[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>
10
Content.Client/Ninja/Systems/NinjaGlovesSystem.cs
Normal file
@@ -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
|
||||
{
|
||||
}
|
||||
10
Content.Client/Ninja/Systems/NinjaSuitSystem.cs
Normal file
@@ -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
|
||||
{
|
||||
}
|
||||
12
Content.Client/Ninja/Systems/NinjaSystem.cs
Normal file
@@ -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
|
||||
{
|
||||
}
|
||||
@@ -44,7 +44,7 @@ public sealed class StealthSystem : SharedStealthSystem
|
||||
if (!enabled)
|
||||
{
|
||||
if (component.HadOutline)
|
||||
AddComp<InteractionOutlineComponent>(uid);
|
||||
EnsureComp<InteractionOutlineComponent>(uid);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Server.GameTicking.Rules;
|
||||
using Content.Server.Mind.Components;
|
||||
using Content.Server.Ninja.Systems;
|
||||
using Content.Server.Zombies;
|
||||
using Content.Shared.Administration;
|
||||
using Content.Shared.Database;
|
||||
@@ -14,6 +15,7 @@ public sealed partial class AdminVerbSystem
|
||||
{
|
||||
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
|
||||
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
|
||||
[Dependency] private readonly NinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!;
|
||||
[Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
|
||||
|
||||
@@ -102,5 +104,21 @@ public sealed partial class AdminVerbSystem
|
||||
};
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -266,6 +266,8 @@ public sealed class DoorSystem : SharedDoorSystem
|
||||
{
|
||||
SetState(uid, DoorState.Emagging, door);
|
||||
PlaySound(uid, door.SparkSound, AudioParams.Default.WithVolume(8), args.UserUid, false);
|
||||
var emagged = new DoorEmaggedEvent(args.UserUid);
|
||||
RaiseLocalEvent(uid, ref emagged);
|
||||
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);
|
||||
|
||||
@@ -262,16 +262,8 @@ namespace Content.Server.Electrocution
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 bool TryDoElectrocution(
|
||||
/// <inheritdoc/>
|
||||
public override bool TryDoElectrocution(
|
||||
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
|
||||
StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
|
||||
{
|
||||
|
||||
@@ -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
|
||||
{
|
||||
}
|
||||
@@ -141,7 +141,7 @@ public sealed partial class TriggerSystem
|
||||
|
||||
private void OnTimerUse(EntityUid uid, OnUseTimerTriggerComponent component, UseInHandEvent args)
|
||||
{
|
||||
if (args.Handled)
|
||||
if (args.Handled || HasComp<AutomatedTimerComponent>(uid))
|
||||
return;
|
||||
|
||||
HandleTimerTrigger(
|
||||
|
||||
@@ -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!;
|
||||
}
|
||||
13
Content.Server/Ninja/Components/NinjaStationGridComponent.cs
Normal file
@@ -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;
|
||||
}
|
||||
36
Content.Server/Ninja/Systems/NinjaGlovesSystem.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
148
Content.Server/Ninja/Systems/NinjaSuitSystem.cs
Normal file
@@ -0,0 +1,148 @@
|
||||
using Content.Server.Emp;
|
||||
using Content.Server.Popups;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.PowerCell;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
using Content.Shared.Ninja.Components;
|
||||
using Content.Shared.Ninja.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Robust.Shared.Containers;
|
||||
|
||||
namespace Content.Server.Ninja.Systems;
|
||||
|
||||
public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
|
||||
{
|
||||
[Dependency] private readonly EmpSystem _emp = default!;
|
||||
[Dependency] private readonly SharedHandsSystem _hands = default!;
|
||||
[Dependency] private readonly new NinjaSystem _ninja = default!;
|
||||
[Dependency] private readonly PopupSystem _popups = default!;
|
||||
[Dependency] private readonly PowerCellSystem _powerCell = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
// TODO: maybe have suit activation stuff
|
||||
SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, ExaminedEvent>(OnExamined);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, TogglePhaseCloakEvent>(OnTogglePhaseCloak);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, CreateSoapEvent>(OnCreateSoap);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
|
||||
SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
|
||||
}
|
||||
|
||||
protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
|
||||
{
|
||||
base.NinjaEquippedSuit(uid, comp, user, ninja);
|
||||
|
||||
_ninja.SetSuitPowerAlert(user);
|
||||
}
|
||||
|
||||
