[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:
deltanedas
2023-04-17 07:33:27 +00:00
committed by GitHub
parent 0e6b273f1f
commit c1cda0dbf8
78 changed files with 2697 additions and 19 deletions

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@@ -0,0 +1,10 @@
using Content.Shared.Ninja.Systems;
namespace Content.Client.Ninja.Systems;
/// <summary>
/// Does nothing special, only exists to provide a client implementation.
/// </summary>
public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
{
}

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@@ -0,0 +1,10 @@
using Content.Shared.Ninja.Systems;
namespace Content.Client.Ninja.Systems;
/// <summary>
/// Does nothing special, only exists to provide a client implementation.
/// </summary>
public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
{
}

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@@ -0,0 +1,12 @@
using Content.Shared.Ninja.Systems;
namespace Content.Client.Ninja.Systems;
/// <summary>
/// Currently does nothing special clientside.
/// All functionality is in shared and server.
/// Only exists to prevent crashing.
/// </summary>
public sealed class NinjaSystem : SharedNinjaSystem
{
}

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@@ -44,7 +44,7 @@ public sealed class StealthSystem : SharedStealthSystem
if (!enabled) if (!enabled)
{ {
if (component.HadOutline) if (component.HadOutline)
AddComp<InteractionOutlineComponent>(uid); EnsureComp<InteractionOutlineComponent>(uid);
return; return;
} }

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@@ -1,5 +1,6 @@
using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules;
using Content.Server.Mind.Components; using Content.Server.Mind.Components;
using Content.Server.Ninja.Systems;
using Content.Server.Zombies; using Content.Server.Zombies;
using Content.Shared.Administration; using Content.Shared.Administration;
using Content.Shared.Database; using Content.Shared.Database;
@@ -14,6 +15,7 @@ public sealed partial class AdminVerbSystem
{ {
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!; [Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!; [Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
[Dependency] private readonly NinjaSystem _ninja = default!;
[Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!; [Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!;
[Dependency] private readonly PiratesRuleSystem _piratesRule = default!; [Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
@@ -102,5 +104,21 @@ public sealed partial class AdminVerbSystem
}; };
args.Verbs.Add(pirate); args.Verbs.Add(pirate);
Verb spaceNinja = new()
{
Text = "Make space ninja",
Category = VerbCategory.Antag,
Icon = new SpriteSpecifier.Rsi(new ResourcePath("/Textures/Objects/Weapons/Melee/energykatana.rsi"), "icon"),
Act = () =>
{
if (targetMindComp.Mind == null || targetMindComp.Mind.Session == null)
return;
_ninja.MakeNinja(targetMindComp.Mind);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-space-ninja"),
};
args.Verbs.Add(spaceNinja);
} }
} }

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@@ -266,6 +266,8 @@ public sealed class DoorSystem : SharedDoorSystem
{ {
SetState(uid, DoorState.Emagging, door); SetState(uid, DoorState.Emagging, door);
PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false); PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
var emagged = new DoorEmaggedEvent(args.UserUid);
RaiseLocalEvent(uid, ref emagged);
args.Handled = true; args.Handled = true;
} }
} }
@@ -300,3 +302,12 @@ public sealed class DoorSystem : SharedDoorSystem
} }
} }
public sealed class PryFinishedEvent : EntityEventArgs { }
public sealed class PryCancelledEvent : EntityEventArgs { }
/// <summary>
/// Event raised when a door is emagged, either with an emag or a Space Ninja's doorjack ability.
/// Used to track doors for ninja's objective.
/// </summary>
[ByRefEvent]
public readonly record struct DoorEmaggedEvent(EntityUid UserUid);

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@@ -262,16 +262,8 @@ namespace Content.Server.Electrocution
} }
} }
/// <param name="uid">Entity being electrocuted.</param> /// <inheritdoc/>
/// <param name="sourceUid">Source entity of the electrocution.</param> public override bool TryDoElectrocution(
/// <param name="shockDamage">How much shock damage the entity takes.</param>
/// <param name="time">How long the entity will be stunned.</param>
/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
/// <param name="statusEffects">Status effects to apply to the entity.</param>
/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
public bool TryDoElectrocution(
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f, EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false) StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
{ {

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@@ -0,0 +1,9 @@
namespace Content.Server.Explosion.Components;
/// <summary>
/// Disallows starting the timer by hand, must be stuck or triggered by a system.
/// </summary>
[RegisterComponent]
public sealed class AutomatedTimerComponent : Component
{
}

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@@ -141,7 +141,7 @@ public sealed partial class TriggerSystem
private void OnTimerUse(EntityUid uid, OnUseTimerTriggerComponent component, UseInHandEvent args) private void OnTimerUse(EntityUid uid, OnUseTimerTriggerComponent component, UseInHandEvent args)
{ {
if (args.Handled) if (args.Handled || HasComp<AutomatedTimerComponent>(uid))
return; return;
HandleTimerTrigger( HandleTimerTrigger(

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@@ -0,0 +1,66 @@
using Content.Server.Objectives;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.GameTicking.Rules.Configurations;
/// <summary>
/// Configuration for the Space Ninja antag.
/// </summary>
public sealed class NinjaRuleConfiguration : StationEventRuleConfiguration
{
/// <summary>
/// List of objective prototype ids to add
/// </summary>
[DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<ObjectivePrototype>))]
public readonly List<string> Objectives = new();
// TODO: move to job and use job???
/// <summary>
/// List of implants to inject on spawn
/// </summary>
[DataField("implants", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
public readonly List<string> Implants = new();
/// <summary>
/// List of threats that can be called in
/// </summary>
[DataField("threats", required: true)]
public readonly List<Threat> Threats = new();
/// <summary>
/// Sound played when making the player a ninja via antag control or ghost role
/// </summary>
[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
/// <summary>
/// Distance that the ninja spawns from the station's half AABB radius
/// </summary>
[DataField("spawnDistance")]
public float SpawnDistance = 20f;
}
/// <summary>
/// A threat that can be called in to the station by a ninja hacking a communications console.
/// Generally some kind of mid-round antag, though you could make it call in scrubber backflow if you wanted to.
/// You wouldn't do that, right?
/// </summary>
[DataDefinition]
public sealed class Threat
{
/// <summary>
/// Locale id for the announcement to be made from CentCom.
/// </summary>
[DataField("announcement")]
public readonly string Announcement = default!;
/// <summary>
/// The game rule for the threat to be added, it should be able to work when added mid-round otherwise this will do nothing.
/// </summary>
[DataField("rule", customTypeSerializer: typeof(PrototypeIdSerializer<GameRulePrototype>))]
public readonly string Rule = default!;
}

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@@ -0,0 +1,13 @@
namespace Content.Server.Ninja.Components;
/// <summary>
/// Used by space ninja to indicate what station grid to head towards.
/// </summary>
[RegisterComponent]
public sealed class NinjaStationGridComponent : Component
{
/// <summary>
/// The grid uid being targeted.
/// </summary>
public EntityUid Grid;
}

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@@ -0,0 +1,36 @@
using Content.Server.Communications;
using Content.Server.DoAfter;
using Content.Server.Power.Components;
using Content.Shared.DoAfter;
using Content.Shared.Interaction.Events;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
namespace Content.Server.Ninja.Systems;
public sealed class NinjaGlovesSystem : SharedNinjaGlovesSystem
{
protected override void OnDrain(EntityUid uid, NinjaDrainComponent comp, InteractionAttemptEvent args)
{
if (!GloveCheck(uid, args, out var gloves, out var user, out var target)
|| !HasComp<PowerNetworkBatteryComponent>(target))
return;
// nicer for spam-clicking to not open apc ui, and when draining starts, so cancel the ui action
args.Cancel();
var doAfterArgs = new DoAfterArgs(user, comp.DrainTime, new DrainDoAfterEvent(), target: target, used: uid, eventTarget: uid)
{
BreakOnUserMove = true,
MovementThreshold = 0.5f,
CancelDuplicate = false
};
_doAfter.TryStartDoAfter(doAfterArgs);
}
protected override bool IsCommsConsole(EntityUid uid)
{
return HasComp<CommunicationsConsoleComponent>(uid);
}
}

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@@ -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);
}
}

