
||||
{
|
||||
comp.User = null;
|
||||
if (TryComp<NinjaComponent>(args.Equipee, out var ninja))
|
||||
_ninja.AssignGloves(ninja, null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper for glove ability handlers, checks gloves, range, combat mode and stuff.
|
||||
/// </summary>
|
||||
protected bool GloveCheck(EntityUid uid, InteractionAttemptEvent args, [NotNullWhen(true)] out NinjaGlovesComponent? gloves,
|
||||
out EntityUid user, out EntityUid target)
|
||||
{
|
||||
if (args.Target != null && TryComp<NinjaGlovesComponent>(uid, out gloves)
|
||||
&& gloves.User != null
|
||||
&& !_combatMode.IsInCombatMode(gloves.User)
|
||||
&& _timing.IsFirstTimePredicted
|
||||
&& TryComp<HandsComponent>(gloves.User, out var hands)
|
||||
&& hands.ActiveHandEntity == null)
|
||||
{
|
||||
user = gloves.User.Value;
|
||||
target = args.Target.Value;
|
||||
|
||||
if (_interaction.InRangeUnobstructed(user, target))
|
||||
return true;
|
||||
}
|
||||
|
||||
gloves = null;
|
||||
user = target = EntityUid.Invalid;
|
||||
return false;
|
||||
}
|
||||
|
||||
private void OnDoorjack(EntityUid uid, NinjaDoorjackComponent comp, InteractionAttemptEvent args)
|
||||
{
|
||||
if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
|
||||
return;
|
||||
|
||||
// only allowed to emag non-immune doors
|
||||
if (!HasComp<DoorComponent>(target) || _tags.HasTag(target, comp.EmagImmuneTag))
|
||||
return;
|
||||
|
||||
var handled = _emag.DoEmagEffect(user, target);
|
||||
if (!handled)
|
||||
return;
|
||||
|
||||
ClientPopup(Loc.GetString("ninja-doorjack-success", ("target", Identity.Entity(target, EntityManager))), user, PopupType.Medium);
|
||||
_adminLogger.Add(LogType.Emag, LogImpact.High, $"{ToPrettyString(user):player} doorjacked {ToPrettyString(target):target}");
|
||||
}
|
||||
|
||||
private void OnStun(EntityUid uid, NinjaStunComponent comp, InteractionAttemptEvent args)
|
||||
{
|
||||
if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
|
||||
return;
|
||||
|
||||
// short cooldown to prevent instant stunlocking
|
||||
if (_useDelay.ActiveDelay(uid))
|
||||
return;
|
||||
|
||||
// battery can't be predicted since it's serverside
|
||||
if (user == target || _net.IsClient || !HasComp<StaminaComponent>(target))
|
||||
return;
|
||||
|
||||
// take charge from battery
|
||||
if (!_ninja.TryUseCharge(user, comp.StunCharge))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// not holding hands with target so insuls don't matter
|
||||
_electrocution.TryDoElectrocution(target, uid, comp.StunDamage, comp.StunTime, false, ignoreInsulation: true);
|
||||
_useDelay.BeginDelay(uid);
|
||||
}
|
||||
|
||||
// can't predict PNBC existing so only done on server.
