183 lines
6.6 KiB
C#
183 lines
6.6 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Emp;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Robust.Shared.Audio.Systems;
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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 ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = 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, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<NinjaSuitComponent, ClothingGotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
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SubscribeLocalEvent<NinjaSuitComponent, ToggleClothingCheckEvent>(OnCloakCheck);
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SubscribeLocalEvent<NinjaSuitComponent, CheckItemCreatorEvent>(OnStarCheck);
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SubscribeLocalEvent<NinjaSuitComponent, CreateItemAttemptEvent>(OnCreateStarAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<NinjaSuitComponent, EmpAttemptEvent>(OnEmpAttempt);
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}
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private void OnEquipped(Entity<NinjaSuitComponent> ent, ref ClothingGotEquippedEvent args)
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{
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var user = args.Wearer;
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if (_ninja.NinjaQuery.TryComp(user, out var ninja))
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NinjaEquipped(ent, (user, ninja));
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}
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protected virtual void NinjaEquipped(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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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, ent);
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}
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private void OnMapInit(Entity<NinjaSuitComponent> ent, ref MapInitEvent args)
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{
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var (uid, comp) = ent;
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_actionContainer.EnsureAction(uid, ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
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_actionContainer.EnsureAction(uid, ref comp.EmpActionEntity, comp.EmpAction);
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Dirty(uid, comp);
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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(Entity<NinjaSuitComponent> ent, ref GetItemActionsEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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return;
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var comp = ent.Comp;
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args.AddAction(ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
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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 toggle cloak action when equipped by a ninja.
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/// </summary>
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private void OnCloakCheck(Entity<NinjaSuitComponent> ent, ref ToggleClothingCheckEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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args.Cancelled = true;
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}
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private void OnStarCheck(Entity<NinjaSuitComponent> ent, ref CheckItemCreatorEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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args.Cancelled = true;
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}
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private void OnCreateStarAttempt(Entity<NinjaSuitComponent> ent, ref CreateItemAttemptEvent args)
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{
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if (CheckDisabled(ent, args.User))
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args.Cancelled = true;
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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(Entity<NinjaSuitComponent> ent, ref GotUnequippedEvent args)
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{
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var user = args.Equipee;
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if (_ninja.NinjaQuery.TryComp(user, out var ninja))
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UserUnequippedSuit(ent, (user, ninja));
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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(Entity<NinjaSuitComponent?> ent, EntityUid user, bool disable = true)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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var uid = ent.Owner;
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var comp = ent.Comp;
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if (_toggle.TryDeactivate(uid, user) || !disable)
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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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Popup.PopupClient(Loc.GetString("ninja-revealed"), user, user, PopupType.MediumCaution);
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_useDelay.TryResetDelay(uid, id: comp.DisableDelayId);
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}
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private void OnActivateAttempt(Entity<NinjaSuitComponent> ent, ref ItemToggleActivateAttemptEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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{
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args.Cancelled = true;
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return;
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}
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if (IsDisabled((ent, ent.Comp, null)))
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{
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args.Cancelled = true;
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args.Popup = Loc.GetString("ninja-suit-cooldown");
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}
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}
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/// <summary>
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/// Returns true if the suit is currently disabled
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/// </summary>
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public bool IsDisabled(Entity<NinjaSuitComponent?, UseDelayComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2))
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return false;
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return _useDelay.IsDelayed((ent, ent.Comp2), ent.Comp1.DisableDelayId);
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}
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protected bool CheckDisabled(Entity<NinjaSuitComponent> ent, EntityUid user)
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{
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if (IsDisabled((ent, ent.Comp, null)))
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{
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Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
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return true;
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}
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return false;
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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(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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// mark the user as not wearing a suit
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_ninja.AssignSuit(user, null);
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// disable glove abilities
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if (user.Comp.Gloves is { } uid)
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_toggle.TryDeactivate(uid, user: user);
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}
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private void OnEmpAttempt(Entity<NinjaSuitComponent> ent, ref EmpAttemptEvent args)
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{
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// ninja suit (battery) is immune to emp
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// powercell relays the event to suit
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args.Cancelled = true;
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}
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}
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