* raise MeleeAttackEvent on the user after swinging * add disable bool to RevealNinja * uncloak ninja after attacking --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
103 lines
3.3 KiB
C#
103 lines
3.3 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;
|
|
|
|
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 override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<SpaceNinjaComponent, AttackedEvent>(OnNinjaAttacked);
|
|
SubscribeLocalEvent<SpaceNinjaComponent, MeleeAttackEvent>(OnNinjaAttack);
|
|
SubscribeLocalEvent<SpaceNinjaComponent, ShotAttemptedEvent>(OnShotAttempted);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the ninja's worn suit entity
|
|
/// </summary>
|
|
public void AssignSuit(EntityUid uid, EntityUid? suit, SpaceNinjaComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp) || comp.Suit == suit)
|
|
return;
|
|
|
|
comp.Suit = suit;
|
|
Dirty(uid, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the ninja's worn gloves entity
|
|
/// </summary>
|
|
public void AssignGloves(EntityUid uid, EntityUid? gloves, SpaceNinjaComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp) || comp.Gloves == gloves)
|
|
return;
|
|
|
|
comp.Gloves = gloves;
|
|
Dirty(uid, comp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Bind a katana entity to a ninja, letting it be recalled and dash.
|
|
/// </summary>
|
|
public void BindKatana(EntityUid uid, EntityUid? katana, SpaceNinjaComponent? comp = null)
|
|
{
|
|
if (!Resolve(uid, ref comp) || comp.Katana == katana)
|
|
return;
|
|
|
|
comp.Katana = katana;
|
|
Dirty(uid, 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(EntityUid uid, SpaceNinjaComponent comp, AttackedEvent args)
|
|
{
|
|
if (comp.Suit != null && TryComp<StealthClothingComponent>(comp.Suit, out var stealthClothing) && stealthClothing.Enabled)
|
|
{
|
|
Suit.RevealNinja(comp.Suit.Value, uid, true, null, stealthClothing);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handle revealing ninja if cloaked when attacking.
|
|
/// Only reveals, there is no cooldown.
|
|
/// </summary>
|
|
private void OnNinjaAttack(EntityUid uid, SpaceNinjaComponent comp, ref MeleeAttackEvent args)
|
|
{
|
|
if (comp.Suit != null && TryComp<StealthClothingComponent>(comp.Suit, out var stealthClothing) && stealthClothing.Enabled)
|
|
{
|
|
Suit.RevealNinja(comp.Suit.Value, uid, false, null, stealthClothing);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Require ninja to fight with HONOR, no guns!
|
|
/// </summary>
|
|
private void OnShotAttempted(EntityUid uid, SpaceNinjaComponent comp, ref ShotAttemptedEvent args)
|
|
{
|
|
Popup.PopupClient(Loc.GetString("gun-disabled"), uid, uid);
|
|
args.Cancel();
|
|
}
|
|
}
|