[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:
314
Content.Shared/Ninja/Systems/NinjaGlovesSystem.cs
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314
Content.Shared/Ninja/Systems/NinjaGlovesSystem.cs
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using Content.Shared.Actions;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Components;
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using Content.Shared.Database;
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using Content.Shared.Doors.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.Electrocution;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Popups;
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using Content.Shared.Research.Components;
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using Content.Shared.Tag;
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using Content.Shared.Timing;
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using Content.Shared.Toggleable;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using System.Diagnostics.CodeAnalysis;
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namespace Content.Shared.Ninja.Systems;
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public abstract class SharedNinjaGlovesSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
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[Dependency] protected readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly SharedNinjaSystem _ninja = default!;
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[Dependency] private readonly SharedPopupSystem _popups = default!;
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[Dependency] private readonly TagSystem _tags = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaGlovesComponent, GetItemActionsEvent>(OnGetItemActions);
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SubscribeLocalEvent<NinjaGlovesComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<NinjaGlovesComponent, ToggleActionEvent>(OnToggleAction);
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SubscribeLocalEvent<NinjaGlovesComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<NinjaDoorjackComponent, InteractionAttemptEvent>(OnDoorjack);
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SubscribeLocalEvent<NinjaStunComponent, InteractionAttemptEvent>(OnStun);
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SubscribeLocalEvent<NinjaDrainComponent, InteractionAttemptEvent>(OnDrain);
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SubscribeLocalEvent<NinjaDrainComponent, DrainDoAfterEvent>(OnDrainDoAfter);
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SubscribeLocalEvent<NinjaDownloadComponent, InteractionAttemptEvent>(OnDownload);
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SubscribeLocalEvent<NinjaDownloadComponent, DownloadDoAfterEvent>(OnDownloadDoAfter);
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SubscribeLocalEvent<NinjaTerrorComponent, InteractionAttemptEvent>(OnTerror);
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SubscribeLocalEvent<NinjaTerrorComponent, TerrorDoAfterEvent>(OnTerrorDoAfter);
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}
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/// <summary>
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/// Disable glove abilities and show the popup if they were enabled previously.
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/// </summary>
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public void DisableGloves(NinjaGlovesComponent comp, EntityUid user)
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{
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if (comp.User != null)
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{
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comp.User = null;
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_popups.PopupEntity(Loc.GetString("ninja-gloves-off"), user, user);
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}
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}
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private void OnGetItemActions(EntityUid uid, NinjaGlovesComponent comp, GetItemActionsEvent args)
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{
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args.Actions.Add(comp.ToggleAction);
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}
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private void OnToggleAction(EntityUid uid, NinjaGlovesComponent comp, ToggleActionEvent args)
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{
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// client prediction desyncs it hard
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if (args.Handled || !_timing.IsFirstTimePredicted)
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return;
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args.Handled = true;
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var user = args.Performer;
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// need to wear suit to enable gloves
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if (!TryComp<NinjaComponent>(user, out var ninja)
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|| ninja.Suit == null
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|| !HasComp<NinjaSuitComponent>(ninja.Suit.Value))
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{
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ClientPopup(Loc.GetString("ninja-gloves-not-wearing-suit"), user);
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return;
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}
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var enabling = comp.User == null;
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var message = Loc.GetString(enabling ? "ninja-gloves-on" : "ninja-gloves-off");
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ClientPopup(message, user);
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if (enabling)
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{
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comp.User = user;
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_ninja.AssignGloves(ninja, uid);
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// set up interaction relay for handling glove abilities, comp.User is used to see the actual user of the events
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_interaction.SetRelay(user, uid, EnsureComp<InteractionRelayComponent>(user));
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}
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else
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{
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comp.User = null;
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_ninja.AssignGloves(ninja, null);
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RemComp<InteractionRelayComponent>(user);
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}
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}
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private void OnExamined(EntityUid uid, NinjaGlovesComponent comp, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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args.PushText(Loc.GetString(comp.User != null ? "ninja-gloves-examine-on" : "ninja-gloves-examine-off"));
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}
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private void OnUnequipped(EntityUid uid, NinjaGlovesComponent comp, GotUnequippedEvent args)
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{
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comp.User = null;
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if (TryComp<NinjaComponent>(args.Equipee, out var ninja))
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_ninja.AssignGloves(ninja, null);
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}
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/// <summary>
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/// Helper for glove ability handlers, checks gloves, range, combat mode and stuff.
