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