* 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>
65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
using Content.Server.Explosion.EntitySystems;
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using Content.Server.Sticky.Events;
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using Content.Server.Popups;
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using Content.Shared.Interaction;
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using Content.Shared.Ninja.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Ninja.Systems;
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public sealed class SpiderChargeSystem : EntitySystem
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{
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[Dependency] private readonly NinjaSystem _ninja = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpiderChargeComponent, BeforeRangedInteractEvent>(BeforePlant);
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SubscribeLocalEvent<SpiderChargeComponent, EntityStuckEvent>(OnStuck);
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SubscribeLocalEvent<SpiderChargeComponent, TriggerEvent>(OnExplode);
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}
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private void BeforePlant(EntityUid uid, SpiderChargeComponent comp, BeforeRangedInteractEvent args)
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{
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var user = args.User;
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if (!TryComp<NinjaComponent>(user, out var ninja))
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{
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_popups.PopupEntity(Loc.GetString("spider-charge-not-ninja"), user, user);
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args.Handled = true;
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return;
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}
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// allow planting anywhere if there is no target, which should never happen
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if (ninja.SpiderChargeTarget != null)
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{
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// assumes warp point still exists
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var target = Transform(ninja.SpiderChargeTarget.Value).MapPosition;
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var coords = args.ClickLocation.ToMap(EntityManager, _transform);
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if (!coords.InRange(target, comp.Range))
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{
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_popups.PopupEntity(Loc.GetString("spider-charge-too-far"), user, user);
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args.Handled = true;
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return;
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}
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}
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}
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private void OnStuck(EntityUid uid, SpiderChargeComponent comp, EntityStuckEvent args)
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{
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comp.Planter = args.User;
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}
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private void OnExplode(EntityUid uid, SpiderChargeComponent comp, TriggerEvent args)
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{
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if (comp.Planter == null || !TryComp<NinjaComponent>(comp.Planter, out var ninja))
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return;
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// assumes the target was destroyed, that the charge wasn't moved somehow
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_ninja.DetonateSpiderCharge(ninja);
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}
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}
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