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@@ -0,0 +1,314 @@
using Content.Server.Administration.Commands;
using Content.Server.Body.Systems;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
using Content.Server.Doors.Systems;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Ghost.Roles.Events;
using Content.Server.Mind.Components;
using Content.Server.Ninja.Components;
using Content.Server.Objectives;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.PowerCell;
using Content.Server.Traitor;
using Content.Server.Warps;
using Content.Shared.Alert;
using Content.Shared.Doors.Components;
using Content.Shared.Implants;
using Content.Shared.Implants.Components;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Roles;
using Content.Shared.Popups;
using Content.Shared.PowerCell.Components;
using Content.Shared.Rounding;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.Ninja.Systems;
public sealed class NinjaSystem : SharedNinjaSystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedSubdermalImplantSystem _implants = default!;
[Dependency] private readonly InternalsSystem _internals = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaComponent, ComponentStartup>(OnNinjaStartup);
SubscribeLocalEvent<NinjaComponent, GhostRoleSpawnerUsedEvent>(OnNinjaSpawned);
SubscribeLocalEvent<NinjaComponent, MindAddedMessage>(OnNinjaMindAdded);
SubscribeLocalEvent<DoorComponent, DoorEmaggedEvent>(OnDoorEmagged);
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<NinjaComponent>();
while (query.MoveNext(out var uid, out var ninja))
{
UpdateNinja(uid, ninja, frameTime);
}
}
/// <summary>
/// Turns the player into a space ninja
/// </summary>
public void MakeNinja(Mind.Mind mind)
{
if (mind.OwnedEntity == null)
return;
// prevent double ninja'ing
var user = mind.OwnedEntity.Value;
if (HasComp<NinjaComponent>(user))
return;
AddComp<NinjaComponent>(user);
SetOutfitCommand.SetOutfit(user, "SpaceNinjaGear", EntityManager);
GreetNinja(mind);
}
/// <summary>
/// Returns the space ninja spawn gamerule's config
/// </summary>
public NinjaRuleConfiguration RuleConfig()
{
return (NinjaRuleConfiguration) _proto.Index<GameRulePrototype>("SpaceNinjaSpawn").Configuration;
}
/// <summary>
/// Update the alert for the ninja's suit power indicator.
/// </summary>
public void SetSuitPowerAlert(EntityUid uid, NinjaComponent? comp = null)
{
if (!Resolve(uid, ref comp, false) || comp.Deleted || comp.Suit == null)
{
_alerts.ClearAlert(uid, AlertType.SuitPower);
return;
}
if (GetNinjaBattery(uid, out var battery))
{
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, battery.CurrentCharge), battery.MaxCharge, 7);
_alerts.ShowAlert(uid, AlertType.SuitPower, (short) severity);
}
else
{
_alerts.ClearAlert(uid, AlertType.SuitPower);
}
}
/// <summary>
/// Set the station grid on an entity, either ninja spawner or the ninja itself.
/// Used to tell a ghost that takes ninja role where the station is.
/// </summary>
public void SetNinjaStationGrid(EntityUid uid, EntityUid grid)
{
var station = EnsureComp<NinjaStationGridComponent>(uid);
station.Grid = grid;
}
/// <summary>
/// Get the battery component in a ninja's suit, if it's worn.
/// </summary>
public bool GetNinjaBattery(EntityUid user, [NotNullWhen(true)] out BatteryComponent? battery)
{
if (TryComp<NinjaComponent>(user, out var ninja)
&& ninja.Suit != null
&& _powerCell.TryGetBatteryFromSlot(ninja.Suit.Value, out battery))
{
return true;
}
battery = null;
return false;
}
public override bool TryUseCharge(EntityUid user, float charge)
{
return GetNinjaBattery(user, out var battery) && battery.TryUseCharge(charge);
}
public override void CallInThreat(NinjaComponent comp)
{
base.CallInThreat(comp);
var config = RuleConfig();
if (config.Threats.Count == 0)
return;
var threat = _random.Pick(config.Threats);
if (_proto.TryIndex<GameRulePrototype>(threat.Rule, out var rule))
{
_gameTicker.AddGameRule(rule);
_chat.DispatchGlobalAnnouncement(Loc.GetString(threat.Announcement), playSound: false, colorOverride: Color.Red);
}
else
{
Logger.Error($"Threat gamerule does not exist: {threat.Rule}");
}
}
public override void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
{
if (!GetNinjaBattery(user, out var suitBattery))
// took suit off or something, ignore draining
return;
if (!TryComp<BatteryComponent>(target, out var battery) || !TryComp<PowerNetworkBatteryComponent>(target, out var pnb))
return;
if (suitBattery.IsFullyCharged)
{
_popups.PopupEntity(Loc.GetString("ninja-drain-full"), user, user, PopupType.Medium);
return;
}
if (MathHelper.CloseToPercent(battery.CurrentCharge, 0))
{
_popups.PopupEntity(Loc.GetString("ninja-drain-empty", ("battery", target)), user, user, PopupType.Medium);
return;
}
var available = battery.CurrentCharge;
var required = suitBattery.MaxCharge - suitBattery.CurrentCharge;
// higher tier storages can charge more
var maxDrained = pnb.MaxSupply * drain.DrainTime;
var input = Math.Min(Math.Min(available, required / drain.DrainEfficiency), maxDrained);
if (battery.TryUseCharge(input))
{
var output = input * drain.DrainEfficiency;
suitBattery.CurrentCharge += output;
_popups.PopupEntity(Loc.GetString("ninja-drain-success", ("battery", target)), user, user);
// TODO: spark effects
_audio.PlayPvs(drain.SparkSound, target);
}
}
private void OnNinjaStartup(EntityUid uid, NinjaComponent comp, ComponentStartup args)
{
var config = RuleConfig();
// start with internals on, only when spawned by event. antag control ninja won't do this due to component add order.
_internals.ToggleInternals(uid, uid, true);
// inject starting implants
var coords = Transform(uid).Coordinates;
foreach (var id in config.Implants)
{
var implant = Spawn(id, coords);
if (!TryComp<SubdermalImplantComponent>(implant, out var implantComp))
return;
_implants.ForceImplant(uid, implant, implantComp);
}
// choose spider charge detonation point
// currently based on warp points, something better could be done (but would likely require mapping work)
var warps = new List<EntityUid>();
var query = EntityQueryEnumerator<WarpPointComponent>();
while (query.MoveNext(out var warpUid, out var warp))
{
// won't be asked to detonate the nuke disk or singularity
if (warp.Location != null && !HasComp<PhysicsComponent>(warpUid))
warps.Add(warpUid);
}
if (warps.Count > 0)
comp.SpiderChargeTarget = _random.Pick(warps);
}
private void OnNinjaSpawned(EntityUid uid, NinjaComponent comp, GhostRoleSpawnerUsedEvent args)
{
// inherit spawner's station grid
if (TryComp<NinjaStationGridComponent>(args.Spawner, out var station))
SetNinjaStationGrid(uid, station.Grid);
}
private void OnNinjaMindAdded(EntityUid uid, NinjaComponent comp, MindAddedMessage args)
{
if (TryComp<MindComponent>(uid, out var mind) && mind.Mind != null)
GreetNinja(mind.Mind);
}
private void GreetNinja(Mind.Mind mind)
{
if (!mind.TryGetSession(out var session))
return;
var config = RuleConfig();
var role = new TraitorRole(mind, _proto.Index<AntagPrototype>("SpaceNinja"));
mind.AddRole(role);
_traitorRule.Traitors.Add(role);
foreach (var objective in config.Objectives)
{
AddObjective(mind, objective);
}
_audio.PlayGlobal(config.GreetingSound, Filter.Empty().AddPlayer(session), false, AudioParams.Default);
_chatMan.DispatchServerMessage(session, Loc.GetString("ninja-role-greeting"));
if (TryComp<NinjaStationGridComponent>(mind.OwnedEntity, out var station))
{
var gridPos = _transform.GetWorldPosition(station.Grid);
var ninjaPos = _transform.GetWorldPosition(mind.OwnedEntity.Value);
var vector = gridPos - ninjaPos;
var direction = vector.GetDir();
var position = $"({(int) gridPos.X}, {(int) gridPos.Y})";
var msg = Loc.GetString("ninja-role-greeting-direction", ("direction", direction), ("position", position));
_chatMan.DispatchServerMessage(session, msg);
}
}
private void OnDoorEmagged(EntityUid uid, DoorComponent door, ref DoorEmaggedEvent args)
{
// make sure it's a ninja doorjacking it
if (TryComp<NinjaComponent>(args.UserUid, out var ninja))
ninja.DoorsJacked++;
}
private void UpdateNinja(EntityUid uid, NinjaComponent ninja, float frameTime)
{
if (ninja.Suit == null || !TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
return;
float wattage = _suit.SuitWattage(suit);
SetSuitPowerAlert(uid, ninja);
if (!TryUseCharge(uid, wattage * frameTime))
{
// ran out of power, reveal ninja
_suit.RevealNinja(ninja.Suit.Value, suit, uid);
}
}
private void AddObjective(Mind.Mind mind, string name)
{
if (_proto.TryIndex<ObjectivePrototype>(name, out var objective))
mind.TryAddObjective(objective);
else
Logger.Error($"Ninja has unknown objective prototype: {name}");
}
}