// TODO: if/when battery is in shared, put this there too
|
||||
private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
|
||||
{
|
||||
// no power cell for some reason??? allow it
|
||||
if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
|
||||
return;
|
||||
|
||||
// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
|
||||
if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
|
||||
{
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnExamined(EntityUid uid, NinjaSuitComponent comp, ExaminedEvent args)
|
||||
{
|
||||
// TODO: make this also return the uid of the battery
|
||||
if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
|
||||
RaiseLocalEvent(battery.Owner, args);
|
||||
}
|
||||
|
||||
protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
|
||||
{
|
||||
base.UserUnequippedSuit(uid, comp, user);
|
||||
|
||||
// remove power indicator
|
||||
_ninja.SetSuitPowerAlert(user);
|
||||
}
|
||||
|
||||
private void OnTogglePhaseCloak(EntityUid uid, NinjaSuitComponent comp, TogglePhaseCloakEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
// need 1 second of charge to turn on stealth
|
||||
var chargeNeeded = SuitWattage(comp);
|
||||
if (!comp.Cloaked && (!_ninja.GetNinjaBattery(user, out var battery) || battery.CurrentCharge < chargeNeeded || _useDelay.ActiveDelay(uid)))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
comp.Cloaked = !comp.Cloaked;
|
||||
SetCloaked(args.Performer, comp.Cloaked);
|
||||
RaiseNetworkEvent(new SetCloakedMessage()
|
||||
{
|
||||
User = user,
|
||||
Cloaked = comp.Cloaked
|
||||
});
|
||||
}
|
||||
|
||||
private void OnCreateSoap(EntityUid uid, NinjaSuitComponent comp, CreateSoapEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
if (!_ninja.TryUseCharge(user, comp.SoapCharge) || _useDelay.ActiveDelay(uid))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// try to put soap in hand, otherwise it goes on the ground
|
||||
var soap = Spawn(comp.SoapPrototype, Transform(user).Coordinates);
|
||||
_hands.TryPickupAnyHand(user, soap);
|
||||
}
|
||||
|
||||
private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
|
||||
return;
|
||||
|
||||
// 1% charge per tile
|
||||
var katana = ninja.Katana.Value;
|
||||
var coords = _transform.GetWorldPosition(katana);
|
||||
var distance = (_transform.GetWorldPosition(user) - coords).Length;
|
||||
var chargeNeeded = (float) distance * 3.6f;
|
||||
if (!_ninja.TryUseCharge(user, chargeNeeded) || _useDelay.ActiveDelay(uid))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: teleporting into belt slot
|
||||
var message = _hands.TryPickupAnyHand(user, katana)
|
||||
? "ninja-katana-recalled"
|
||||
: "ninja-hands-full";
|
||||
_popups.PopupEntity(Loc.GetString(message), user, user);
|
||||
}
|
||||
|
||||
private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
|
||||
{
|
||||
args.Handled = true;
|
||||
var user = args.Performer;
|
||||
if (!_ninja.TryUseCharge(user, comp.EmpCharge) || _useDelay.ActiveDelay(uid))
|
||||
{
|
||||
_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
|
||||
return;
|
||||
}
|
||||
|
||||
// I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
|
||||
var coords = Transform(user).MapPosition;
|
||||
_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption);
|
||||
}
|
||||
}
|
||||
314
Content.Server/Ninja/Systems/NinjaSystem.cs
Normal file
@@ -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}");
|
||||
}
|
||||
}
|
||||
64
Content.Server/Ninja/Systems/SpiderChargeSystem.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
64
Content.Server/Objectives/Conditions/DoorjackCondition.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
64
Content.Server/Objectives/Conditions/DownloadCondition.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
46
Content.Server/Objectives/Conditions/SurviveCondition.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
54
Content.Server/Objectives/Conditions/TerrorCondition.cs
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
81
Content.Server/StationEvents/Events/SpaceNinjaSpawn.cs
Normal file
@@ -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");
|
||||
}
|
||||
}
|
||||
@@ -43,7 +43,8 @@ namespace Content.Shared.Alert
|
||||
Debug3,
|
||||
Debug4,
|
||||
Debug5,
|
||||
Debug6
|
||||
Debug6,
|
||||
SuitPower
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Electrocution
|
||||
@@ -25,6 +26,23 @@ namespace Content.Shared.Electrocution
|
||||
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)
|
||||
{
|
||||
args.SiemensCoefficient *= insulated.SiemensCoefficient;
|
||||
|
||||
@@ -449,7 +449,6 @@ namespace Content.Shared.Interaction
|
||||
// Have to be on same map regardless.
