[Antag] add space ninja as midround antag (#14069)

* start of space ninja midround antag

* suit has powercell, can be upgraded only (not replaced with equal or worse battery)

* add doorjacking to ninja gloves, power cell, doorjack objective (broken), tweaks

* 💀

* add basic suit power display that uses stamina rsi

* add draining apc/sub/smes - no wires yet

* add research downloading

* ninja starts implanted, move some stuff to yaml

* add Automated field to OnUseTimerTrigger

* implement spider charge and objective

* fix client crash when taking suit off, some refactor

* add survive condition and tweak locale

* add comms console icon for objective

* add calling in a threat - currently revenant and dragon

* combine all glove abilities

* locale

* spark sounds when draining, refactoring

* toggle is actually toggle now

* prevent crash if disabling stealth with outline

* add antag ctrl for ninja, hopefully show greentext

* fix greentext and some other things

* disabling gloves if taken off or suit taken off

* basic energy katana, change ninja loadout

* recallable katana, refactoring

* start of dash - not done yet

* katana dashing ability

* merge upstream + compiling, make AutomatedTimer its own component

* docs and stuff

* partial refactor of glove abilities, still need to move handling

* make dooremaggedevent by ref

* move bunch of stuff to shared - broken

* clean ninja antag verb

* doc

* mark rule config fields as required

* fix client crash

* wip systems refactor

* big refactor of systems

* fuck

* make TryDoElectrocution callable from shared

* finish refactoring?

* no guns

* start with internals on

* clean up glove abilities, add range check

* create soap, in place of ninja throwing stars

* add emp suit ability

* able to eat chefs stolen food in space

* stuff, tell client when un/cloaked but there is bug with gloves

* fix prediction breaking gloves on client

* ninja soap despawns after a minute

* ninja spawns outside the station now, with gps + station coords to navigate

* add cooldown to stun ability

* cant use glove abilities in combat mode

* require empty hand to use glove abilities

* use ghost role spawner

* Update Content.Server/Ninja/Systems/NinjaSuitSystem.cs

Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>

* some review changes

* show powercell charge on examine

* new is needed

* address some reviews

* ninja starts with jetpack, i hope

* partial feedback

* uhh

* pro

* remove pirate from threats list

* use doafter refactor

* pro i gave skeleton jetpack

* some stuff

* use auto gen state

* mr handy

* use EntityQueryEnumerator

* cleanup

* spider charge target anti-troll

* mmmmmm

---------

Co-authored-by: deltanedas <deltanedas@laptop>
Co-authored-by: deltanedas <user@zenith>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
This commit is contained in:
deltanedas
2023-04-17 07:33:27 +00:00
committed by GitHub
parent 0e6b273f1f
commit c1cda0dbf8
78 changed files with 2697 additions and 19 deletions

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using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Ninja.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for a Space Ninja's katana, controls its dash sound.
/// Requires a ninja with a suit for abilities to work.
/// </summary>
// basically emag but without immune tag, TODO: make the charge thing its own component and have emag use it too
[Access(typeof(EnergyKatanaSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EnergyKatanaComponent : Component
{
public EntityUid? Ninja = null;
/// <summary>
/// Sound played when using dash action.
/// </summary>
[DataField("blinkSound")]
public SoundSpecifier BlinkSound = new SoundPathSpecifier("/Audio/Magic/blink.ogg");
/// <summary>
/// Volume control for katana dash action.
/// </summary>
[DataField("blinkVolume")]
public float BlinkVolume = 5f;
/// <summary>
/// The maximum number of dash charges the katana can have
/// </summary>
[DataField("maxCharges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public int MaxCharges = 3;
/// <summary>
/// The current number of dash charges on the katana
/// </summary>
[DataField("charges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public int Charges = 3;
/// <summary>
/// Whether or not the katana automatically recharges over time.
/// </summary>
[DataField("autoRecharge"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool AutoRecharge = true;
/// <summary>
/// The time it takes to regain a single dash charge
/// </summary>
[DataField("rechargeDuration"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public TimeSpan RechargeDuration = TimeSpan.FromSeconds(20);
/// <summary>
/// The time when the next dash charge will be added
/// </summary>
[DataField("nextChargeTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public TimeSpan NextChargeTime = TimeSpan.MaxValue;
}
public sealed class KatanaDashEvent : WorldTargetActionEvent { }