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@@ -0,0 +1,64 @@
using Content.Server.Explosion.EntitySystems;
using Content.Server.Sticky.Events;
using Content.Server.Popups;
using Content.Shared.Interaction;
using Content.Shared.Ninja.Components;
using Robust.Shared.GameObjects;
namespace Content.Server.Ninja.Systems;
public sealed class SpiderChargeSystem : EntitySystem
{
[Dependency] private readonly NinjaSystem _ninja = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpiderChargeComponent, BeforeRangedInteractEvent>(BeforePlant);
SubscribeLocalEvent<SpiderChargeComponent, EntityStuckEvent>(OnStuck);
SubscribeLocalEvent<SpiderChargeComponent, TriggerEvent>(OnExplode);
}
private void BeforePlant(EntityUid uid, SpiderChargeComponent comp, BeforeRangedInteractEvent args)
{
var user = args.User;
if (!TryComp<NinjaComponent>(user, out var ninja))
{
_popups.PopupEntity(Loc.GetString("spider-charge-not-ninja"), user, user);
args.Handled = true;
return;
}
// allow planting anywhere if there is no target, which should never happen
if (ninja.SpiderChargeTarget != null)
{
// assumes warp point still exists
var target = Transform(ninja.SpiderChargeTarget.Value).MapPosition;
var coords = args.ClickLocation.ToMap(EntityManager, _transform);
if (!coords.InRange(target, comp.Range))
{
_popups.PopupEntity(Loc.GetString("spider-charge-too-far"), user, user);
args.Handled = true;
return;
}
}
}
private void OnStuck(EntityUid uid, SpiderChargeComponent comp, EntityStuckEvent args)
{
comp.Planter = args.User;
}
private void OnExplode(EntityUid uid, SpiderChargeComponent comp, TriggerEvent args)
{
if (comp.Planter == null || !TryComp<NinjaComponent>(comp.Planter, out var ninja))
return;
// assumes the target was destroyed, that the charge wasn't moved somehow
_ninja.DetonateSpiderCharge(ninja);
}
}

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@@ -0,0 +1,64 @@
using Content.Server.Objectives.Interfaces;
using Content.Shared.Ninja.Components;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions;
[DataDefinition]
public sealed class DoorjackCondition : IObjectiveCondition
{
private Mind.Mind? _mind;
private int _target;
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
// TODO: clamp to number of doors on station incase its somehow a shittle or something
return new DoorjackCondition {
_mind = mind,
_target = IoCManager.Resolve<IRobustRandom>().Next(15, 40)
};
}
public string Title => Loc.GetString("objective-condition-doorjack-title", ("count", _target));
public string Description => Loc.GetString("objective-condition-doorjack-description", ("count", _target));
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Tools/emag.rsi"), "icon");
public float Progress
{
get
{
var entMan = IoCManager.Resolve<IEntityManager>();
if (_mind?.OwnedEntity == null
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
return 0f;
// prevent divide-by-zero
if (_target == 0)
return 1f;
return (float) ninja.DoorsJacked / (float) _target;
}
}
public float Difficulty => 1.5f;
public bool Equals(IObjectiveCondition? other)
{
return other is DoorjackCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
return obj is DoorjackCondition cond && cond.Equals(this);
}
public override int GetHashCode()
{
return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
}
}

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@@ -0,0 +1,64 @@
using Content.Server.Objectives.Interfaces;
using Content.Shared.Ninja.Components;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions;
[DataDefinition]
public sealed class DownloadCondition : IObjectiveCondition
{
private Mind.Mind? _mind;
private int _target;
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
// TODO: clamp to number of research nodes in tree so easily maintainable
return new DownloadCondition {
_mind = mind,
_target = IoCManager.Resolve<IRobustRandom>().Next(5, 10)
};
}
public string Title => Loc.GetString("objective-condition-download-title", ("count", _target));
public string Description => Loc.GetString("objective-condition-download-description");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Structures/Machines/server.rsi"), "server");
public float Progress
{
get
{
// prevent divide-by-zero
if (_target == 0)
return 1f;
var entMan = IoCManager.Resolve<IEntityManager>();
if (_mind?.OwnedEntity == null
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
return 0f;
return (float) ninja.DownloadedNodes.Count / (float) _target;
}
}
public float Difficulty => 2.5f;
public bool Equals(IObjectiveCondition? other)
{
return other is DownloadCondition cond && Equals(_mind, cond._mind) && _target == cond._target;
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
return obj is DownloadCondition cond && cond.Equals(this);
}
public override int GetHashCode()
{
return HashCode.Combine(_mind?.GetHashCode() ?? 0, _target);
}
}

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@@ -0,0 +1,73 @@
using Content.Server.Objectives.Interfaces;
using Content.Server.Warps;
using Content.Shared.Ninja.Components;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions;
[DataDefinition]
public sealed class SpiderChargeCondition : IObjectiveCondition
{
private Mind.Mind? _mind;
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
return new SpiderChargeCondition {
_mind = mind
};
}
public string Title
{
get
{
var entMan = IoCManager.Resolve<IEntityManager>();
if (_mind?.OwnedEntity == null
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja)
|| ninja.SpiderChargeTarget == null
|| !entMan.TryGetComponent<WarpPointComponent>(ninja.SpiderChargeTarget, out var warp)
|| warp.Location == null)
// if you are funny and microbomb then press c, you get this
return Loc.GetString("objective-condition-spider-charge-no-target");
return Loc.GetString("objective-condition-spider-charge-title", ("location", warp.Location));
}
}
public string Description => Loc.GetString("objective-condition-spider-charge-description");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Bombs/spidercharge.rsi"), "icon");
public float Progress
{
get
{
var entMan = IoCManager.Resolve<IEntityManager>();
if (_mind?.OwnedEntity == null
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
return 0f;
return ninja.SpiderChargeDetonated ? 1f : 0f;
}
}
public float Difficulty => 2.5f;
public bool Equals(IObjectiveCondition? other)
{
return other is SpiderChargeCondition cond && Equals(_mind, cond._mind);
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
return obj is SpiderChargeCondition cond && cond.Equals(this);
}
public override int GetHashCode()
{
return _mind?.GetHashCode() ?? 0;
}
}

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@@ -0,0 +1,46 @@
using Content.Server.Objectives.Interfaces;
using JetBrains.Annotations;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions
{
[UsedImplicitly]
[DataDefinition]
public sealed class SurviveCondition : IObjectiveCondition
{
private Mind.Mind? _mind;
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
return new SurviveCondition {_mind = mind};
}
public string Title => Loc.GetString("objective-condition-survive-title");
public string Description => Loc.GetString("objective-condition-survive-description");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Clothing/Head/Helmets/spaceninja.rsi"), "icon");
public float Difficulty => 0.5f;
public float Progress => (_mind?.CharacterDeadIC ?? true) ? 0f : 1f;
public bool Equals(IObjectiveCondition? other)
{
return other is SurviveCondition condition && Equals(_mind, condition._mind);
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != GetType()) return false;
return Equals((SurviveCondition) obj);
}
public override int GetHashCode()
{
return (_mind != null ? _mind.GetHashCode() : 0);
}
}
}

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@@ -0,0 +1,54 @@
using Content.Server.Objectives.Interfaces;
using Content.Shared.Ninja.Components;
using Robust.Shared.Utility;
namespace Content.Server.Objectives.Conditions;
[DataDefinition]
public sealed class TerrorCondition : IObjectiveCondition
{
private Mind.Mind? _mind;
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
return new TerrorCondition {_mind = mind};
}
public string Title => Loc.GetString("objective-condition-terror-title");
public string Description => Loc.GetString("objective-condition-terror-description");
public SpriteSpecifier Icon => new SpriteSpecifier.Rsi(new ResourcePath("Structures/Machines/computers.rsi"), "comm_icon");
public float Progress
{
get
{
var entMan = IoCManager.Resolve<IEntityManager>();
if (_mind?.OwnedEntity == null
|| !entMan.TryGetComponent<NinjaComponent>(_mind.OwnedEntity, out var ninja))
return 0f;
return ninja.CalledInThreat ? 1f : 0f;
}
}
public float Difficulty => 2.75f;
public bool Equals(IObjectiveCondition? other)
{
return other is TerrorCondition cond && Equals(_mind, cond._mind);
}
public override bool Equals(object? obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
return obj is TerrorCondition cond && cond.Equals(this);
}
public override int GetHashCode()
{
return _mind?.GetHashCode() ?? 0;
}
}

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@@ -0,0 +1,81 @@
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Ninja.Systems;
using Content.Server.StationEvents.Components;
using Content.Server.Station.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.StationEvents.Events;
/// <summary>
/// Event for spawning a Space Ninja mid-game.
/// </summary>
public sealed class SpaceNinjaSpawn : StationEventSystem
{
[Dependency] private readonly NinjaSystem _ninja = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override string Prototype => "SpaceNinjaSpawn";
public override void Started()
{
base.Started();
if (StationSystem.Stations.Count == 0)
{
Sawmill.Error("No stations exist, cannot spawn space ninja!");
return;
}
var station = _random.Pick(StationSystem.Stations);
if (!TryComp<StationDataComponent>(station, out var stationData))
{
Sawmill.Error("Chosen station isn't a station, cannot spawn space ninja!");
return;
}
// find a station grid
var gridUid = StationSystem.GetLargestGrid(stationData);
if (gridUid == null || !TryComp<MapGridComponent>(gridUid, out var grid))
{
Sawmill.Error("Chosen station has no grids, cannot spawn space ninja!");
return;
}
// figure out its AABB size and use that as a guide to how far ninja should be
var config = (NinjaRuleConfiguration) Configuration;
var size = grid.LocalAABB.Size.Length / 2;
var distance = size + config.SpawnDistance;
var angle = _random.NextAngle();
// position relative to station center
var location = angle.ToVec() * distance;
// create the spawner, the ninja will appear when a ghost has picked the role
var xform = Transform(gridUid.Value);
var position = _transform.GetWorldPosition(xform) + location;
var coords = new MapCoordinates(position, xform.MapID);
Sawmill.Info($"Creating ninja spawnpoint at {coords}");
var spawner = Spawn("SpawnPointGhostSpaceNinja", coords);
// tell the player where the station is when they pick the role
_ninja.SetNinjaStationGrid(spawner, gridUid.Value);
// start traitor rule incase it isn't, for the sweet greentext
var rule = _proto.Index<GameRulePrototype>("Traitor");
_ticker.StartGameRule(rule);
}
public override void Added()
{
Sawmill.Info("Added space ninja spawn rule");
}
}