|
||||
if (other.MapId != origin.MapId)
|
||||
return false;
|
||||
|
||||
var dir = other.Position - origin.Position;
|
||||
var length = dir.Length;
|
||||
|
||||
|
||||
66
Content.Shared/Ninja/Components/EnergyKatanaComponent.cs
Normal file
@@ -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 { }
|
||||
69
Content.Shared/Ninja/Components/NinjaComponent.cs
Normal file
@@ -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;
|
||||
}
|
||||
151
Content.Shared/Ninja/Components/NinjaGlovesComponent.cs
Normal file
@@ -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 { }
|
||||
148
Content.Shared/Ninja/Components/NinjaSuitComponent.cs
Normal file
@@ -0,0 +1,148 @@
|
||||
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 { }
|
||||
17
Content.Shared/Ninja/Components/SpiderChargeComponent.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
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;
|
||||
}
|
||||
147
Content.Shared/Ninja/Systems/EnergyKatanaSystem.cs
Normal file
@@ -0,0 +1,147 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
314
Content.Shared/Ninja/Systems/NinjaGlovesSystem.cs
Normal file
@@ -0,0 +1,314 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
151
Content.Shared/Ninja/Systems/NinjaSuitSystem.cs
Normal file
@@ -0,0 +1,151 @@
|
||||
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;
|
||||
}
|
||||
101
Content.Shared/Ninja/Systems/NinjaSystem.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,3 +2,8 @@
|
||||
license: "CC-BY-NC-SA-3.0"
|
||||
copyright: "Taken from TG station."
|
||||
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"
|
||||
|
||||
BIN
Resources/Audio/Misc/ninja_greeting.ogg
Normal file
@@ -2,4 +2,5 @@ verb-categories-antag = Antag ctrl
|
||||
admin-verb-make-traitor = Make the target into a traitor.
|
||||
admin-verb-make-zombie = Zombifies the target immediately.
|
||||
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.
|
||||
|
||||
@@ -83,3 +83,6 @@ alerts-pulled-desc = You're being pulled. Move to break free.
|
||||
|
||||
alerts-pulling-name = Pulling
|
||||
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.
|
||||
|
||||
@@ -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]{$name}[/color] was a traitor who had the following objectives:
|
||||
|
||||
preset-traitor-objective-issuer-syndicate = [color=#87cefa]The Syndicate[/color]
|
||||
preset-traitor-objective-issuer-spiderclan = [color=#33cc00]Spider Clan[/color]
|
||||
|
||||
# Shown at the end of a round of Traitor
|
||||
traitor-objective-condition-success = {$condition} | [color={$markupColor}]Success![/color]
|
||||
|
||||
7
Resources/Locale/en-US/ninja/gloves.ftl
Normal file
@@ -0,0 +1,7 @@
|
||||
ninja-gloves-on = The gloves surge with power!
|
||||
ninja-gloves-off = The gloves power down...
|
||||
ninja-gloves-not-wearing-suit = You aren't wearing a ninja suit
|
||||
ninja-gloves-examine-on = All abilities are enabled.
|
||||
ninja-gloves-examine-off = Boring old gloves...
|
||||
|
||||
ninja-doorjack-success = The gloves zap something in {THE($target)}.
|
||||
4
Resources/Locale/en-US/ninja/katana.ftl
Normal file
@@ -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!
|
||||
27
Resources/Locale/en-US/ninja/ninja-actions.ftl
Normal file
@@ -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!
|
||||
5
Resources/Locale/en-US/ninja/role.ftl
Normal file
@@ -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}.
|
||||
2
Resources/Locale/en-US/ninja/spider-charge.ftl
Normal file
@@ -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!
|
||||
2
Resources/Locale/en-US/ninja/terror.ftl
Normal file
@@ -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.
|
||||
@@ -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.
|
||||
@@ -0,0 +1,2 @@
|
||||
objective-condition-download-title = Download {$count} research nodes.
|
||||
objective-condition-download-description = Use your gloves on a research server to download its data.
|
||||
@@ -0,0 +1,3 @@
|
||||
objective-condition-spider-charge-title = Detonate the spider charge in {$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!
|
||||
@@ -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?
|
||||
@@ -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.
|
||||
@@ -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-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.
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
order:
|
||||
- category: Health
|
||||
- category: Stamina
|
||||
- alertType: SuitPower
|
||||
- category: Internals
|
||||
- alertType: Fire
|
||||
- alertType: Handcuffed
|
||||
|
||||
21
Resources/Prototypes/Alerts/ninja.yml
Normal file
@@ -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
|
||||
@@ -9,6 +9,20 @@
|
||||
|
||||
- type: entity
|
||||
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
|
||||
id: ClothingBackpackSatchelClownFilled
|
||||
components:
|
||||
|
||||
@@ -203,6 +203,17 @@
|
||||
- type: Thieving
|
||||
stripTimeReduction: 1
|
||||
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
|
||||
parent: ClothingHandsBase
|
||||
|
||||
@@ -137,7 +137,7 @@
|
||||
- HidesHair
|
||||
|
||||
- type: entity
|
||||
parent: ClothingHeadBase
|
||||
parent: ClothingHeadEVAHelmetBase
|
||||
id: ClothingHeadHelmetSpaceNinja
|
||||
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.
