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
///
/// Component for ninja suit abilities and power consumption.
/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
///
[Access(typeof(SharedNinjaSuitSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class NinjaSuitComponent : Component
{
[ViewVariables, AutoNetworkedField]
public bool Cloaked = false;
///
/// The action for toggling suit phase cloak ability
///
[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()
};
///
/// Battery charge used passively, in watts. Will last 1000 seconds on a small-capacity power cell.
///
[DataField("passiveWattage")]
public float PassiveWattage = 0.36f;
///
/// Battery charge used while cloaked, stacks with passive. Will last 200 seconds while cloaked on a small-capacity power cell.
///
[DataField("cloakWattage")]
public float CloakWattage = 1.44f;
///
/// The action for creating throwing soap, in place of ninja throwing stars since embedding doesn't exist.
///
[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()
};
///
/// Battery charge used to create a throwing soap. Can do it 25 times on a small-capacity power cell.
///
[DataField("soapCharge")]
public float SoapCharge = 14.4f;
///
/// Soap item to create with the action
///
[DataField("soapPrototype", customTypeSerializer: typeof(PrototypeIdSerializer))]
public string SoapPrototype = "SoapNinja";
///
/// The action for recalling a bound energy katana
///
[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()
};
///
/// The action for dashing somewhere using katana
///
[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
};
///
/// The action for creating an EMP burst
///
[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()
};
///
/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
///
[DataField("empCharge")]
public float EmpCharge = 180f;
///
/// Range of the EMP in tiles.
///
[DataField("empRange")]
public float EmpRange = 6f;
///
/// Power consumed from batteries by the EMP
///
[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 { }