View File

@@ -43,7 +43,8 @@ namespace Content.Shared.Alert
Debug3, Debug3,
Debug4, Debug4,
Debug5, Debug5,
Debug6 Debug6,
SuitPower
} }
} }

View File

@@ -1,4 +1,5 @@
using Content.Shared.Inventory; using Content.Shared.Inventory;
using Content.Shared.StatusEffect;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
namespace Content.Shared.Electrocution namespace Content.Shared.Electrocution
@@ -25,6 +26,23 @@ namespace Content.Shared.Electrocution
Dirty(insulated); Dirty(insulated);
} }
/// <param name="uid">Entity being electrocuted.</param>
/// <param name="sourceUid">Source entity of the electrocution.</param>
/// <param name="shockDamage">How much shock damage the entity takes.</param>
/// <param name="time">How long the entity will be stunned.</param>
/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
/// <param name="statusEffects">Status effects to apply to the entity.</param>
/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
public virtual bool TryDoElectrocution(
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
{
// only done serverside
return false;
}
private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args) private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
{ {
args.SiemensCoefficient *= insulated.SiemensCoefficient; args.SiemensCoefficient *= insulated.SiemensCoefficient;

View File

@@ -449,7 +449,6 @@ namespace Content.Shared.Interaction
// Have to be on same map regardless. // Have to be on same map regardless.
if (other.MapId != origin.MapId) if (other.MapId != origin.MapId)
return false; return false;
var dir = other.Position - origin.Position; var dir = other.Position - origin.Position;
var length = dir.Length; var length = dir.Length;

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@@ -0,0 +1,66 @@
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Ninja.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for a Space Ninja's katana, controls its dash sound.
/// Requires a ninja with a suit for abilities to work.
/// </summary>
// basically emag but without immune tag, TODO: make the charge thing its own component and have emag use it too
[Access(typeof(EnergyKatanaSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class EnergyKatanaComponent : Component
{
public EntityUid? Ninja = null;
/// <summary>
/// Sound played when using dash action.
/// </summary>
[DataField("blinkSound")]
public SoundSpecifier BlinkSound = new SoundPathSpecifier("/Audio/Magic/blink.ogg");
/// <summary>
/// Volume control for katana dash action.
/// </summary>
[DataField("blinkVolume")]
public float BlinkVolume = 5f;
/// <summary>
/// The maximum number of dash charges the katana can have
/// </summary>
[DataField("maxCharges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public int MaxCharges = 3;
/// <summary>
/// The current number of dash charges on the katana
/// </summary>
[DataField("charges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public int Charges = 3;
/// <summary>
/// Whether or not the katana automatically recharges over time.
/// </summary>
[DataField("autoRecharge"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool AutoRecharge = true;
/// <summary>
/// The time it takes to regain a single dash charge
/// </summary>
[DataField("rechargeDuration"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public TimeSpan RechargeDuration = TimeSpan.FromSeconds(20);
/// <summary>
/// The time when the next dash charge will be added
/// </summary>
[DataField("nextChargeTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public TimeSpan NextChargeTime = TimeSpan.MaxValue;
}
public sealed class KatanaDashEvent : WorldTargetActionEvent { }

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@@ -0,0 +1,69 @@
using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
/// Contains ids of all ninja equipment.
/// </summary>
// TODO: Contains objective related stuff, might want to move it out somehow
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedNinjaSystem))]
public sealed partial class NinjaComponent : Component
{
/// <summary>
/// Grid entity of the station the ninja was spawned around. Set if spawned naturally by the event.
/// </summary>
public EntityUid? StationGrid;
/// <summary>
/// Currently worn suit
/// </summary>
[ViewVariables]
public EntityUid? Suit = null;
/// <summary>
/// Currently worn gloves
/// </summary>
[ViewVariables]
public EntityUid? Gloves = null;
/// <summary>
/// Bound katana, set once picked up and never removed
/// </summary>
[ViewVariables]
public EntityUid? Katana = null;
/// <summary>
/// Number of doors that have been doorjacked, used for objective
/// </summary>
[ViewVariables, AutoNetworkedField]
public int DoorsJacked = 0;
/// <summary>
/// Research nodes that have been downloaded, used for objective
/// </summary>
// TODO: client doesn't need to know what nodes are downloaded, just how many
[ViewVariables, AutoNetworkedField]
public HashSet<string> DownloadedNodes = new();
/// <summary>
/// Warp point that the spider charge has to target
/// </summary>
[ViewVariables, AutoNetworkedField]
public EntityUid? SpiderChargeTarget = null;
/// <summary>
/// Whether the spider charge has been detonated on the target, used for objective
/// </summary>
[ViewVariables, AutoNetworkedField]
public bool SpiderChargeDetonated;
/// <summary>
/// Whether the comms console has been hacked, used for objective
/// </summary>
[ViewVariables, AutoNetworkedField]
public bool CalledInThreat;
}

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@@ -0,0 +1,151 @@
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.DoAfter;
using Content.Shared.Ninja.Systems;
using Content.Shared.Tag;
using Content.Shared.Toggleable;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
using System.Threading;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for toggling glove powers.
/// Powers being enabled is controlled by GlovesEnabledComponent
/// </summary>
[Access(typeof(SharedNinjaGlovesSystem))]
[RegisterComponent, NetworkedComponent]
public sealed class NinjaGlovesComponent : Component
{
/// <summary>
/// Entity of the ninja using these gloves, usually means enabled
/// </summary>
[ViewVariables]
public EntityUid? User;
/// <summary>
/// The action for toggling ninja gloves abilities
/// </summary>
[DataField("toggleAction")]
public InstantAction ToggleAction = new()
{
DisplayName = "action-name-toggle-ninja-gloves",
Description = "action-desc-toggle-ninja-gloves",
Priority = -13,
Event = new ToggleActionEvent()
};
}
/// <summary>
/// Component for emagging doors on click, when gloves are enabled.
/// Only works on entities with DoorComponent.
/// </summary>
[RegisterComponent]
public sealed class NinjaDoorjackComponent : Component
{
/// <summary>
/// The tag that marks an entity as immune to doorjacking
/// </summary>
[DataField("emagImmuneTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
public string EmagImmuneTag = "EmagImmune";
}
/// <summary>
/// Component for stunning mobs on click, when gloves are enabled.
/// Knocks them down for a bit and deals shock damage.
/// </summary>
[RegisterComponent]
public sealed class NinjaStunComponent : Component
{
/// <summary>
/// Joules required in the suit to stun someone. Defaults to 10 uses on a small battery.
/// </summary>
[DataField("stunCharge")]
public float StunCharge = 36.0f;
/// <summary>
/// Shock damage dealt when stunning someone
/// </summary>
[DataField("stunDamage")]
public int StunDamage = 5;
/// <summary>
/// Time that someone is stunned for, stacks if done multiple times.
/// </summary>
[DataField("stunTime")]
public TimeSpan StunTime = TimeSpan.FromSeconds(3);
}
/// <summary>
/// Component for draining power from APCs/substations/SMESes, when gloves are enabled.
/// </summary>
[RegisterComponent]
public sealed class NinjaDrainComponent : Component
{
/// <summary>
/// Conversion rate between joules in a device and joules added to suit.
/// Should be very low since powercells store nothing compared to even an APC.
/// </summary>
[DataField("drainEfficiency")]
public float DrainEfficiency = 0.001f;
/// <summary>
/// Time that the do after takes to drain charge from a battery, in seconds
/// </summary>
[DataField("drainTime")]
public float DrainTime = 1f;
[DataField("sparkSound")]
public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
}
/// <summary>
/// Component for downloading research nodes from a R&D server, when gloves are enabled.
/// Requirement for greentext.
/// </summary>
[RegisterComponent]
public sealed class NinjaDownloadComponent : Component
{
/// <summary>
/// Time taken to download research from a server
/// </summary>
[DataField("downloadTime")]
public float DownloadTime = 20f;
}
/// <summary>
/// Component for hacking a communications console to call in a threat.
/// Called threat is rolled from the ninja gamerule config.
/// </summary>
[RegisterComponent]
public sealed class NinjaTerrorComponent : Component
{
/// <summary>
/// Time taken to hack the console
/// </summary>
[DataField("terrorTime")]
public float TerrorTime = 20f;
}
/// <summary>
/// DoAfter event for drain ability.
/// </summary>
[Serializable, NetSerializable]
public sealed class DrainDoAfterEvent : SimpleDoAfterEvent { }
/// <summary>
/// DoAfter event for research download ability.
/// </summary>
[Serializable, NetSerializable]
public sealed class DownloadDoAfterEvent : SimpleDoAfterEvent { }
/// <summary>
/// DoAfter event for comms console terror ability.
/// </summary>
[Serializable, NetSerializable]
public sealed class TerrorDoAfterEvent : SimpleDoAfterEvent { }

