ninja stun change (#20503)
* tagless fields * add damage and paralyze instead of electrocuting * add disable bool to RevealNinja * raise MeleeAttackEvent on the user after swinging * uncloak ninja after attacking * revert RevealNinja bool * revert meleeattack event * revert uncloak * validate shock prototype * damagespecifier no validation * ; * :trollface: --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
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@@ -1,3 +1,4 @@
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using Content.Shared.Damage;
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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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@@ -17,49 +18,55 @@ public sealed partial class StunProviderComponent : Component
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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("batteryUid"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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[DataField, ViewVariables(VVAccess.ReadWrite), 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("sound"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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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("stunCharge"), ViewVariables(VVAccess.ReadWrite)]
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public float StunCharge = 36.0f;
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float StunCharge = 36f;
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/// <summary>
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/// Shock damage dealt when stunning someone
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/// Damage dealt when stunning someone
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/// </summary>
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[DataField("stunDamage"), ViewVariables(VVAccess.ReadWrite)]
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public int StunDamage = 5;
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier StunDamage = new()
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{
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DamageDict = new()
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{
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{ "Shock", 5 }
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}
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};
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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"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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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("cooldown"), ViewVariables(VVAccess.ReadWrite)]
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Cooldown = TimeSpan.FromSeconds(2);
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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("noPowerPopup", required: true), ViewVariables(VVAccess.ReadWrite)]
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public string 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("whitelist")]
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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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@@ -69,6 +76,6 @@ public sealed partial class StunProviderComponent : Component
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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("nextStun", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextStun = TimeSpan.Zero;
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}
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