Files
tbd-station-14/Content.Server/Ninja/Systems/NinjaSuitSystem.cs
deltanedas b53e5d6661 ninja hotfixes (#20032)
* check that slot is power cell slot

* add BatteryChangedEvent

* use BatteryChangedEvent when enabling gloves and replacing battery

* sort gloves dependencies

* increase stun duration and cooldown

* play sound when stunning people

* remove dirty for non networked field

* NinjaBatteryChangedEvent

* real

* fake

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-09-12 14:54:18 -06:00

161 lines
6.4 KiB
C#

using Content.Server.Emp;
using Content.Server.Ninja.Events;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.PowerCell;
using Content.Shared.Actions;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Content.Shared.PowerCell.Components;
using Robust.Shared.Containers;
namespace Content.Server.Ninja.Systems;
/// <summary>
/// Handles power cell upgrading and actions.
/// </summary>
public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
{
[Dependency] private readonly EmpSystem _emp = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
SubscribeLocalEvent<NinjaSuitComponent, EmpAttemptEvent>(OnEmpAttempt);
SubscribeLocalEvent<NinjaSuitComponent, AttemptStealthEvent>(OnAttemptStealth);
SubscribeLocalEvent<NinjaSuitComponent, CreateThrowingStarEvent>(OnCreateThrowingStar);
SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
}
protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, SpaceNinjaComponent ninja)
{
base.NinjaEquippedSuit(uid, comp, user, ninja);
_ninja.SetSuitPowerAlert(user);
}
// TODO: if/when battery is in shared, put this there too
// TODO: or put MaxCharge in shared along with powercellslot
private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
{
// this is for handling battery upgrading, not stopping actions from being added
// if another container like ActionsContainer is specified, don't handle it
if (TryComp<PowerCellSlotComponent>(uid, out var slot) && args.Container.ID != slot.CellSlotId)
return;
// no power cell for some reason??? allow it
if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
return;
// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
{
args.Cancel();
}
// tell ninja abilities that use battery to update it so they don't use charge from the old one
var user = Transform(uid).ParentUid;
if (!HasComp<SpaceNinjaComponent>(user))
return;
var ev = new NinjaBatteryChangedEvent(args.EntityUid, uid);
RaiseLocalEvent(user, ref ev);
}
private void OnEmpAttempt(EntityUid uid, NinjaSuitComponent comp, EmpAttemptEvent args)
{
// ninja suit (battery) is immune to emp
// powercell relays the event to suit
args.Cancel();
}
protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
{
base.UserUnequippedSuit(uid, comp, user);
// remove power indicator
_ninja.SetSuitPowerAlert(user);
}
private void OnAttemptStealth(EntityUid uid, NinjaSuitComponent comp, AttemptStealthEvent args)
{
var user = args.User;
// need 1 second of charge to turn on stealth
var chargeNeeded = SuitWattage(uid, comp);
// being attacked while cloaked gives no power message since it overloads the power supply or something
if (!_ninja.GetNinjaBattery(user, out var _, out var battery) || battery.CurrentCharge < chargeNeeded || UseDelay.ActiveDelay(user))
{
_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
args.Cancel();
return;
}
StealthClothing.SetEnabled(uid, user, true);
}
private void OnCreateThrowingStar(EntityUid uid, NinjaSuitComponent comp, CreateThrowingStarEvent args)
{
args.Handled = true;
var user = args.Performer;
if (!_ninja.TryUseCharge(user, comp.ThrowingStarCharge) || UseDelay.ActiveDelay(user))
{
_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
// try to put throwing star in hand, otherwise it goes on the ground
var star = Spawn(comp.ThrowingStarPrototype, Transform(user).Coordinates);
_hands.TryPickupAnyHand(user, star);
}
private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent args)
{
args.Handled = true;
var user = args.Performer;
if (!TryComp<SpaceNinjaComponent>(user, out var ninja) || ninja.Katana == null)
return;
var katana = ninja.Katana.Value;
var coords = _transform.GetWorldPosition(katana);
var distance = (_transform.GetWorldPosition(user) - coords).Length();
var chargeNeeded = (float) distance * comp.RecallCharge;
if (!_ninja.TryUseCharge(user, chargeNeeded) || UseDelay.ActiveDelay(user))
{
_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
// TODO: teleporting into belt slot
var message = _hands.TryPickupAnyHand(user, katana)
? "ninja-katana-recalled"
: "ninja-hands-full";
_popup.PopupEntity(Loc.GetString(message), user, user);
}
private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
{
args.Handled = true;
var user = args.Performer;
if (!_ninja.TryUseCharge(user, comp.EmpCharge) || UseDelay.ActiveDelay(user))
{
_popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
return;
}
// I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
var coords = Transform(user).MapPosition;
_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption, comp.EmpDuration);
}
}