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using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Ninja.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Shared.Ninja.Components;
// TODO: ResourcePath -> ResPath when thing gets merged
/// <summary>
/// Component for ninja suit abilities and power consumption.
/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
/// </summary>
[Access(typeof(SharedNinjaSuitSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class NinjaSuitComponent : Component
{
[ViewVariables, AutoNetworkedField]
public bool Cloaked = false;
/// <summary>
/// The action for toggling suit phase cloak ability
/// </summary>
[DataField("togglePhaseCloakAction")]
public InstantAction TogglePhaseCloakAction = new()
{
UseDelay = TimeSpan.FromSeconds(5), // have to plan un/cloaking ahead of time
DisplayName = "action-name-toggle-phase-cloak",
Description = "action-desc-toggle-phase-cloak",
Priority = -9,
Event = new TogglePhaseCloakEvent()
};
/// <summary>
/// Battery charge used passively, in watts. Will last 1000 seconds on a small-capacity power cell.
/// </summary>
[DataField("passiveWattage")]
public float PassiveWattage = 0.36f;
/// <summary>
/// Battery charge used while cloaked, stacks with passive. Will last 200 seconds while cloaked on a small-capacity power cell.
/// </summary>
[DataField("cloakWattage")]
public float CloakWattage = 1.44f;
/// <summary>
/// The action for creating throwing soap, in place of ninja throwing stars since embedding doesn't exist.
/// </summary>
[DataField("createSoapAction")]
public InstantAction CreateSoapAction = new()
{
UseDelay = TimeSpan.FromSeconds(10),
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Specific/Janitorial/soap.rsi"), "soap"),
ItemIconStyle = ItemActionIconStyle.NoItem,
DisplayName = "action-name-create-soap",
Description = "action-desc-create-soap",
Priority = -10,
Event = new CreateSoapEvent()
};
/// <summary>
/// Battery charge used to create a throwing soap. Can do it 25 times on a small-capacity power cell.
/// </summary>
[DataField("soapCharge")]
public float SoapCharge = 14.4f;
/// <summary>
/// Soap item to create with the action
/// </summary>
[DataField("soapPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string SoapPrototype = "SoapNinja";
/// <summary>
/// The action for recalling a bound energy katana
/// </summary>
[DataField("recallkatanaAction")]
public InstantAction RecallKatanaAction = new()
{
UseDelay = TimeSpan.FromSeconds(1),
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Melee/energykatana.rsi"), "icon"),
ItemIconStyle = ItemActionIconStyle.NoItem,
DisplayName = "action-name-recall-katana",
Description = "action-desc-recall-katana",
Priority = -11,
Event = new RecallKatanaEvent()
};
/// <summary>
/// The action for dashing somewhere using katana
/// </summary>
[DataField("katanaDashAction")]
public WorldTargetAction KatanaDashAction = new()
{
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Magic/magicactions.rsi"), "blink"),
ItemIconStyle = ItemActionIconStyle.NoItem,
DisplayName = "action-name-katana-dash",
Description = "action-desc-katana-dash",
Priority = -12,
Event = new KatanaDashEvent(),
// doing checks manually
CheckCanAccess = false,
Range = 0f
};
/// <summary>
/// The action for creating an EMP burst
/// </summary>
[DataField("empAction")]
public InstantAction EmpAction = new()
{
Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Grenades/empgrenade.rsi"), "icon"),
ItemIconStyle = ItemActionIconStyle.BigAction,
DisplayName = "action-name-em-burst",
Description = "action-desc-em-burst",
Priority = -13,
Event = new NinjaEmpEvent()
};
/// <summary>
/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
/// </summary>
[DataField("empCharge")]
public float EmpCharge = 180f;
/// <summary>
/// Range of the EMP in tiles.
/// </summary>
[DataField("empRange")]
public float EmpRange = 6f;
/// <summary>
/// Power consumed from batteries by the EMP
/// </summary>
[DataField("empConsumption")]
public float EmpConsumption = 100000f;
}
public sealed class TogglePhaseCloakEvent : InstantActionEvent { }
public sealed class CreateSoapEvent : InstantActionEvent { }
public sealed class RecallKatanaEvent : InstantActionEvent { }
public sealed class NinjaEmpEvent : InstantActionEvent { }

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namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for the Space Ninja's unique Spider Charge.
/// Only this component detonating can trigger the ninja's objective.
/// </summary>
[RegisterComponent]
public sealed class SpiderChargeComponent : Component
{
/// Range for planting within the target area
[DataField("range")]
public float Range = 10f;
/// The ninja that planted this charge
[ViewVariables]
public EntityUid? Planter = null;
}

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using Content.Shared.Examine;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Ninja.Components;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Timing;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// System for katana dashing, recharging and what not.
/// </summary>
// TODO: move all recharging stuff into its own system and use for emag too
public sealed class EnergyKatanaSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedNinjaSystem _ninja = default!;
[Dependency] private readonly SharedPopupSystem _popups = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EnergyKatanaComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<EnergyKatanaComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<NinjaSuitComponent, KatanaDashEvent>(OnDash);
SubscribeLocalEvent<EnergyKatanaComponent, EntityUnpausedEvent>(OnUnpaused);
}
private void OnEquipped(EntityUid uid, EnergyKatanaComponent comp, GotEquippedEvent args)
{
// check if already bound
if (comp.Ninja != null)
return;
// check if ninja already has a katana bound
var user = args.Equipee;
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana != null)
return;
// bind it
comp.Ninja = user;
_ninja.BindKatana(ninja, uid);
}
private void OnUnpaused(EntityUid uid, EnergyKatanaComponent component, ref EntityUnpausedEvent args)
{
component.NextChargeTime += args.PausedTime;
}
private void OnExamine(EntityUid uid, EnergyKatanaComponent component, ExaminedEvent args)
{
args.PushMarkup(Loc.GetString("emag-charges-remaining", ("charges", component.Charges)));
if (component.Charges == component.MaxCharges)
{
args.PushMarkup(Loc.GetString("emag-max-charges"));
return;
}
var timeRemaining = Math.Round((component.NextChargeTime - _timing.CurTime).TotalSeconds);
args.PushMarkup(Loc.GetString("emag-recharging", ("seconds", timeRemaining)));
}
// TODO: remove and use LimitedCharges+AutoRecharge
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in EntityQuery<EnergyKatanaComponent>())
{
if (!comp.AutoRecharge)
continue;
if (comp.Charges == comp.MaxCharges)
continue;
if (_timing.CurTime < comp.NextChargeTime)
continue;
ChangeCharge(comp.Owner, 1, true, comp);
}
}
public void OnDash(EntityUid suit, NinjaSuitComponent comp, KatanaDashEvent args)
{
var user = args.Performer;
args.Handled = true;
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
return;
var uid = ninja.Katana.Value;
if (!TryComp<EnergyKatanaComponent>(uid, out var katana) || !_hands.IsHolding(user, uid, out var _))
{
_popups.PopupEntity(Loc.GetString("ninja-katana-not-held"), user, user);
return;
}
if (katana.Charges <= 0)
{
_popups.PopupEntity(Loc.GetString("emag-no-charges"), user, user);
return;
}
// TODO: check that target is not dense
var origin = Transform(user).MapPosition;
var target = args.Target.ToMap(EntityManager, _transform);
// prevent collision with the user duh
if (!_interaction.InRangeUnobstructed(origin, target, 0f, CollisionGroup.Opaque, uid => uid == user))
{
// can only dash if the destination is visible on screen
_popups.PopupEntity(Loc.GetString("ninja-katana-cant-see"), user, user);
return;
}
_transform.SetCoordinates(user, args.Target);
_transform.AttachToGridOrMap(user);
_audio.PlayPvs(katana.BlinkSound, user, AudioParams.Default.WithVolume(katana.BlinkVolume));
// TODO: show the funny green man thing
ChangeCharge(uid, -1, false, katana);
}
/// <summary>
/// Changes the charge on an energy katana.
/// </summary>
public bool ChangeCharge(EntityUid uid, int change, bool resetTimer, EnergyKatanaComponent? katana = null)
{
if (!Resolve(uid, ref katana))
return false;
if (katana.Charges + change < 0 || katana.Charges + change > katana.MaxCharges)
return false;
if (resetTimer || katana.Charges == katana.MaxCharges)
katana.NextChargeTime = _timing.CurTime + katana.RechargeDuration;
katana.Charges += change;
Dirty(katana);
return true;
}
}

