Files
tbd-station-14/Content.Server/Ninja/Systems/StunProviderSystem.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

80 lines
2.9 KiB
C#

using Content.Server.Ninja.Events;
using Content.Server.Power.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.Interaction;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Content.Shared.Timing;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Prototypes;
namespace Content.Server.Ninja.Systems;
/// <summary>
/// Shocks clicked mobs using battery charge.
/// </summary>
public sealed class StunProviderSystem : SharedStunProviderSystem
{
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StunProviderComponent, BeforeInteractHandEvent>(OnBeforeInteractHand);
SubscribeLocalEvent<StunProviderComponent, NinjaBatteryChangedEvent>(OnBatteryChanged);
}
/// <summary>
/// Stun clicked mobs on the whitelist, if there is enough power.
/// </summary>
private void OnBeforeInteractHand(Entity<StunProviderComponent> ent, ref BeforeInteractHandEvent args)
{
// TODO: generic check
var (uid, comp) = ent;
if (args.Handled || comp.BatteryUid == null || !_gloves.AbilityCheck(uid, args, out var target))
return;
if (target == uid || _whitelist.IsWhitelistFail(comp.Whitelist, target))
return;
var useDelay = EnsureComp<UseDelayComponent>(uid);
if (_useDelay.IsDelayed((uid, useDelay), id: comp.DelayId))
return;
// take charge from battery
if (!_battery.TryUseCharge(comp.BatteryUid.Value, comp.StunCharge))
{
_popup.PopupEntity(Loc.GetString(comp.NoPowerPopup), uid, uid);
return;
}
_audio.PlayPvs(comp.Sound, target);
_damageable.TryChangeDamage(target, comp.StunDamage, false, true, null, origin: uid);
_stun.TryParalyze(target, comp.StunTime, refresh: false);
// short cooldown to prevent instant stunlocking
_useDelay.SetLength((uid, useDelay), comp.Cooldown, id: comp.DelayId);
_useDelay.TryResetDelay((uid, useDelay), id: comp.DelayId);
args.Handled = true;
}
private void OnBatteryChanged(Entity<StunProviderComponent> ent, ref NinjaBatteryChangedEvent args)
{
SetBattery((ent, ent.Comp), args.Battery);
}
}