Files
tbd-station-14/Content.Shared/Electrocution/SharedElectrocutionSystem.cs
deltanedas c1cda0dbf8 [Antag] add space ninja as midround antag (#14069)
* 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>
2023-04-17 01:33:27 -06:00

66 lines
3.2 KiB
C#

using Content.Shared.Inventory;
using Content.Shared.StatusEffect;
using Robust.Shared.GameStates;
namespace Content.Shared.Electrocution
{
public abstract class SharedElectrocutionSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InsulatedComponent, ElectrocutionAttemptEvent>(OnInsulatedElectrocutionAttempt);
// 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).
SubscribeLocalEvent<InsulatedComponent, InventoryRelayedEvent<ElectrocutionAttemptEvent>>((e, c, ev) => OnInsulatedElectrocutionAttempt(e, c, ev.Args));
SubscribeLocalEvent<InsulatedComponent, ComponentGetState>(OnInsulatedGetState);
SubscribeLocalEvent<InsulatedComponent, ComponentHandleState>(OnInsulatedHandleState);
}
public void SetInsulatedSiemensCoefficient(EntityUid uid, float siemensCoefficient, InsulatedComponent? insulated = null)
{
if (!Resolve(uid, ref insulated))
return;
insulated.SiemensCoefficient = siemensCoefficient;
Dirty(insulated);
}
/// <param name="uid">Entity being electrocuted.</param>
/// <param name="sourceUid">Source entity of the electrocution.</param>
/// <param name="shockDamage">How much shock damage the entity takes.</param>
/// <param name="time">How long the entity will be stunned.</param>
/// <param name="refresh">Should <paramref>time</paramref> be refreshed (instead of accumilated) if the entity is already electrocuted?</param>
/// <param name="siemensCoefficient">How insulated the entity is from the shock. 0 means completely insulated, and 1 means no insulation.</param>
/// <param name="statusEffects">Status effects to apply to the entity.</param>
/// <param name="ignoreInsulation">Should the electrocution bypass the Insulated component?</param>
/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
public virtual bool TryDoElectrocution(
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null, bool ignoreInsulation = false)
{
// only done serverside
return false;
}
private void OnInsulatedElectrocutionAttempt(EntityUid uid, InsulatedComponent insulated, ElectrocutionAttemptEvent args)
{
args.SiemensCoefficient *= insulated.SiemensCoefficient;
}
private void OnInsulatedGetState(EntityUid uid, InsulatedComponent insulated, ref ComponentGetState args)
{
args.State = new InsulatedComponentState(insulated.SiemensCoefficient);
}
private void OnInsulatedHandleState(EntityUid uid, InsulatedComponent insulated, ref ComponentHandleState args)
{
if (args.Current is not InsulatedComponentState state)
return;
insulated.SiemensCoefficient = state.SiemensCoefficient;
}
}
}