Files
tbd-station-14/Content.Shared/Ninja/Components/StunProviderComponent.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

78 lines
2.1 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Ninja.Systems;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for stunning mobs on click outside of harm mode.
/// Knocks them down for a bit and deals shock damage.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedStunProviderSystem))]
public sealed partial class StunProviderComponent : Component
{
/// <summary>
/// The powercell entity to take power from.
/// Determines whether stunning is possible.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? BatteryUid;
/// <summary>
/// Sound played when stunning someone.
/// </summary>
[DataField]
public SoundSpecifier Sound = new SoundCollectionSpecifier("sparks");
/// <summary>
/// Joules required in the battery to stun someone. Defaults to 10 uses on a small battery.
/// </summary>
[DataField]
public float StunCharge = 36f;
/// <summary>
/// Damage dealt when stunning someone
/// </summary>
[DataField]
public DamageSpecifier StunDamage = new()
{
DamageDict = new()
{
{ "Shock", 5 }
}
};
/// <summary>
/// Time that someone is stunned for, stacks if done multiple times.
/// </summary>
[DataField]
public TimeSpan StunTime = TimeSpan.FromSeconds(5);
/// <summary>
/// How long stunning is disabled after stunning something.
/// </summary>
[DataField]
public TimeSpan Cooldown = TimeSpan.FromSeconds(2);
/// <summary>
/// ID of the cooldown use delay.
/// </summary>
[DataField]
public string DelayId = "stun_cooldown";
/// <summary>
/// Locale string to popup when there is no power
/// </summary>
[DataField(required: true)]
public LocId NoPowerPopup = string.Empty;
/// <summary>
/// Whitelist for what counts as a mob.
/// </summary>
[DataField(required: true)]
public EntityWhitelist Whitelist = new();
}