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

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using Content.Shared.Actions;
using Content.Shared.Inventory.Events;
using Content.Shared.Ninja.Components;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Content.Shared.Timing;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Systems;
public abstract class SharedNinjaSuitSystem : EntitySystem
{
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] protected readonly SharedNinjaSystem _ninja = default!;
[Dependency] private readonly SharedStealthSystem _stealth = default!;
[Dependency] protected readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaSuitComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeNetworkEvent<SetCloakedMessage>(OnSetCloakedMessage);
}
private void OnEquipped(EntityUid uid, NinjaSuitComponent comp, GotEquippedEvent args)
{
var user = args.Equipee;
if (!TryComp<NinjaComponent>(user, out var ninja))
return;
NinjaEquippedSuit(uid, comp, user, ninja);
}
private void OnGetItemActions(EntityUid uid, NinjaSuitComponent comp, GetItemActionsEvent args)
{
args.Actions.Add(comp.TogglePhaseCloakAction);
args.Actions.Add(comp.RecallKatanaAction);
// TODO: ninja stars instead of soap, when embedding is a thing
// The cooldown should also be reduced from 10 to 1 or so
args.Actions.Add(comp.CreateSoapAction);
args.Actions.Add(comp.KatanaDashAction);
args.Actions.Add(comp.EmpAction);
}
private void OnUnequipped(EntityUid uid, NinjaSuitComponent comp, GotUnequippedEvent args)
{
UserUnequippedSuit(uid, comp, args.Equipee);
}
/// <summary>
/// Called when a suit is equipped by a space ninja.
/// In the future it might be changed to an explicit activation toggle/verb like gloves are.
/// </summary>
protected virtual void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
{
// mark the user as wearing this suit, used when being attacked among other things
_ninja.AssignSuit(ninja, uid);
// initialize phase cloak
EnsureComp<StealthComponent>(user);
SetCloaked(user, comp.Cloaked);
}
/// <summary>
/// Force uncloak the user, disables suit abilities if the bool is set.
/// </summary>
public void RevealNinja(EntityUid uid, NinjaSuitComponent comp, EntityUid user, bool disableAbilities = false)
{
if (comp.Cloaked)
{
comp.Cloaked = false;
SetCloaked(user, false);
// TODO: add the box open thing its funny
if (disableAbilities)
_useDelay.BeginDelay(uid);
}
}
/// <summary>
/// Returns the power used by a suit
/// </summary>
public float SuitWattage(NinjaSuitComponent suit)
{
float wattage = suit.PassiveWattage;
if (suit.Cloaked)
wattage += suit.CloakWattage;
return wattage;
}
/// <summary>
/// Sets the stealth effect for a ninja cloaking.
/// Does not update suit Cloaked field, has to be done yourself.
/// </summary>
protected void SetCloaked(EntityUid user, bool cloaked)
{
if (!TryComp<StealthComponent>(user, out var stealth) || stealth.Deleted)
return;
// slightly visible, but doesn't change when moving so it's ok
var visibility = cloaked ? stealth.MinVisibility + 0.25f : stealth.MaxVisibility;
_stealth.SetVisibility(user, visibility, stealth);
_stealth.SetEnabled(user, cloaked, stealth);
}
/// <summary>
/// Called when a suit is unequipped, not necessarily by a space ninja.
/// In the future it might be changed to also have explicit deactivation via toggle.
/// </summary>
protected virtual void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
{
// mark the user as not wearing a suit
if (TryComp<NinjaComponent>(user, out var ninja))
{
_ninja.AssignSuit(ninja, null);
// disable glove abilities
if (ninja.Gloves != null && TryComp<NinjaGlovesComponent>(ninja.Gloves.Value, out var gloves))
_gloves.DisableGloves(gloves, user);
}
// force uncloak the user
comp.Cloaked = false;
SetCloaked(user, false);
RemComp<StealthComponent>(user);
}
private void OnSetCloakedMessage(SetCloakedMessage msg)
{
if (TryComp<NinjaComponent>(msg.User, out var ninja) && TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
{
suit.Cloaked = msg.Cloaked;
SetCloaked(msg.User, msg.Cloaked);
}
}
}
/// <summary>
/// Calls SetCloaked on the client from the server, along with updating the suit Cloaked bool.
/// </summary>
[Serializable, NetSerializable]
public sealed class SetCloakedMessage : EntityEventArgs
{
public EntityUid User;
public bool Cloaked;
}

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@@ -0,0 +1,101 @@
using Content.Shared.Ninja.Components;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
namespace Content.Shared.Ninja.Systems;
public abstract class SharedNinjaSystem : EntitySystem
{
[Dependency] protected readonly SharedNinjaSuitSystem _suit = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaComponent, AttackedEvent>(OnNinjaAttacked);
}
/// <summary>
/// Sets the station grid entity that the ninja was spawned near.
/// </summary>
public void SetStationGrid(NinjaComponent comp, EntityUid? grid)
{
comp.StationGrid = grid;
}
/// <summary>
/// Set the ninja's worn suit entity
/// </summary>
public void AssignSuit(NinjaComponent comp, EntityUid? suit)
{
comp.Suit = suit;
}
/// <summary>
/// Set the ninja's worn gloves entity
/// </summary>
public void AssignGloves(NinjaComponent comp, EntityUid? gloves)
{
comp.Gloves = gloves;
}
/// <summary>
/// Bind a katana entity to a ninja, letting it be recalled and dash.
/// </summary>
public void BindKatana(NinjaComponent comp, EntityUid? katana)
{
comp.Katana = katana;
}
// TODO: remove when objective stuff moved into objectives somehow
public void DetonateSpiderCharge(NinjaComponent comp)
{
comp.SpiderChargeDetonated = true;
}
/// <summary>
/// Marks the objective as complete.
/// On server, makes announcement and adds rule of random threat.
/// </summary>
public virtual void CallInThreat(NinjaComponent comp)
{
comp.CalledInThreat = true;
}
/// <summary>
/// Drain power from a target battery into the ninja's suit battery.
/// Serverside only.
/// </summary>
public virtual void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
{
}
/// <summary>
/// Download the given set of nodes, returning how many new nodes were downloaded.'
/// </summary>
public int Download(NinjaComponent ninja, List<string> ids)
{
var oldCount = ninja.DownloadedNodes.Count;
ninja.DownloadedNodes.UnionWith(ids);
var newCount = ninja.DownloadedNodes.Count;
return newCount - oldCount;
}
/// <summary>
/// Gets the user's battery and tries to use some charge from it, returning true if successful.
/// Serverside only.
/// </summary>
public virtual bool TryUseCharge(EntityUid user, float charge)
{
return false;
}
private void OnNinjaAttacked(EntityUid uid, NinjaComponent comp, AttackedEvent args)
{
if (comp.Suit != null && TryComp<NinjaSuitComponent>(comp.Suit, out var suit) && suit.Cloaked)
{
_suit.RevealNinja(comp.Suit.Value, suit, uid, true);
}
}
}

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@@ -2,3 +2,8 @@
license: "CC-BY-NC-SA-3.0" license: "CC-BY-NC-SA-3.0"
copyright: "Taken from TG station." copyright: "Taken from TG station."
source: "https://github.com/tgstation/tgstation/commit/97945e7d08d1457ffc27e46526a48c0453cc95e4" source: "https://github.com/tgstation/tgstation/commit/97945e7d08d1457ffc27e46526a48c0453cc95e4"
- files: ["ninja_greeting.ogg"]
license: "CC-BY-NC-SA-3.0"
copyright: "Taken from TG station."
source: "https://github.com/tgstation/tgstation/commit/b02b93ce2ab891164511a973493cdf951b4120f7"

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@@ -2,4 +2,5 @@ verb-categories-antag = Antag ctrl
admin-verb-make-traitor = Make the target into a traitor. admin-verb-make-traitor = Make the target into a traitor.
admin-verb-make-zombie = Zombifies the target immediately. admin-verb-make-zombie = Zombifies the target immediately.
admin-verb-make-nuclear-operative = Make target a into lone Nuclear Operative. admin-verb-make-nuclear-operative = Make target a into lone Nuclear Operative.
admin-verb-make-pirate = Make the target into a pirate. Note this doesn't configure the game rule. admin-verb-make-pirate = Make the target into a pirate. Note that this doesn't configure the game rule.
admin-verb-make-space-ninja = Make the target into a space ninja. Note that you must enable the Traitor game rule for the end round summary, as space ninja uses this.

View File

@@ -83,3 +83,6 @@ alerts-pulled-desc = You're being pulled. Move to break free.
alerts-pulling-name = Pulling alerts-pulling-name = Pulling
alerts-pulling-desc = You're pulling something. Click the alert to stop. alerts-pulling-desc = You're pulling something. Click the alert to stop.
alerts-suit-power-name = Suit Power
alerts-suit-power-desc = How much power your space ninja suit has.

