Files
tbd-station-14/Content.Shared/Ninja/Systems/SharedNinjaSuitSystem.cs
Leon Friedrich 3101e5a18d Fix action-granting items not being predicted (#20778)
* Ensure actions are predicted

* Fix test fail
2023-10-07 15:08:13 -04:00

146 lines
5.7 KiB
C#

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