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using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
/// Contains ids of all ninja equipment.
/// </summary>
// TODO: Contains objective related stuff, might want to move it out somehow
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedNinjaSystem))]
public sealed partial class NinjaComponent : Component
{
/// <summary>
/// Grid entity of the station the ninja was spawned around. Set if spawned naturally by the event.
/// </summary>
public EntityUid? StationGrid;
/// <summary>
/// Currently worn suit
/// </summary>
[ViewVariables]
public EntityUid? Suit = null;
/// <summary>
/// Currently worn gloves
/// </summary>
[ViewVariables]
public EntityUid? Gloves = null;
/// <summary>
/// Bound katana, set once picked up and never removed
/// </summary>
[ViewVariables]
public EntityUid? Katana = null;
/// <summary>
/// Number of doors that have been doorjacked, used for objective
/// </summary>
[ViewVariables, AutoNetworkedField]
public int DoorsJacked = 0;
/// <summary>
/// Research nodes that have been downloaded, used for objective
/// </summary>
// TODO: client doesn't need to know what nodes are downloaded, just how many
[ViewVariables, AutoNetworkedField]
public HashSet<string> DownloadedNodes = new();
/// <summary>
/// Warp point that the spider charge has to target
/// </summary>
[ViewVariables, AutoNetworkedField]
public EntityUid? SpiderChargeTarget = null;
/// <summary>
/// Whether the spider charge has been detonated on the target, used for objective
/// </summary>
[ViewVariables, AutoNetworkedField]
public bool SpiderChargeDetonated;
/// <summary>
/// Whether the comms console has been hacked, used for objective
/// </summary>
[ViewVariables, AutoNetworkedField]
public bool CalledInThreat;
}

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using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.DoAfter;
using Content.Shared.Ninja.Systems;
using Content.Shared.Tag;
using Content.Shared.Toggleable;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
using System.Threading;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for toggling glove powers.
/// Powers being enabled is controlled by GlovesEnabledComponent
/// </summary>
[Access(typeof(SharedNinjaGlovesSystem))]
[RegisterComponent, NetworkedComponent]
public sealed class NinjaGlovesComponent : Component
{
/// <summary>
/// Entity of the ninja using these gloves, usually means enabled
/// </summary>
[ViewVariables]
public EntityUid? User;
/// <summary>
/// The action for toggling ninja gloves abilities
/// </summary>
[DataField("toggleAction")]
public InstantAction ToggleAction = new()
{
DisplayName = "action-name-toggle-ninja-gloves",
Description = "action-desc-toggle-ninja-gloves",
Priority = -13,
Event = new ToggleActionEvent()
};
}
/// <summary>
/// Component for emagging doors on click, when gloves are enabled.
/// Only works on entities with DoorComponent.
/// </summary>
[RegisterComponent]
public sealed class NinjaDoorjackComponent : Component
{
/// <summary>
/// The tag that marks an entity as immune to doorjacking
/// </summary>
[DataField("emagImmuneTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
public string EmagImmuneTag = "EmagImmune";
}
/// <summary>
/// Component for stunning mobs on click, when gloves are enabled.
/// Knocks them down for a bit and deals shock damage.
/// </summary>
[RegisterComponent]
public sealed class NinjaStunComponent : Component
{
/// <summary>
/// Joules required in the suit to stun someone. Defaults to 10 uses on a small battery.
/// </summary>
[DataField("stunCharge")]
public float StunCharge = 36.0f;
/// <summary>
/// Shock damage dealt when stunning someone
/// </summary>
[DataField("stunDamage")]
public int StunDamage = 5;
/// <summary>
/// Time that someone is stunned for, stacks if done multiple times.
/// </summary>
[DataField("stunTime")]
public TimeSpan StunTime = TimeSpan.FromSeconds(3);
}
/// <summary>
/// Component for draining power from APCs/substations/SMESes, when gloves are enabled.
/// </summary>
[RegisterComponent]
public sealed class NinjaDrainComponent : Component
{
/// <summary>
/// Conversion rate between joules in a device and joules added to suit.
/// Should be very low since powercells store nothing compared to even an APC.
/// </summary>
[DataField("drainEfficiency")]
public float DrainEfficiency = 0.001f;
/// <summary>
/// Time that the do after takes to drain charge from a battery, in seconds
/// </summary>
[DataField("drainTime")]
public float DrainTime = 1f;
[DataField("sparkSound")]
public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
}
/// <summary>
/// Component for downloading research nodes from a R&D server, when gloves are enabled.
/// Requirement for greentext.
/// </summary>
[RegisterComponent]
public sealed class NinjaDownloadComponent : Component
{
/// <summary>
/// Time taken to download research from a server
/// </summary>
[DataField("downloadTime")]
public float DownloadTime = 20f;
}
/// <summary>
/// Component for hacking a communications console to call in a threat.
/// Called threat is rolled from the ninja gamerule config.
/// </summary>
[RegisterComponent]
public sealed class NinjaTerrorComponent : Component
{
/// <summary>
/// Time taken to hack the console
/// </summary>
[DataField("terrorTime")]
public float TerrorTime = 20f;
}
/// <summary>
/// DoAfter event for drain ability.
/// </summary>
[Serializable, NetSerializable]
public sealed class DrainDoAfterEvent : SimpleDoAfterEvent { }
/// <summary>
/// DoAfter event for research download ability.
/// </summary>
[Serializable, NetSerializable]
public sealed class DownloadDoAfterEvent : SimpleDoAfterEvent { }
/// <summary>
/// DoAfter event for comms console terror ability.
/// </summary>
[Serializable, NetSerializable]
public sealed class TerrorDoAfterEvent : SimpleDoAfterEvent { }

