[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;
|
||||
}
|
||||
Reference in New Issue
Block a user