* start of space ninja midround antag * suit has powercell, can be upgraded only (not replaced with equal or worse battery) * add doorjacking to ninja gloves, power cell, doorjack objective (broken), tweaks * 💀 * add basic suit power display that uses stamina rsi * add draining apc/sub/smes - no wires yet * add research downloading * ninja starts implanted, move some stuff to yaml * add Automated field to OnUseTimerTrigger * implement spider charge and objective * fix client crash when taking suit off, some refactor * add survive condition and tweak locale * add comms console icon for objective * add calling in a threat - currently revenant and dragon * combine all glove abilities * locale * spark sounds when draining, refactoring * toggle is actually toggle now * prevent crash if disabling stealth with outline * add antag ctrl for ninja, hopefully show greentext * fix greentext and some other things * disabling gloves if taken off or suit taken off * basic energy katana, change ninja loadout * recallable katana, refactoring * start of dash - not done yet * katana dashing ability * merge upstream + compiling, make AutomatedTimer its own component * docs and stuff * partial refactor of glove abilities, still need to move handling * make dooremaggedevent by ref * move bunch of stuff to shared - broken * clean ninja antag verb * doc * mark rule config fields as required * fix client crash * wip systems refactor * big refactor of systems * fuck * make TryDoElectrocution callable from shared * finish refactoring? * no guns * start with internals on * clean up glove abilities, add range check * create soap, in place of ninja throwing stars * add emp suit ability * able to eat chefs stolen food in space * stuff, tell client when un/cloaked but there is bug with gloves * fix prediction breaking gloves on client * ninja soap despawns after a minute * ninja spawns outside the station now, with gps + station coords to navigate * add cooldown to stun ability * cant use glove abilities in combat mode * require empty hand to use glove abilities * use ghost role spawner * Update Content.Server/Ninja/Systems/NinjaSuitSystem.cs Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> * some review changes * show powercell charge on examine * new is needed * address some reviews * ninja starts with jetpack, i hope * partial feedback * uhh * pro * remove pirate from threats list * use doafter refactor * pro i gave skeleton jetpack * some stuff * use auto gen state * mr handy * use EntityQueryEnumerator * cleanup * spider charge target anti-troll * mmmmmm --------- Co-authored-by: deltanedas <deltanedas@laptop> Co-authored-by: deltanedas <user@zenith> Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
67 lines
2.5 KiB
C#
67 lines
2.5 KiB
C#
using Content.Server.Objectives;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.GameTicking.Rules.Configurations;
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/// <summary>
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/// Configuration for the Space Ninja antag.
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/// </summary>
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public sealed class NinjaRuleConfiguration : StationEventRuleConfiguration
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{
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/// <summary>
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/// List of objective prototype ids to add
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/// </summary>
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[DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<ObjectivePrototype>))]
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public readonly List<string> Objectives = new();
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// TODO: move to job and use job???
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/// <summary>
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/// List of implants to inject on spawn
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/// </summary>
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[DataField("implants", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
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public readonly List<string> Implants = new();
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/// <summary>
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/// List of threats that can be called in
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/// </summary>
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[DataField("threats", required: true)]
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public readonly List<Threat> Threats = new();
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/// <summary>
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/// Sound played when making the player a ninja via antag control or ghost role
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/// </summary>
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[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
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public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
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/// <summary>
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/// Distance that the ninja spawns from the station's half AABB radius
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/// </summary>
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[DataField("spawnDistance")]
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public float SpawnDistance = 20f;
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}
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/// <summary>
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/// A threat that can be called in to the station by a ninja hacking a communications console.
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/// Generally some kind of mid-round antag, though you could make it call in scrubber backflow if you wanted to.
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/// You wouldn't do that, right?
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/// </summary>
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[DataDefinition]
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public sealed class Threat
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{
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/// <summary>
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/// Locale id for the announcement to be made from CentCom.
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/// </summary>
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[DataField("announcement")]
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public readonly string Announcement = default!;
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/// <summary>
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/// The game rule for the threat to be added, it should be able to work when added mid-round otherwise this will do nothing.
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/// </summary>
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[DataField("rule", customTypeSerializer: typeof(PrototypeIdSerializer<GameRulePrototype>))]
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public readonly string Rule = default!;
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}
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