View File

@@ -19,6 +19,7 @@ traitor-user-was-a-traitor-with-objectives-named = [color=White]{$name}[/color]
traitor-was-a-traitor-with-objectives-named = [color=White]{$name}[/color] was a traitor who had the following objectives: traitor-was-a-traitor-with-objectives-named = [color=White]{$name}[/color] was a traitor who had the following objectives:
preset-traitor-objective-issuer-syndicate = [color=#87cefa]The Syndicate[/color] preset-traitor-objective-issuer-syndicate = [color=#87cefa]The Syndicate[/color]
preset-traitor-objective-issuer-spiderclan = [color=#33cc00]Spider Clan[/color]
# Shown at the end of a round of Traitor # Shown at the end of a round of Traitor
traitor-objective-condition-success = {$condition} | [color={$markupColor}]Success![/color] traitor-objective-condition-success = {$condition} | [color={$markupColor}]Success![/color]

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@@ -0,0 +1,7 @@
ninja-gloves-on = The gloves surge with power!
ninja-gloves-off = The gloves power down...
ninja-gloves-not-wearing-suit = You aren't wearing a ninja suit
ninja-gloves-examine-on = All abilities are enabled.
ninja-gloves-examine-off = Boring old gloves...
ninja-doorjack-success = The gloves zap something in {THE($target)}.

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@@ -0,0 +1,4 @@
ninja-katana-recalled = Your Energy Katana teleports into your hand!
ninja-katana-not-held = You aren't holding your katana!
ninja-katana-cant-see = You can't see that!
ninja-hands-full = Your hands are full!

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@@ -0,0 +1,27 @@
action-name-toggle-ninja-gloves = Toggle ninja gloves
action-desc-toggle-ninja-gloves = Toggles all glove actions on left click. Includes your doorjack, draining power, stunning enemies, downloading research and calling in a threat.
action-name-toggle-phase-cloak = Phase cloak
action-desc-toggle-phase-cloak = Toggles your suit's phase cloak. Beware that if you are hit, all abilities are disabled for 5 seconds, including your cloak!
ninja-no-power = Not enough charge in suit battery!
action-name-create-soap = Create soap
action-desc-create-soap = Channels suit power into creating a bar of ninja soap. The future is now, old man!
action-name-recall-katana = Recall katana
action-desc-recall-katana = Teleports the Energy Katana linked to this suit to its wearer, cost based on distance.
action-name-katana-dash = Katana dash
action-desc-katana-dash = Teleport to anywhere you can see, if your Energy Katana is in your hand.
action-name-em-burst = EM Burst
action-desc-em-burst = Disable any nearby technology with an electro-magnetic pulse.
ninja-full-power = Suit battery is already full
ninja-drain-empty = {CAPITALIZE(THE($battery))} does not have enough power to drain
ninja-drain-success = You drain power from {THE($battery)}!
ninja-download-fail = No new research nodes were copied...
ninja-download-success = Copied {$count} new nodes from {THE($server)}.
ninja-terror-already-called = You already called in a threat!

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@@ -0,0 +1,5 @@
ninja-role-greeting =
I am an elite mercenary of the mighty Spider Clan!
Surprise is my weapon. Shadows are my armor. Without them, I am nothing.
ninja-role-greeting-direction = The station is located to your {$direction} at {$position}.

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@@ -0,0 +1,2 @@
spider-charge-not-ninja = While it appears normal, you can't seem to detonate the charge.
spider-charge-too-far = This isn't the location you're supposed to use this!

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@@ -0,0 +1,2 @@
terror-dragon = Attention crew, it appears that someone on your station has made an unexpected communication with a strange fish in nearby space.
terror-revenant = Attention crew, it appears that someone on your station has made an unexpected communication with an otherworldly energy in nearby space.

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@@ -0,0 +1,2 @@
objective-condition-doorjack-title = Doorjack {$count} doors on the station.
objective-condition-doorjack-description = Use your gloves to doorjack {$count} airlocks on the station.

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@@ -0,0 +1,2 @@
objective-condition-download-title = Download {$count} research nodes.
objective-condition-download-description = Use your gloves on a research server to download its data.

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@@ -0,0 +1,3 @@
objective-condition-spider-charge-title = Detonate the spider charge in {$location}
objective-condition-spider-charge-no-target = Detonate the spider charge... somewhere?
objective-condition-spider-charge-description = Detonate your starter bomb in a specific location. Note that the bomb will not work anywhere else!

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@@ -0,0 +1,2 @@
objective-condition-survive-title = Survive
objective-condition-survive-description = You wouldn't be a very good ninja if you died, now would you?

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@@ -0,0 +1,2 @@
objective-condition-terror-title = Call in a threat
objective-condition-terror-description = Use your gloves on a communication console in order to bring another threat to the station.

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@@ -18,3 +18,6 @@ roles-antag-nuclear-operative-commander-objective = Lead your team to the destru
roles-antag-nuclear-operative-name = Nuclear operative roles-antag-nuclear-operative-name = Nuclear operative
roles-antag-nuclear-operative-objective = Find the nuke disk and blow up the station. roles-antag-nuclear-operative-objective = Find the nuke disk and blow up the station.
roles-antag-space-ninja-name = Space Ninja
roles-antag-space-ninja-objective = Energy sword everything, nom on electrical wires.

View File

@@ -6,6 +6,7 @@
order: order:
- category: Health - category: Health
- category: Stamina - category: Stamina
- alertType: SuitPower
- category: Internals - category: Internals
- alertType: Fire - alertType: Fire
- alertType: Handcuffed - alertType: Handcuffed

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@@ -0,0 +1,21 @@
- type: alert
id: SuitPower
icons:
- sprite: /Textures/Interface/Alerts/stamina.rsi
state: stamina0
- sprite: /Textures/Interface/Alerts/stamina.rsi
state: stamina1
- sprite: /Textures/Interface/Alerts/stamina.rsi
state: stamina2
- sprite: /Textures/Interface/Alerts/stamina.rsi
state: stamina3
- sprite: /Textures/Interface/Alerts/stamina.rsi
state: stamina4
- sprite: /Textures/Interface/Alerts/stamina.rsi
state: stamina5
- sprite: /Textures/Interface/Alerts/stamina.rsi
state: stamina6
name: alerts-suit-power-name
description: alerts-suit-power-desc
minSeverity: 0
maxSeverity: 6

View File

@@ -9,6 +9,20 @@
- type: entity - type: entity
noSpawn: true noSpawn: true
parent: ClothingBackpackSatchel
id: ClothingBackpackSatchelTools
components:
- type: StorageFill
contents:
- id: BoxSurvival
- id: Crowbar
- id: Wrench
- id: Screwdriver
- id: Wirecutter
- id: Welder
- id: Multitool
- type: entity
parent: ClothingBackpackSatchelClown parent: ClothingBackpackSatchelClown
id: ClothingBackpackSatchelClownFilled id: ClothingBackpackSatchelClownFilled
components: components:

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@@ -203,6 +203,17 @@
- type: Thieving - type: Thieving
stripTimeReduction: 1 stripTimeReduction: 1
stealthy: true stealthy: true
- type: NinjaGloves
- type: NinjaDoorjack
- type: NinjaDrain
- type: NinjaStun
- type: NinjaDownload
- type: NinjaTerror
# not actually electrified, just used to make stun ability work
- type: Electrified
# delay for stunning to prevent instant stunlocking
- type: UseDelay
delay: 1
- type: entity - type: entity
parent: ClothingHandsBase parent: ClothingHandsBase

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@@ -137,7 +137,7 @@
- HidesHair - HidesHair
- type: entity - type: entity
parent: ClothingHeadBase parent: ClothingHeadEVAHelmetBase
id: ClothingHeadHelmetSpaceNinja id: ClothingHeadHelmetSpaceNinja
name: space ninja helmet name: space ninja helmet
description: What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear. description: What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear.
@@ -146,7 +146,6 @@
sprite: Clothing/Head/Helmets/spaceninja.rsi sprite: Clothing/Head/Helmets/spaceninja.rsi
- type: Clothing - type: Clothing
sprite: Clothing/Head/Helmets/spaceninja.rsi sprite: Clothing/Head/Helmets/spaceninja.rsi
- type: IngestionBlocker
- type: Tag - type: Tag
tags: tags:
- HidesHair - HidesHair

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@@ -92,6 +92,13 @@
sprite: Clothing/OuterClothing/Suits/spaceninja.rsi sprite: Clothing/OuterClothing/Suits/spaceninja.rsi
- type: Clothing - type: Clothing
sprite: Clothing/OuterClothing/Suits/spaceninja.rsi sprite: Clothing/OuterClothing/Suits/spaceninja.rsi
- type: PressureProtection
highPressureMultiplier: 0.6
lowPressureMultiplier: 1000
- type: DiseaseProtection
protection: 0.05
- type: TemperatureProtection
coefficient: 0.01
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
@@ -99,6 +106,22 @@
Slash: 0.6 Slash: 0.6
Piercing: 0.6 Piercing: 0.6
Heat: 0.6 Heat: 0.6
- type: NinjaSuit
- type: PowerCellSlot
cellSlotId: cell_slot
# throwing in a recharger would bypass glove charging mechanic
fitsInCharger: false
- type: ContainerContainer
containers:
cell_slot: !type:ContainerSlot
- type: ItemSlots
slots:
cell_slot:
name: power-cell-slot-component-slot-name-default
startingItem: PowerCellSmall
# delay for when attacked while cloaked
- type: UseDelay
delay: 5
- type: entity - type: entity
parent: ClothingOuterBase parent: ClothingOuterBase