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/// </summary>
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protected bool GloveCheck(EntityUid uid, InteractionAttemptEvent args, [NotNullWhen(true)] out NinjaGlovesComponent? gloves,
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out EntityUid user, out EntityUid target)
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{
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if (args.Target != null && TryComp<NinjaGlovesComponent>(uid, out gloves)
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&& gloves.User != null
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&& !_combatMode.IsInCombatMode(gloves.User)
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&& _timing.IsFirstTimePredicted
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&& TryComp<HandsComponent>(gloves.User, out var hands)
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&& hands.ActiveHandEntity == null)
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{
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user = gloves.User.Value;
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target = args.Target.Value;
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if (_interaction.InRangeUnobstructed(user, target))
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return true;
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}
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gloves = null;
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user = target = EntityUid.Invalid;
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return false;
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}
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private void OnDoorjack(EntityUid uid, NinjaDoorjackComponent comp, InteractionAttemptEvent args)
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{
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if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
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return;
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// only allowed to emag non-immune doors
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if (!HasComp<DoorComponent>(target) || _tags.HasTag(target, comp.EmagImmuneTag))
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return;
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var handled = _emag.DoEmagEffect(user, target);
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if (!handled)
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return;
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ClientPopup(Loc.GetString("ninja-doorjack-success", ("target", Identity.Entity(target, EntityManager))), user, PopupType.Medium);
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_adminLogger.Add(LogType.Emag, LogImpact.High, $"{ToPrettyString(user):player} doorjacked {ToPrettyString(target):target}");
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}
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private void OnStun(EntityUid uid, NinjaStunComponent comp, InteractionAttemptEvent args)
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{
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if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
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return;
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// short cooldown to prevent instant stunlocking
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if (_useDelay.ActiveDelay(uid))
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return;
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// battery can't be predicted since it's serverside
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if (user == target || _net.IsClient || !HasComp<StaminaComponent>(target))
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return;
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// take charge from battery
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if (!_ninja.TryUseCharge(user, comp.StunCharge))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// not holding hands with target so insuls don't matter
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_electrocution.TryDoElectrocution(target, uid, comp.StunDamage, comp.StunTime, false, ignoreInsulation: true);
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_useDelay.BeginDelay(uid);
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}
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// can't predict PNBC existing so only done on server.
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protected virtual void OnDrain(EntityUid uid, NinjaDrainComponent comp, InteractionAttemptEvent args) { }
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private void OnDrainDoAfter(EntityUid uid, NinjaDrainComponent comp, DrainDoAfterEvent args)
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{
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if (args.Cancelled || args.Handled || args.Target == null)
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return;
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_ninja.TryDrainPower(args.User, comp, args.Target.Value);
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}
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private void OnDownload(EntityUid uid, NinjaDownloadComponent comp, InteractionAttemptEvent args)
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{
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if (!GloveCheck(uid, args, out var gloves, out var user, out var target))
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return;
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// can only hack the server, not a random console
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if (!TryComp<TechnologyDatabaseComponent>(target, out var database) || HasComp<ResearchClientComponent>(target))
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return;
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// fail fast if theres no tech right now
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if (database.TechnologyIds.Count == 0)
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{
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ClientPopup(Loc.GetString("ninja-download-fail"), user);
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return;
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}
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var doAfterArgs = new DoAfterArgs(user, comp.DownloadTime, new DownloadDoAfterEvent(), target: target, used: uid, eventTarget: uid)
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{
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BreakOnDamage = true,
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BreakOnUserMove = true,
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MovementThreshold = 0.5f,
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CancelDuplicate = false
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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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args.Cancel();
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}
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private void OnDownloadDoAfter(EntityUid uid, NinjaDownloadComponent comp, DownloadDoAfterEvent args)
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{
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if (args.Cancelled || args.Handled)
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return;
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var user = args.User;
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var target = args.Target;
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if (!TryComp<NinjaComponent>(user, out var ninja)
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|| !TryComp<TechnologyDatabaseComponent>(target, out var database))
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return;
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var gained = _ninja.Download(ninja, database.TechnologyIds);
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var str = gained == 0
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? Loc.GetString("ninja-download-fail")
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: Loc.GetString("ninja-download-success", ("count", gained), ("server", target));
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_popups.PopupEntity(str, user, user, PopupType.Medium);
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}
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private void OnTerror(EntityUid uid, NinjaTerrorComponent comp, InteractionAttemptEvent args)
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{
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if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
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|| !TryComp<NinjaComponent>(user, out var ninja))
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return;
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if (!IsCommsConsole(target))
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return;
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// can only do it once
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if (ninja.CalledInThreat)
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{
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_popups.PopupEntity(Loc.GetString("ninja-terror-already-called"), user, user);
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return;
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}
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var doAfterArgs = new DoAfterArgs(user, comp.TerrorTime, new TerrorDoAfterEvent(), target: target, used: uid, eventTarget: uid)
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{
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BreakOnDamage = true,
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BreakOnUserMove = true,
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MovementThreshold = 0.5f,
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CancelDuplicate = false
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};
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_doAfter.TryStartDoAfter(doAfterArgs);
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// FIXME: doesnt work, don't show the console popup
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args.Cancel();
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}
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//for some reason shared comms console component isn't a component, so this has to be done server-side
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protected virtual bool IsCommsConsole(EntityUid uid)
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{
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return false;
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}
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private void OnTerrorDoAfter(EntityUid uid, NinjaTerrorComponent comp, TerrorDoAfterEvent args)
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{
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if (args.Cancelled || args.Handled)
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return;
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var user = args.User;
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if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.CalledInThreat)
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return;
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_ninja.CallInThreat(ninja);
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}
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private void ClientPopup(string msg, EntityUid user, PopupType type = PopupType.Small)
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{
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if (_net.IsClient)
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_popups.PopupEntity(msg, user, user, type);
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}
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}
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