|
||||
protected virtual void OnDrain(EntityUid uid, NinjaDrainComponent comp, InteractionAttemptEvent args) { }
|
||||
|
||||
private void OnDrainDoAfter(EntityUid uid, NinjaDrainComponent comp, DrainDoAfterEvent args)
|
||||
{
|
||||
if (args.Cancelled || args.Handled || args.Target == null)
|
||||
return;
|
||||
|
||||
_ninja.TryDrainPower(args.User, comp, args.Target.Value);
|
||||
}
|
||||
|
||||
private void OnDownload(EntityUid uid, NinjaDownloadComponent comp, InteractionAttemptEvent args)
|
||||
{
|
||||
if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
|
||||
return;
|
||||
|
||||
// can only hack the server, not a random console
|
||||
if (!TryComp<TechnologyDatabaseComponent>(target, out var database) || HasComp<ResearchClientComponent>(target))
|
||||
return;
|
||||
|
||||
// fail fast if theres no tech right now
|
||||
if (database.TechnologyIds.Count == 0)
|
||||
{
|
||||
ClientPopup(Loc.GetString("ninja-download-fail"), user);
|
||||
return;
|
||||
}
|
||||
|
||||
var doAfterArgs = new DoAfterArgs(user, comp.DownloadTime, new DownloadDoAfterEvent(), target: target, used: uid, eventTarget: uid)
|
||||
{
|
||||
BreakOnDamage = true,
|
||||
BreakOnUserMove = true,
|
||||
MovementThreshold = 0.5f,
|
||||
CancelDuplicate = false
|
||||
};
|
||||
|
||||
_doAfter.TryStartDoAfter(doAfterArgs);
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnDownloadDoAfter(EntityUid uid, NinjaDownloadComponent comp, DownloadDoAfterEvent args)
|
||||
{
|
||||
if (args.Cancelled || args.Handled)
|
||||
return;
|
||||
|
||||
var user = args.User;
|
||||
var target = args.Target;
|
||||
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja)
|
||||
|| !TryComp<TechnologyDatabaseComponent>(target, out var database))
|
||||
return;
|
||||
|
||||
var gained = _ninja.Download(ninja, database.TechnologyIds);
|
||||
var str = gained == 0
|
||||
? Loc.GetString("ninja-download-fail")
|
||||
: Loc.GetString("ninja-download-success", ("count", gained), ("server", target));
|
||||
|
||||
_popups.PopupEntity(str, user, user, PopupType.Medium);
|
||||
}
|
||||
|
||||
private void OnTerror(EntityUid uid, NinjaTerrorComponent comp, InteractionAttemptEvent args)
|
||||
{
|
||||
if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
|
||||
|| !TryComp<NinjaComponent>(user, out var ninja))
|
||||
return;
|
||||
|
||||
if (!IsCommsConsole(target))
|
||||
return;
|
||||
|
||||
// can only do it once
|
||||
if (ninja.CalledInThreat)
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-terror-already-called"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
var doAfterArgs = new DoAfterArgs(user, comp.TerrorTime, new TerrorDoAfterEvent(), target: target, used: uid, eventTarget: uid)
|
||||
{
|
||||
BreakOnDamage = true,
|
||||
BreakOnUserMove = true,
|
||||
MovementThreshold = 0.5f,
|
||||
CancelDuplicate = false
|
||||
};
|
||||
|
||||
_doAfter.TryStartDoAfter(doAfterArgs);
|
||||
// FIXME: doesnt work, don't show the console popup
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
//for some reason shared comms console component isn't a component, so this has to be done server-side
|
||||
protected virtual bool IsCommsConsole(EntityUid uid)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
private void OnTerrorDoAfter(EntityUid uid, NinjaTerrorComponent comp, TerrorDoAfterEvent args)
|
||||
{
|
||||
if (args.Cancelled || args.Handled)
|
||||
return;
|
||||
|
||||
var user = args.User;
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.CalledInThreat)
|
||||
return;
|
||||
|
||||
_ninja.CallInThreat(ninja);
|
||||
}
|
||||
|
||||
private void ClientPopup(string msg, EntityUid user, PopupType type = PopupType.Small)
|
||||
{
|
||||
if (_net.IsClient)
|
||||
_popups.PopupEntity(msg, user, user, type);
|
||||
}
|
||||
}
|
||||
151
Content.Shared/Ninja/Systems/NinjaSuitSystem.cs
Normal file
151
Content.Shared/Ninja/Systems/NinjaSuitSystem.cs
Normal file
@@ -0,0 +1,151 @@