View File

@@ -77,6 +77,10 @@
- type: Clothing - type: Clothing
sprite: Clothing/Shoes/Specific/spaceninja.rsi sprite: Clothing/Shoes/Specific/spaceninja.rsi
- type: NoSlip - type: NoSlip
- type: ClothingSpeedModifier
# ninja are masters of sneaking around relatively quickly, won't break cloak
walkModifier: 1.1
sprintModifier: 1.3
- type: entity - type: entity
parent: ClothingShoesBaseButcherable parent: ClothingShoesBaseButcherable

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@@ -93,3 +93,21 @@
- state: green - state: green
- sprite: Structures/Wallmounts/signs.rsi - sprite: Structures/Wallmounts/signs.rsi
state: radiation state: radiation
- type: entity
id: SpawnPointGhostSpaceNinja
name: ghost role spawn point
suffix: space ninja
parent: MarkerBase
components:
- type: GhostRoleMobSpawner
prototype: MobHumanSpaceNinja
name: Space Ninja
description: Use stealth and deception to sabotage the station.
rules: You are an elite mercenary of the Spider Clan. You aren't required to follow your objectives, yet your NINJA HONOR demands you try.
- type: Sprite
sprite: Markers/jobs.rsi
layers:
- state: green
- sprite: Objects/Weapons/Melee/energykatana.rsi
state: icon

View File

@@ -77,3 +77,26 @@
- type: Faction - type: Faction
factions: factions:
- Syndicate - Syndicate
# Space Ninja
- type: entity
noSpawn: true
name: Space Ninja
parent: MobHuman
id: MobHumanSpaceNinja
components:
- type: Loadout
prototype: SpaceNinjaGear
prototypes: [SpaceNinjaGear]
- type: Faction
factions:
- Syndicate
- type: Ninja
- type: RandomMetadata
nameSegments:
- names_ninja_title
- names_ninja
- type: Tag
tags:
# fight with honor!
- GunsDisabled

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@@ -102,3 +102,18 @@
- type: StepTrigger - type: StepTrigger
- type: Item - type: Item
heldPrefix: omega heldPrefix: omega
- type: entity
name: ninja soap
id: SoapNinja
parent: Soap
description: The most important soap in the entire universe, as without it we would all cease to exist. Smells of honor.
components:
- type: Item
heldPrefix: ninja
# despawn to prevent ninja killing server
- type: TimedDespawn
lifetime: 60
# no holding ninja hostage and forcing him to make infinite money for cargo
- type: StaticPrice
price: 0

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@@ -0,0 +1,47 @@
- type: entity
name: spider charge
description: A modified C-4 charge supplied to you by the Spider Clan. Its explosive power has been juiced up, but only works in one specific area.
# not actually modified C-4! oh the horror!
parent: BaseItem
id: SpiderCharge
components:
- type: Sprite
sprite: Objects/Weapons/Bombs/spidercharge.rsi
state: icon
- type: Item
sprite: Objects/Weapons/Bombs/spidercharge.rsi
size: 10
- type: SpiderCharge
- type: OnUseTimerTrigger
delay: 10
delayOptions: [5, 10, 30, 60]
initialBeepDelay: 0
beepSound: /Audio/Machines/Nuke/general_beep.ogg
startOnStick: true
- type: AutomatedTimer
- type: Sticky
stickDelay: 5
stickPopupStart: comp-sticky-start-stick-bomb
stickPopupSuccess: comp-sticky-success-stick-bomb
# can only stick it in target area, no reason to unstick
canUnstick: false
blacklist: # can't stick it to movable things, even if they are in the target area
components:
- Anchorable
- Item
- Body
- type: Explosive # Powerful explosion in a medium radius. Will break underplating.
explosionType: DemolitionCharge
totalIntensity: 60
intensitySlope: 10
maxIntensity: 60
canCreateVacuum: true
- type: ExplodeOnTrigger
- type: StickyVisualizer
- type: Appearance
visuals:
- type: GenericEnumVisualizer
key: enum.Trigger.TriggerVisuals.VisualState
states:
enum.Trigger.TriggerVisualState.Primed: primed
enum.Trigger.TriggerVisualState.Unprimed: complete

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@@ -43,6 +43,29 @@
sprite: Objects/Weapons/Melee/katana.rsi sprite: Objects/Weapons/Melee/katana.rsi
- type: DisarmMalus - type: DisarmMalus
- type: entity
name: energy katana
parent: Katana
id: EnergyKatana
description: A katana infused with strong energy.
components:
- type: Sprite
sprite: Objects/Weapons/Melee/energykatana.rsi
state: icon
- type: MeleeWeapon
damage:
types:
Slash: 30
- type: Item
size: 15
sprite: Objects/Weapons/Melee/energykatana.rsi
- type: EnergyKatana
- type: Clothing
sprite: Objects/Weapons/Melee/energykatana.rsi
slots:
- Back
- Belt
- type: entity - type: entity
name: machete name: machete
parent: BaseItem parent: BaseItem

View File

@@ -69,6 +69,28 @@
earliestStart: 15 earliestStart: 15
minimumPlayers: 15 minimumPlayers: 15
- type: gameRule
id: SpaceNinjaSpawn
config:
!type:NinjaRuleConfiguration
id: SpaceNinjaSpawn
weight: 10
endAfter: 1
earliestStart: 60
minimumPlayers: 15
objectives:
- DownloadObjective
- DoorjackObjective
- SpiderChargeObjective
- TerrorObjective
- SurviveObjective
implants: [ MicroBombImplant ]
threats:
- announcement: terror-dragon
rule: Dragon
- announcement: terror-revenant
rule: RevenantSpawn
- type: gameRule - type: gameRule
id: RevenantSpawn id: RevenantSpawn
config: config:

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@@ -0,0 +1,39 @@
- type: objective
id: DownloadObjective
issuer: spiderclan
requirements:
- !type:TraitorRequirement {}
conditions:
- !type:DownloadCondition {}
- type: objective
id: DoorjackObjective
issuer: spiderclan
requirements:
- !type:TraitorRequirement {}
conditions:
- !type:DoorjackCondition {}
- type: objective
id: SpiderChargeObjective
issuer: spiderclan
requirements:
- !type:TraitorRequirement {}
conditions:
- !type:SpiderChargeCondition {}
- type: objective
id: TerrorObjective
issuer: spiderclan
requirements:
- !type:TraitorRequirement {}
conditions:
- !type:TerrorCondition {}
- type: objective
id: SurviveObjective
issuer: spiderclan
requirements:
- !type:TraitorRequirement {}
conditions:
- !type:SurviveCondition {}

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@@ -0,0 +1,9 @@
- type: antag
id: SpaceNinja
name: roles-antag-space-ninja-name
antagonist: true
setPreference: false
objective: roles-antag-space-ninja-objective
# special:
# - !type:AddImplantSpecial
# implants: [ MicroBombImplant ]

View File

@@ -40,12 +40,23 @@
id: SpaceNinjaGear id: SpaceNinjaGear
equipment: equipment:
jumpsuit: ClothingUniformJumpsuitColorBlack jumpsuit: ClothingUniformJumpsuitColorBlack
back: ClothingBackpackFilled # belt holds katana so satchel has the tools for sabotaging things
back: ClothingBackpackSatchelTools
mask: ClothingMaskGasSyndicate
head: ClothingHeadHelmetSpaceNinja head: ClothingHeadHelmetSpaceNinja
# TODO: space ninja mask
eyes: ClothingEyesGlassesMeson
gloves: ClothingHandsGlovesSpaceNinja gloves: ClothingHandsGlovesSpaceNinja
outerClothing: ClothingOuterSuitSpaceninja outerClothing: ClothingOuterSuitSpaceninja
shoes: ClothingShoesSpaceNinja shoes: ClothingShoesSpaceNinja
id: PassengerPDA id: AgentIDCard
ears: ClothingHeadsetGrey
pocket1: SpiderCharge
pocket2: HandheldGPSBasic
belt: EnergyKatana
suitstorage: YellowOxygenTankFilled
inhand:
left hand: JetpackBlackFilled
innerclothingskirt: ClothingUniformJumpskirtColorBlack innerclothingskirt: ClothingUniformJumpskirtColorBlack
satchel: ClothingBackpackSatchelFilled satchel: ClothingBackpackSatchelFilled
duffelbag: ClothingBackpackDuffelFilled duffelbag: ClothingBackpackDuffelFilled

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@@ -0,0 +1,31 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/db2efd4f0df2b630a8bb9851f53f4922b669a5b3",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "primed",
"delays": [
[
0.1,
0.1
]
]
},
{
"name": "inhand-left",
"directions": 4
},
{
"name": "inhand-right",
"directions": 4
}
]
}

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@@ -0,0 +1,26 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from tgstation at https://github.com/tgstation/tgstation/commit/a9451f4d22f233d328b63490c2bcf64a640e42ff",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "icon"
},
{
"name": "equipped-BELT",
"directions": 4
},
{
"name": "inhand-left",
"directions": 4
},
{
"name": "inhand-right",
"directions": 4
}
]
}

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@@ -275,6 +275,9 @@
] ]
] ]
}, },
{
"name": "comm_icon"
},
{ {
"name": "comm_logs", "name": "comm_logs",
"directions": 4, "directions": 4,