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using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.Ninja.Components;
// TODO: ResourcePath -> ResPath when thing gets merged
/// <summary>
/// Component for ninja suit abilities and power consumption.
/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
/// </summary>
[Access(typeof(SharedNinjaSuitSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class NinjaSuitComponent : Component
{
[ViewVariables, AutoNetworkedField]
public bool Cloaked = false;
/// <summary>
/// The action for toggling suit phase cloak ability
/// </summary>
[DataField("togglePhaseCloakAction")]
public InstantAction TogglePhaseCloakAction = new()
{
UseDelay = TimeSpan.FromSeconds(5), // have to plan un/cloaking ahead of time
DisplayName = "action-name-toggle-phase-cloak",
Description = "action-desc-toggle-phase-cloak",
Priority = -9,
Event = new TogglePhaseCloakEvent()
};
/// <summary>
/// Battery charge used passively, in watts. Will last 1000 seconds on a small-capacity power cell.
/// </summary>
[DataField("passiveWattage")]
public float PassiveWattage = 0.36f;
/// <summary>
/// Battery charge used while cloaked, stacks with passive. Will last 200 seconds while cloaked on a small-capacity power cell.
/// </summary>
[DataField("cloakWattage")]
public float CloakWattage = 1.44f;
/// <summary>
/// The action for creating throwing soap, in place of ninja throwing stars since embedding doesn't exist.
/// </summary>
[DataField("createSoapAction")]
public InstantAction CreateSoapAction = new()
{
UseDelay = TimeSpan.FromSeconds(10),
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Specific/Janitorial/soap.rsi"), "soap"),
ItemIconStyle = ItemActionIconStyle.NoItem,
DisplayName = "action-name-create-soap",
Description = "action-desc-create-soap",
Priority = -10,
Event = new CreateSoapEvent()
};
/// <summary>
/// Battery charge used to create a throwing soap. Can do it 25 times on a small-capacity power cell.
/// </summary>
[DataField("soapCharge")]
public float SoapCharge = 14.4f;
/// <summary>
/// Soap item to create with the action
/// </summary>
[DataField("soapPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string SoapPrototype = "SoapNinja";
/// <summary>
/// The action for recalling a bound energy katana
/// </summary>
[DataField("recallkatanaAction")]
public InstantAction RecallKatanaAction = new()
{
UseDelay = TimeSpan.FromSeconds(1),
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Melee/energykatana.rsi"), "icon"),
ItemIconStyle = ItemActionIconStyle.NoItem,
DisplayName = "action-name-recall-katana",
Description = "action-desc-recall-katana",
Priority = -11,
Event = new RecallKatanaEvent()
};
/// <summary>
/// The action for dashing somewhere using katana
/// </summary>
[DataField("katanaDashAction")]
public WorldTargetAction KatanaDashAction = new()
{
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Magic/magicactions.rsi"), "blink"),
ItemIconStyle = ItemActionIconStyle.NoItem,
DisplayName = "action-name-katana-dash",
Description = "action-desc-katana-dash",
Priority = -12,
Event = new KatanaDashEvent(),
// doing checks manually
CheckCanAccess = false,
Range = 0f
};
/// <summary>
/// The action for creating an EMP burst
/// </summary>
[DataField("empAction")]
public InstantAction EmpAction = new()
{
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Grenades/empgrenade.rsi"), "icon"),
ItemIconStyle = ItemActionIconStyle.BigAction,
DisplayName = "action-name-em-burst",
Description = "action-desc-em-burst",
Priority = -13,
Event = new NinjaEmpEvent()
};
/// <summary>
/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
/// </summary>
[DataField("empCharge")]
public float EmpCharge = 180f;
/// <summary>
/// Range of the EMP in tiles.
/// </summary>
[DataField("empRange")]
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 { }

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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;
}