146 lines
5.7 KiB
C#
146 lines
5.7 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Timing;
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namespace Content.Shared.Ninja.Systems;
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/// <summary>
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/// Handles (un)equipping and provides some API functions.
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/// </summary>
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public abstract class SharedNinjaSuitSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
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[Dependency] protected readonly SharedSpaceNinjaSystem _ninja = default!;
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[Dependency] protected readonly StealthClothingSystem StealthClothing = default!;
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[Dependency] protected readonly UseDelaySystem UseDelay = default!;
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaSuitComponent, GotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
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SubscribeLocalEvent<NinjaSuitComponent, AddStealthActionEvent>(OnAddStealthAction);
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SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<NinjaSuitComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, NinjaSuitComponent component, MapInitEvent args)
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{
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_actionContainer.EnsureAction(uid, ref component.RecallKatanaActionEntity, component.RecallKatanaAction);
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_actionContainer.EnsureAction(uid, ref component.CreateThrowingStarActionEntity, component.CreateThrowingStarAction);
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_actionContainer.EnsureAction(uid, ref component.EmpActionEntity, component.EmpAction);
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Dirty(uid, component);
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}
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/// <summary>
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/// Call the shared and serverside code for when a ninja equips the suit.
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/// </summary>
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private void OnEquipped(EntityUid uid, NinjaSuitComponent comp, GotEquippedEvent args)
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{
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var user = args.Equipee;
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if (!TryComp<SpaceNinjaComponent>(user, out var ninja))
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return;
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NinjaEquippedSuit(uid, comp, user, ninja);
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}
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/// <summary>
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/// Add all the actions when a suit is equipped by a ninja.
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/// </summary>
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private void OnGetItemActions(EntityUid uid, NinjaSuitComponent comp, GetItemActionsEvent args)
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{
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if (!HasComp<SpaceNinjaComponent>(args.User))
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return;
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args.AddAction(ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
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args.AddAction(ref comp.CreateThrowingStarActionEntity, comp.CreateThrowingStarAction);
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args.AddAction(ref comp.EmpActionEntity, comp.EmpAction);
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}
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/// <summary>
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/// Only add stealth clothing's toggle action when equipped by a ninja.
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/// </summary>
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private void OnAddStealthAction(EntityUid uid, NinjaSuitComponent comp, AddStealthActionEvent args)
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{
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if (!HasComp<SpaceNinjaComponent>(args.User))
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args.Cancel();
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}
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/// <summary>
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/// Call the shared and serverside code for when anyone unequips a suit.
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/// </summary>
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private void OnUnequipped(EntityUid uid, NinjaSuitComponent comp, GotUnequippedEvent args)
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{
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UserUnequippedSuit(uid, comp, args.Equipee);
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}
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/// <summary>
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/// Called when a suit is equipped by a space ninja.
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/// In the future it might be changed to an explicit activation toggle/verb like gloves are.
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/// </summary>
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protected virtual void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, SpaceNinjaComponent ninja)
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{
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// mark the user as wearing this suit, used when being attacked among other things
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_ninja.AssignSuit(user, uid, ninja);
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// initialize phase cloak, but keep it off
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StealthClothing.SetEnabled(uid, user, false);
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}
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/// <summary>
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/// Force uncloaks the user and disables suit abilities.
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/// </summary>
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public void RevealNinja(EntityUid uid, EntityUid user, NinjaSuitComponent? comp = null, StealthClothingComponent? stealthClothing = null)
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{
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if (!Resolve(uid, ref comp, ref stealthClothing))
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return;
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if (!StealthClothing.SetEnabled(uid, user, false, stealthClothing))
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return;
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// previously cloaked, disable abilities for a short time
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_audio.PlayPredicted(comp.RevealSound, uid, user);
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// all abilities check for a usedelay on the ninja
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var useDelay = EnsureComp<UseDelayComponent>(user);
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useDelay.Delay = comp.DisableTime;
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UseDelay.BeginDelay(user, useDelay);
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}
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// TODO: modify PowerCellDrain
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/// <summary>
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/// Returns the power used by a suit
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/// </summary>
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public float SuitWattage(EntityUid uid, NinjaSuitComponent? suit = null)
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{
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if (!Resolve(uid, ref suit))
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return 0f;
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float wattage = suit.PassiveWattage;
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if (TryComp<StealthClothingComponent>(uid, out var stealthClothing) && stealthClothing.Enabled)
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wattage += suit.CloakWattage;
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return wattage;
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}
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/// <summary>
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/// Called when a suit is unequipped, not necessarily by a space ninja.
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/// In the future it might be changed to also have explicit deactivation via toggle.
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/// </summary>
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protected virtual void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
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{
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if (!TryComp<SpaceNinjaComponent>(user, out var ninja))
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return;
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// mark the user as not wearing a suit
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_ninja.AssignSuit(user, null, ninja);
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// disable glove abilities
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if (ninja.Gloves != null && TryComp<NinjaGlovesComponent>(ninja.Gloves.Value, out var gloves))
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_gloves.DisableGloves(ninja.Gloves.Value, gloves);
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}
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}
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