* 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>
114 lines
3.5 KiB
C#
114 lines
3.5 KiB
C#
using Content.Shared.Clothing.Components;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Popups;
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using System.Diagnostics.CodeAnalysis;
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namespace Content.Shared.Ninja.Systems;
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/// <summary>
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/// Provides shared ninja API, handles being attacked revealing ninja and stops guns from shooting.
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/// </summary>
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public abstract class SharedSpaceNinjaSystem : EntitySystem
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{
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[Dependency] protected readonly SharedNinjaSuitSystem Suit = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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public EntityQuery<SpaceNinjaComponent> NinjaQuery;
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public override void Initialize()
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{
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base.Initialize();
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NinjaQuery = GetEntityQuery<SpaceNinjaComponent>();
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SubscribeLocalEvent<SpaceNinjaComponent, AttackedEvent>(OnNinjaAttacked);
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SubscribeLocalEvent<SpaceNinjaComponent, MeleeAttackEvent>(OnNinjaAttack);
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SubscribeLocalEvent<SpaceNinjaComponent, ShotAttemptedEvent>(OnShotAttempted);
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}
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public bool IsNinja([NotNullWhen(true)] EntityUid? uid)
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{
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return NinjaQuery.HasComp(uid);
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}
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/// <summary>
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/// Set the ninja's worn suit entity
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/// </summary>
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public void AssignSuit(Entity<SpaceNinjaComponent> ent, EntityUid? suit)
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{
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if (ent.Comp.Suit == suit)
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return;
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ent.Comp.Suit = suit;
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Dirty(ent, ent.Comp);
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}
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/// <summary>
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/// Set the ninja's worn gloves entity
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/// </summary>
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public void AssignGloves(Entity<SpaceNinjaComponent> ent, EntityUid? gloves)
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{
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if (ent.Comp.Gloves == gloves)
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return;
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ent.Comp.Gloves = gloves;
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Dirty(ent, ent.Comp);
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}
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/// <summary>
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/// Bind a katana entity to a ninja, letting it be recalled and dash.
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/// Does nothing if the player is not a ninja or already has a katana bound.
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/// </summary>
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public void BindKatana(Entity<SpaceNinjaComponent?> ent, EntityUid katana)
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{
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if (!NinjaQuery.Resolve(ent, ref ent.Comp) || ent.Comp.Katana != null)
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return;
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ent.Comp.Katana = katana;
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Dirty(ent, ent.Comp);
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}
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/// <summary>
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/// Gets the user's battery and tries to use some charge from it, returning true if successful.
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/// Serverside only.
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/// </summary>
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public virtual bool TryUseCharge(EntityUid user, float charge)
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{
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return false;
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}
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/// <summary>
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/// Handle revealing ninja if cloaked when attacked.
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/// </summary>
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private void OnNinjaAttacked(Entity<SpaceNinjaComponent> ent, ref AttackedEvent args)
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{
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TryRevealNinja(ent, disable: true);
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}
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/// <summary>
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/// Handle revealing ninja if cloaked when attacking.
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/// Only reveals, there is no cooldown.
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/// </summary>
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private void OnNinjaAttack(Entity<SpaceNinjaComponent> ent, ref MeleeAttackEvent args)
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{
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TryRevealNinja(ent, disable: false);
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}
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private void TryRevealNinja(Entity<SpaceNinjaComponent> ent, bool disable)
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{
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if (ent.Comp.Suit is {} uid && TryComp<NinjaSuitComponent>(ent.Comp.Suit, out var suit))
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Suit.RevealNinja((uid, suit), ent, disable: disable);
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}
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/// <summary>
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/// Require ninja to fight with HONOR, no guns!
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/// </summary>
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private void OnShotAttempted(Entity<SpaceNinjaComponent> ent, ref ShotAttemptedEvent args)
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{
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Popup.PopupClient(Loc.GetString("gun-disabled"), ent, ent);
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args.Cancel();
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}
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}
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