|
||||
@@ -146,7 +146,6 @@
|
||||
sprite: Clothing/Head/Helmets/spaceninja.rsi
|
||||
- type: Clothing
|
||||
sprite: Clothing/Head/Helmets/spaceninja.rsi
|
||||
- type: IngestionBlocker
|
||||
- type: Tag
|
||||
tags:
|
||||
- HidesHair
|
||||
|
||||
@@ -92,6 +92,13 @@
|
||||
sprite: Clothing/OuterClothing/Suits/spaceninja.rsi
|
||||
- type: Clothing
|
||||
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
|
||||
modifiers:
|
||||
coefficients:
|
||||
@@ -99,6 +106,22 @@
|
||||
Slash: 0.6
|
||||
Piercing: 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
|
||||
parent: ClothingOuterBase
|
||||
|
||||
@@ -77,6 +77,10 @@
|
||||
- type: Clothing
|
||||
sprite: Clothing/Shoes/Specific/spaceninja.rsi
|
||||
- type: NoSlip
|
||||
- type: ClothingSpeedModifier
|
||||
# ninja are masters of sneaking around relatively quickly, won't break cloak
|
||||
walkModifier: 1.1
|
||||
sprintModifier: 1.3
|
||||
|
||||
- type: entity
|
||||
parent: ClothingShoesBaseButcherable
|
||||
|
||||
@@ -93,3 +93,21 @@
|
||||
- state: green
|
||||
- sprite: Structures/Wallmounts/signs.rsi
|
||||
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
|
||||
|
||||
@@ -77,3 +77,26 @@
|
||||
- type: Faction
|
||||
factions:
|
||||
- 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
|
||||
|
||||
@@ -102,3 +102,18 @@
|
||||
- type: StepTrigger
|
||||
- type: Item
|
||||
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
|
||||
|
||||
@@ -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
|
||||
@@ -43,6 +43,29 @@
|
||||
sprite: Objects/Weapons/Melee/katana.rsi
|
||||
- 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
|
||||
name: machete
|
||||
parent: BaseItem
|
||||
|
||||
@@ -69,6 +69,28 @@
|
||||
earliestStart: 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
|
||||
id: RevenantSpawn
|
||||
config:
|
||||
|
||||
39
Resources/Prototypes/Objectives/ninjaObjectives.yml
Normal file
@@ -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 {}
|
||||
9
Resources/Prototypes/Roles/Antags/ninja.yml
Normal file
@@ -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 ]
|
||||
@@ -40,12 +40,23 @@
|
||||
id: SpaceNinjaGear
|
||||
equipment:
|
||||
jumpsuit: ClothingUniformJumpsuitColorBlack
|
||||
back: ClothingBackpackFilled
|
||||
# belt holds katana so satchel has the tools for sabotaging things
|
||||
back: ClothingBackpackSatchelTools
|
||||
mask: ClothingMaskGasSyndicate
|
||||
head: ClothingHeadHelmetSpaceNinja
|
||||
# TODO: space ninja mask
|
||||
eyes: ClothingEyesGlassesMeson
|
||||
gloves: ClothingHandsGlovesSpaceNinja
|
||||
outerClothing: ClothingOuterSuitSpaceninja
|
||||
shoes: ClothingShoesSpaceNinja
|
||||
id: PassengerPDA
|
||||
id: AgentIDCard
|
||||
ears: ClothingHeadsetGrey
|
||||
pocket1: SpiderCharge
|
||||
pocket2: HandheldGPSBasic
|
||||
belt: EnergyKatana
|
||||
suitstorage: YellowOxygenTankFilled
|
||||
inhand:
|
||||
left hand: JetpackBlackFilled
|
||||
innerclothingskirt: ClothingUniformJumpskirtColorBlack
|
||||
satchel: ClothingBackpackSatchelFilled
|
||||
duffelbag: ClothingBackpackDuffelFilled
|
||||
|
||||
|
After Width: | Height: | Size: 790 B |
|
After Width: | Height: | Size: 752 B |
|
After Width: | Height: | Size: 765 B |
@@ -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
|
||||
}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 920 B |
|
After Width: | Height: | Size: 879 B |
|
After Width: | Height: | Size: 740 B |
|
After Width: | Height: | Size: 875 B |
|
After Width: | Height: | Size: 993 B |
@@ -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
|
||||
}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.1 KiB |
@@ -275,6 +275,9 @@
|
||||
]
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "comm_icon"
|
||||
},
|
||||
{
|
||||
"name": "comm_logs",
|
||||
"directions": 4,
|
||||
|
||||