Files
tbd-station-14/Content.Server/Ninja/Systems/SpiderChargeSystem.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

88 lines
3.1 KiB
C#

using Content.Server.Explosion.EntitySystems;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Objectives.Components;
using Content.Server.Popups;
using Content.Server.Roles;
using Content.Server.Sticky.Events;
using Content.Shared.Interaction;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Robust.Shared.GameObjects;
namespace Content.Server.Ninja.Systems;
/// <summary>
/// Prevents planting a spider charge outside of its location and handles greentext.
/// </summary>
public sealed class SpiderChargeSystem : SharedSpiderChargeSystem
{
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpiderChargeComponent, AttemptEntityStickEvent>(OnAttemptStick);
SubscribeLocalEvent<SpiderChargeComponent, EntityStuckEvent>(OnStuck);
SubscribeLocalEvent<SpiderChargeComponent, TriggerEvent>(OnExplode);
}
/// <summary>
/// Require that the planter is a ninja and the charge is near the target warp point.
/// </summary>
private void OnAttemptStick(EntityUid uid, SpiderChargeComponent comp, AttemptEntityStickEvent args)
{
if (args.Cancelled)
return;
var user = args.User;
if (!_mind.TryGetRole<NinjaRoleComponent>(user, out var _))
{
_popup.PopupEntity(Loc.GetString("spider-charge-not-ninja"), user, user);
args.Cancelled = true;
return;
}
// allow planting anywhere if there is no target, which should never happen
if (!_mind.TryGetObjectiveComp<SpiderChargeConditionComponent>(user, out var obj) || obj.Target == null)
return;
// assumes warp point still exists
var targetXform = Transform(obj.Target.Value);
var locXform = Transform(args.Target);
if (locXform.MapID != targetXform.MapID ||
(_transform.GetWorldPosition(locXform) - _transform.GetWorldPosition(targetXform)).LengthSquared() > comp.Range * comp.Range)
{
_popup.PopupEntity(Loc.GetString("spider-charge-too-far"), user, user);
args.Cancelled = true;
return;
}
}
/// <summary>
/// Allows greentext to occur after exploding.
/// </summary>
private void OnStuck(EntityUid uid, SpiderChargeComponent comp, EntityStuckEvent args)
{
comp.Planter = args.User;
}
/// <summary>
/// Handles greentext after exploding.
/// Assumes it didn't move and the target was destroyed so be nice.
/// </summary>
private void OnExplode(EntityUid uid, SpiderChargeComponent comp, TriggerEvent args)
{
if (!TryComp<SpaceNinjaComponent>(comp.Planter, out var ninja))
return;
// assumes the target was destroyed, that the charge wasn't moved somehow
_ninja.DetonatedSpiderCharge((comp.Planter.Value, ninja));
}
}