[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:
148
Content.Server/Ninja/Systems/NinjaSuitSystem.cs
Normal file
148
Content.Server/Ninja/Systems/NinjaSuitSystem.cs
Normal file
@@ -0,0 +1,148 @@
|
||||
using Content.Server.Emp;
|
||||
using Content.Server.Popups;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.PowerCell;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Ninja.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Robust.Shared.Containers;
|
||||
|
||||
namespace Content.Server.Ninja.Systems;
|
||||
|
||||
public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
|
||||
{
|
||||
[Dependency] private readonly EmpSystem _emp = default!;
|
||||
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
||||
[Dependency] private readonly new NinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly PopupSystem _popups = default!;
|
||||
[Dependency] private readonly PowerCellSystem _powerCell = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
// TODO: maybe have suit activation stuff
|
||||
SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, ExaminedEvent>(OnExamined);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, TogglePhaseCloakEvent>(OnTogglePhaseCloak);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, CreateSoapEvent>(OnCreateSoap);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
|
||||
}
|
||||
|
||||
protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
|
||||
{
|
||||
base.NinjaEquippedSuit(uid, comp, user, ninja);
|
||||
|
||||
_ninja.SetSuitPowerAlert(user);
|
||||
}
|
||||
|
||||
// TODO: if/when battery is in shared, put this there too
|
||||
private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
|
||||
{
|
||||
// no power cell for some reason??? allow it
|
||||
if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
|
||||
return;
|
||||
|
||||
// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
|
||||
if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
|
||||
{
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnExamined(EntityUid uid, NinjaSuitComponent comp, ExaminedEvent args)
|
||||
{
|
||||
// TODO: make this also return the uid of the battery
|
||||
if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
|
||||
RaiseLocalEvent(battery.Owner, args);
|
||||
}
|
||||
|
||||
protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
|
||||
{
|
||||
base.UserUnequippedSuit(uid, comp, user);
|
||||
|
||||
// remove power indicator
|
||||
_ninja.SetSuitPowerAlert(user);
|
||||
}
|
||||
|
||||
private void OnTogglePhaseCloak(EntityUid uid, NinjaSuitComponent comp, TogglePhaseCloakEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
// need 1 second of charge to turn on stealth
|
||||
var chargeNeeded = SuitWattage(comp);
|
||||
if (!comp.Cloaked && (!_ninja.GetNinjaBattery(user, out var battery) || battery.CurrentCharge < chargeNeeded || _useDelay.ActiveDelay(uid)))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
comp.Cloaked = !comp.Cloaked;
|
||||
SetCloaked(args.Performer, comp.Cloaked);
|
||||
RaiseNetworkEvent(new SetCloakedMessage()
|
||||
{
|
||||
User = user,
|
||||
Cloaked = comp.Cloaked
|
||||
});
|
||||
}
|
||||
|
||||
private void OnCreateSoap(EntityUid uid, NinjaSuitComponent comp, CreateSoapEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
if (!_ninja.TryUseCharge(user, comp.SoapCharge) || _useDelay.ActiveDelay(uid))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// try to put soap in hand, otherwise it goes on the ground
|
||||
var soap = Spawn(comp.SoapPrototype, Transform(user).Coordinates);
|
||||
_hands.TryPickupAnyHand(user, soap);
|
||||
}
|
||||
|
||||
private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
|
||||
return;
|
||||
|
||||
// 1% charge per tile
|
||||
var katana = ninja.Katana.Value;
|
||||
var coords = _transform.GetWorldPosition(katana);
|
||||
var distance = (_transform.GetWorldPosition(user) - coords).Length;
|
||||
var chargeNeeded = (float) distance * 3.6f;
|
||||
if (!_ninja.TryUseCharge(user, chargeNeeded) || _useDelay.ActiveDelay(uid))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: teleporting into belt slot
|
||||
var message = _hands.TryPickupAnyHand(user, katana)
|
||||
? "ninja-katana-recalled"
|
||||
: "ninja-hands-full";
|
||||
_popups.PopupEntity(Loc.GetString(message), user, user);
|
||||
}
|
||||
|
||||
private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
if (!_ninja.TryUseCharge(user, comp.EmpCharge) || _useDelay.ActiveDelay(uid))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
|
||||
var coords = Transform(user).MapPosition;
|
||||
_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user