* 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
2.4 KiB
C#
67 lines
2.4 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Ninja.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Ninja.Components;
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/// <summary>
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/// Component for a Space Ninja's katana, controls its dash sound.
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/// Requires a ninja with a suit for abilities to work.
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/// </summary>
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// basically emag but without immune tag, TODO: make the charge thing its own component and have emag use it too
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[Access(typeof(EnergyKatanaSystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class EnergyKatanaComponent : Component
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{
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public EntityUid? Ninja = null;
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/// <summary>
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/// Sound played when using dash action.
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/// </summary>
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[DataField("blinkSound")]
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public SoundSpecifier BlinkSound = new SoundPathSpecifier("/Audio/Magic/blink.ogg");
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/// <summary>
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/// Volume control for katana dash action.
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/// </summary>
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[DataField("blinkVolume")]
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public float BlinkVolume = 5f;
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/// <summary>
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/// The maximum number of dash charges the katana can have
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/// </summary>
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[DataField("maxCharges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public int MaxCharges = 3;
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/// <summary>
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/// The current number of dash charges on the katana
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/// </summary>
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[DataField("charges"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public int Charges = 3;
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/// <summary>
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/// Whether or not the katana automatically recharges over time.
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/// </summary>
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[DataField("autoRecharge"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool AutoRecharge = true;
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/// <summary>
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/// The time it takes to regain a single dash charge
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/// </summary>
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[DataField("rechargeDuration"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan RechargeDuration = TimeSpan.FromSeconds(20);
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/// <summary>
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/// The time when the next dash charge will be added
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/// </summary>
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[DataField("nextChargeTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public TimeSpan NextChargeTime = TimeSpan.MaxValue;
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}
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public sealed class KatanaDashEvent : WorldTargetActionEvent { }
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