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;
///
/// Component for toggling glove powers.
/// Powers being enabled is controlled by GlovesEnabledComponent
///
[Access(typeof(SharedNinjaGlovesSystem))]
[RegisterComponent, NetworkedComponent]
public sealed class NinjaGlovesComponent : Component
{
///
/// Entity of the ninja using these gloves, usually means enabled
///
[ViewVariables]
public EntityUid? User;
///
/// The action for toggling ninja gloves abilities
///
[DataField("toggleAction")]
public InstantAction ToggleAction = new()
{
DisplayName = "action-name-toggle-ninja-gloves",
Description = "action-desc-toggle-ninja-gloves",
Priority = -13,
Event = new ToggleActionEvent()
};
}
///
/// Component for emagging doors on click, when gloves are enabled.
/// Only works on entities with DoorComponent.
///
[RegisterComponent]
public sealed class NinjaDoorjackComponent : Component
{
///
/// The tag that marks an entity as immune to doorjacking
///
[DataField("emagImmuneTag", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string EmagImmuneTag = "EmagImmune";
}
///
/// Component for stunning mobs on click, when gloves are enabled.
/// Knocks them down for a bit and deals shock damage.
///
[RegisterComponent]
public sealed class NinjaStunComponent : Component
{
///
/// Joules required in the suit to stun someone. Defaults to 10 uses on a small battery.
///
[DataField("stunCharge")]
public float StunCharge = 36.0f;
///
/// Shock damage dealt when stunning someone
///
[DataField("stunDamage")]
public int StunDamage = 5;
///
/// Time that someone is stunned for, stacks if done multiple times.
///
[DataField("stunTime")]
public TimeSpan StunTime = TimeSpan.FromSeconds(3);
}
///
/// Component for draining power from APCs/substations/SMESes, when gloves are enabled.
///
[RegisterComponent]
public sealed class NinjaDrainComponent : Component
{
///
/// 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.
///
[DataField("drainEfficiency")]
public float DrainEfficiency = 0.001f;
///
/// Time that the do after takes to drain charge from a battery, in seconds
///
[DataField("drainTime")]
public float DrainTime = 1f;
[DataField("sparkSound")]
public SoundSpecifier SparkSound = new SoundCollectionSpecifier("sparks");
}
///
/// Component for downloading research nodes from a R&D server, when gloves are enabled.
/// Requirement for greentext.
///
[RegisterComponent]
public sealed class NinjaDownloadComponent : Component
{
///
/// Time taken to download research from a server
///
[DataField("downloadTime")]
public float DownloadTime = 20f;
}
///
/// Component for hacking a communications console to call in a threat.
/// Called threat is rolled from the ninja gamerule config.
///
[RegisterComponent]
public sealed class NinjaTerrorComponent : Component
{
///
/// Time taken to hack the console
///
[DataField("terrorTime")]
public float TerrorTime = 20f;
}
///
/// DoAfter event for drain ability.
///
[Serializable, NetSerializable]
public sealed class DrainDoAfterEvent : SimpleDoAfterEvent { }
///
/// DoAfter event for research download ability.
///
[Serializable, NetSerializable]
public sealed class DownloadDoAfterEvent : SimpleDoAfterEvent { }
///
/// DoAfter event for comms console terror ability.
///
[Serializable, NetSerializable]
public sealed class TerrorDoAfterEvent : SimpleDoAfterEvent { }