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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@@ -3,7 +3,6 @@ using Content.Shared.Ninja.Systems;
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using Content.Shared.Whitelist;
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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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namespace Content.Shared.Ninja.Components;
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@@ -11,32 +10,33 @@ namespace Content.Shared.Ninja.Components;
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/// Component for stunning mobs on click outside of harm mode.
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/// Knocks them down for a bit and deals shock damage.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStunProviderSystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedStunProviderSystem))]
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public sealed partial class StunProviderComponent : Component
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{
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/// <summary>
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/// The powercell entity to take power from.
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/// Determines whether stunning is possible.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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[DataField, AutoNetworkedField]
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public EntityUid? BatteryUid;
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/// <summary>
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/// Sound played when stunning someone.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public SoundSpecifier Sound = new SoundCollectionSpecifier("sparks");
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/// <summary>
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/// Joules required in the battery to stun someone. Defaults to 10 uses on a small battery.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float StunCharge = 36f;
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/// <summary>
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/// Damage dealt when stunning someone
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public DamageSpecifier StunDamage = new()
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{
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DamageDict = new()
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@@ -48,34 +48,30 @@ public sealed partial class StunProviderComponent : Component
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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, ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public TimeSpan StunTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// How long stunning is disabled after stunning something.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public TimeSpan Cooldown = TimeSpan.FromSeconds(2);
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/// <summary>
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/// ID of the cooldown use delay.
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/// </summary>
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[DataField]
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public string DelayId = "stun_cooldown";
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/// <summary>
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/// Locale string to popup when there is no power
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public string NoPowerPopup = string.Empty;
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[DataField(required: true)]
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public LocId NoPowerPopup = string.Empty;
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/// <summary>
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/// Whitelist for what counts as a mob.
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/// </summary>
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[DataField]
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public EntityWhitelist Whitelist = new()
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{
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Components = new[] {"Stamina"}
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};
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/// <summary>
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/// When someone can next be stunned.
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/// Essentially a UseDelay unique to this component.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextStun = TimeSpan.Zero;
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[DataField(required: true)]
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public EntityWhitelist Whitelist = new();
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}
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