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Inventory.Events;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Stealth;
|
||||
using Content.Shared.Stealth.Components;
|
||||
using Content.Shared.Timing;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Ninja.Systems;
|
||||
|
||||
public abstract class SharedNinjaSuitSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
|
||||
[Dependency] protected readonly SharedNinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly SharedStealthSystem _stealth = default!;
|
||||
[Dependency] protected readonly UseDelaySystem _useDelay = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<NinjaSuitComponent, GotEquippedEvent>(OnEquipped);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
|
||||
|
||||
SubscribeNetworkEvent<SetCloakedMessage>(OnSetCloakedMessage);
|
||||
}
|
||||
|
||||
private void OnEquipped(EntityUid uid, NinjaSuitComponent comp, GotEquippedEvent args)
|
||||
{
|
||||
var user = args.Equipee;
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja))
|
||||
return;
|
||||
|
||||
NinjaEquippedSuit(uid, comp, user, ninja);
|
||||
}
|
||||
|
||||
private void OnGetItemActions(EntityUid uid, NinjaSuitComponent comp, GetItemActionsEvent args)
|
||||
{
|
||||
args.Actions.Add(comp.TogglePhaseCloakAction);
|
||||
args.Actions.Add(comp.RecallKatanaAction);
|
||||
// TODO: ninja stars instead of soap, when embedding is a thing
|
||||
// The cooldown should also be reduced from 10 to 1 or so
|
||||
args.Actions.Add(comp.CreateSoapAction);
|
||||
args.Actions.Add(comp.KatanaDashAction);
|
||||
args.Actions.Add(comp.EmpAction);
|
||||
}
|
||||
|
||||
private void OnUnequipped(EntityUid uid, NinjaSuitComponent comp, GotUnequippedEvent args)
|
||||
{
|
||||
UserUnequippedSuit(uid, comp, args.Equipee);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a suit is equipped by a space ninja.
|
||||
/// In the future it might be changed to an explicit activation toggle/verb like gloves are.
|
||||
/// </summary>
|
||||
protected virtual void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
|
||||
{
|
||||
// mark the user as wearing this suit, used when being attacked among other things
|
||||
_ninja.AssignSuit(ninja, uid);
|
||||
|
||||
// initialize phase cloak
|
||||
EnsureComp<StealthComponent>(user);
|
||||
SetCloaked(user, comp.Cloaked);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Force uncloak the user, disables suit abilities if the bool is set.
|
||||
/// </summary>
|
||||
public void RevealNinja(EntityUid uid, NinjaSuitComponent comp, EntityUid user, bool disableAbilities = false)
|
||||
{
|
||||
if (comp.Cloaked)
|
||||
{
|
||||
comp.Cloaked = false;
|
||||
SetCloaked(user, false);
|
||||
// TODO: add the box open thing its funny
|
||||
|
||||
if (disableAbilities)
|
||||
_useDelay.BeginDelay(uid);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the power used by a suit
|
||||
/// </summary>
|
||||
public float SuitWattage(NinjaSuitComponent suit)
|
||||
{
|
||||
float wattage = suit.PassiveWattage;
|
||||
if (suit.Cloaked)
|
||||
wattage += suit.CloakWattage;
|
||||
return wattage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the stealth effect for a ninja cloaking.
|
||||
/// Does not update suit Cloaked field, has to be done yourself.
|
||||
/// </summary>
|
||||
protected void SetCloaked(EntityUid user, bool cloaked)
|
||||
{
|
||||
if (!TryComp<StealthComponent>(user, out var stealth) || stealth.Deleted)
|
||||
return;
|
||||
|
||||
// slightly visible, but doesn't change when moving so it's ok
|
||||
var visibility = cloaked ? stealth.MinVisibility + 0.25f : stealth.MaxVisibility;
|
||||
_stealth.SetVisibility(user, visibility, stealth);
|
||||
_stealth.SetEnabled(user, cloaked, stealth);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a suit is unequipped, not necessarily by a space ninja.
|
||||
/// In the future it might be changed to also have explicit deactivation via toggle.
