item toggling giga rework + full ninja refactor (#28039)

* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2024-07-11 05:55:56 +00:00
committed by GitHub
parent e45f55e36d
commit 02636386b5
121 changed files with 1629 additions and 2014 deletions

View File

@@ -3,9 +3,6 @@ using Content.Shared.Ninja.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.Ninja.Components;
@@ -14,68 +11,27 @@ namespace Content.Shared.Ninja.Components;
/// Component for ninja suit abilities and power consumption.
/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedNinjaSuitSystem)), AutoGenerateComponentState]
[AutoGenerateComponentPause]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedNinjaSuitSystem))]
public sealed partial class NinjaSuitComponent : Component
{
/// <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>
/// Sound played when a ninja is hit while cloaked.
/// </summary>
[DataField("revealSound")]
[DataField]
public SoundSpecifier RevealSound = new SoundPathSpecifier("/Audio/Effects/chime.ogg");
/// <summary>
/// How long to disable all abilities when revealed.
/// Normally, ninjas are revealed when attacking or getting damaged.
/// ID of the use delay to disable all ninja abilities.
/// </summary>
[DataField("disableTime")]
public TimeSpan DisableTime = TimeSpan.FromSeconds(5);
/// <summary>
/// Time at which we will be able to use our abilities again
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan DisableCooldown;
/// <summary>
/// The action id for creating throwing stars.
/// </summary>
[DataField("createThrowingStarAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string CreateThrowingStarAction = "ActionCreateThrowingStar";
[DataField, AutoNetworkedField]
public EntityUid? CreateThrowingStarActionEntity;
/// <summary>
/// Battery charge used to create a throwing star. Can do it 25 times on a small-capacity power cell.
/// </summary>
[DataField("throwingStarCharge")]
public float ThrowingStarCharge = 14.4f;
/// <summary>
/// Throwing star item to create with the action
/// </summary>
[DataField("throwingStarPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ThrowingStarPrototype = "ThrowingStarNinja";
[DataField]
public string DisableDelayId = "suit_powers";
/// <summary>
/// The action id for recalling a bound energy katana
/// </summary>
[DataField("recallKatanaAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string RecallKatanaAction = "ActionRecallKatana";
[DataField]
public EntProtoId RecallKatanaAction = "ActionRecallKatana";
[DataField, AutoNetworkedField]
public EntityUid? RecallKatanaActionEntity;
@@ -84,14 +40,14 @@ public sealed partial class NinjaSuitComponent : Component
/// Battery charge used per tile the katana teleported.
/// Uses 1% of a default battery per tile.
/// </summary>
[DataField("recallCharge")]
[DataField]
public float RecallCharge = 3.6f;
/// <summary>
/// The action id for creating an EMP burst
/// </summary>
[DataField("empAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string EmpAction = "ActionNinjaEmp";
[DataField]
public EntProtoId EmpAction = "ActionNinjaEmp";
[DataField, AutoNetworkedField]
public EntityUid? EmpActionEntity;
@@ -99,36 +55,29 @@ public sealed partial class NinjaSuitComponent : Component
/// <summary>
/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
/// </summary>
[DataField("empCharge")]
[DataField]
public float EmpCharge = 180f;
// TODO: EmpOnTrigger bruh
/// <summary>
/// Range of the EMP in tiles.
/// </summary>
[DataField("empRange")]
[DataField]
public float EmpRange = 6f;
/// <summary>
/// Power consumed from batteries by the EMP
/// </summary>
[DataField("empConsumption")]
[DataField]
public float EmpConsumption = 100000f;
/// <summary>
/// How long the EMP effects last for, in seconds
/// </summary>
[DataField("empDuration")]
[DataField]
public float EmpDuration = 60f;
}
public sealed partial class CreateThrowingStarEvent : InstantActionEvent
{
}
public sealed partial class RecallKatanaEvent : InstantActionEvent;
public sealed partial class RecallKatanaEvent : InstantActionEvent
{
}
public sealed partial class NinjaEmpEvent : InstantActionEvent
{
}
public sealed partial class NinjaEmpEvent : InstantActionEvent;