* 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>
66 lines
3.2 KiB
C#
66 lines
3.2 KiB
C#
using Content.Shared.Inventory;
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using Content.Shared.StatusEffect;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Electrocution
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{
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public abstract class SharedElectrocutionSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
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// as long as legally distinct electric-mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
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SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
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SubscribeLocalEvent<InsulatedComponent, ComponentGetState>(OnInsulatedGetState);
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SubscribeLocalEvent<InsulatedComponent, ComponentHandleState>(OnInsulatedHandleState);
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}
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public void SetInsulatedSiemensCoefficient(EntityUid uid, float siemensCoefficient, InsulatedComponent? insulated = null)
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{
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if (!Resolve(uid, ref insulated))
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return;
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insulated.SiemensCoefficient = siemensCoefficient;
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Dirty(insulated);
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}
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/// <param name="uid">Entity being electrocuted.</param>
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/// <param name="sourceUid">Source entity of the electrocution.</param>
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/// <param name="shockDamage">How much shock damage the entity takes.</param>
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/// <param name="time">How long the entity will be stunned.</param>
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/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
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/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
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/// <param name="statusEffects">Status effects to apply to the entity.</param>
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/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
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/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
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public virtual bool TryDoElectrocution(
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EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
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StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
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{
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// only done serverside
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return false;
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}
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private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
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{
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args.SiemensCoefficient *= insulated.SiemensCoefficient;
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}
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private void OnInsulatedGetState(EntityUid uid, InsulatedComponent insulated, ref ComponentGetState args)
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{
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args.State = new InsulatedComponentState(insulated.SiemensCoefficient);
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}
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private void OnInsulatedHandleState(EntityUid uid, InsulatedComponent insulated, ref ComponentHandleState args)
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{
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if (args.Current is not InsulatedComponentState state)
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return;
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insulated.SiemensCoefficient = state.SiemensCoefficient;
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}
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}
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}
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