|
||||
/// </summary>
|
||||
protected virtual void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
|
||||
{
|
||||
// mark the user as not wearing a suit
|
||||
if (TryComp<NinjaComponent>(user, out var ninja))
|
||||
{
|
||||
_ninja.AssignSuit(ninja, null);
|
||||
// disable glove abilities
|
||||
if (ninja.Gloves != null && TryComp<NinjaGlovesComponent>(ninja.Gloves.Value, out var gloves))
|
||||
_gloves.DisableGloves(gloves, user);
|
||||
}
|
||||
|
||||
// force uncloak the user
|
||||
comp.Cloaked = false;
|
||||
SetCloaked(user, false);
|
||||
RemComp<StealthComponent>(user);
|
||||
}
|
||||
|
||||
private void OnSetCloakedMessage(SetCloakedMessage msg)
|
||||
{
|
||||
if (TryComp<NinjaComponent>(msg.User, out var ninja) && TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
|
||||
{
|
||||
suit.Cloaked = msg.Cloaked;
|
||||
SetCloaked(msg.User, msg.Cloaked);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calls SetCloaked on the client from the server, along with updating the suit Cloaked bool.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class SetCloakedMessage : EntityEventArgs
|
||||
{
|
||||
public EntityUid User;
|
||||
public bool Cloaked;
|
||||
}
|
||||
101
Content.Shared/Ninja/Systems/NinjaSystem.cs
Normal file
101
Content.Shared/Ninja/Systems/NinjaSystem.cs
Normal file
@@ -0,0 +1,101 @@
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Network;
|
||||
|
||||
namespace Content.Shared.Ninja.Systems;
|
||||
|
||||
public abstract class SharedNinjaSystem : EntitySystem
|
||||
{
|
||||
[Dependency] protected readonly SharedNinjaSuitSystem _suit = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<NinjaComponent, AttackedEvent>(OnNinjaAttacked);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the station grid entity that the ninja was spawned near.
|
||||
/// </summary>
|
||||
public void SetStationGrid(NinjaComponent comp, EntityUid? grid)
|
||||
{
|
||||
comp.StationGrid = grid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the ninja's worn suit entity
|
||||
/// </summary>
|
||||
public void AssignSuit(NinjaComponent comp, EntityUid? suit)
|
||||
{
|
||||
comp.Suit = suit;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the ninja's worn gloves entity
|
||||
/// </summary>
|
||||
public void AssignGloves(NinjaComponent comp, EntityUid? gloves)
|
||||
{
|
||||
comp.Gloves = gloves;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Bind a katana entity to a ninja, letting it be recalled and dash.
|
||||
/// </summary>
|
||||
public void BindKatana(NinjaComponent comp, EntityUid? katana)
|
||||
{
|
||||
comp.Katana = katana;
|
||||
}
|
||||
|
||||
// TODO: remove when objective stuff moved into objectives somehow
|
||||
public void DetonateSpiderCharge(NinjaComponent comp)
|
||||
{
|
||||
comp.SpiderChargeDetonated = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks the objective as complete.
|
||||
/// On server, makes announcement and adds rule of random threat.
|
||||
/// </summary>
|
||||
public virtual void CallInThreat(NinjaComponent comp)
|
||||
{
|
||||
comp.CalledInThreat = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drain power from a target battery into the ninja's suit battery.
|
||||
/// Serverside only.
|
||||
/// </summary>
|
||||
public virtual void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Download the given set of nodes, returning how many new nodes were downloaded.'
|
||||
/// </summary>
|
||||
public int Download(NinjaComponent ninja, List<string> ids)
|
||||
{
|
||||
var oldCount = ninja.DownloadedNodes.Count;
|
||||
ninja.DownloadedNodes.UnionWith(ids);
|
||||
var newCount = ninja.DownloadedNodes.Count;
|
||||
return newCount - oldCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the user's battery and tries to use some charge from it, returning true if successful.
|
||||
/// Serverside only.
|
||||
/// </summary>
|
||||
public virtual bool TryUseCharge(EntityUid user, float charge)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
private void OnNinjaAttacked(EntityUid uid, NinjaComponent comp, AttackedEvent args)
|
||||
{
|
||||
if (comp.Suit != null && TryComp<NinjaSuitComponent>(comp.Suit, out var suit) && suit.Cloaked)
|
||||
{
|
||||
_suit.RevealNinja(comp.Suit.Value, suit, uid, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user