Files
tbd-station-14/Content.Shared/Ninja/Systems/SharedSpaceNinjaSystem.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

114 lines
3.5 KiB
C#

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