* 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>
149 lines
5.1 KiB
C#
149 lines
5.1 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.GameStates;
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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.Utility;
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namespace Content.Shared.Ninja.Components;
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// TODO: ResourcePath -> ResPath when thing gets merged
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/// <summary>
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/// Component for ninja suit abilities and power consumption.
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/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
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/// </summary>
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[Access(typeof(SharedNinjaSuitSystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class NinjaSuitComponent : Component
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{
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[ViewVariables, AutoNetworkedField]
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public bool Cloaked = false;
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/// <summary>
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/// The action for toggling suit phase cloak ability
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/// </summary>
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[DataField("togglePhaseCloakAction")]
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public InstantAction TogglePhaseCloakAction = new()
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{
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UseDelay = TimeSpan.FromSeconds(5), // have to plan un/cloaking ahead of time
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DisplayName = "action-name-toggle-phase-cloak",
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Description = "action-desc-toggle-phase-cloak",
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Priority = -9,
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Event = new TogglePhaseCloakEvent()
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};
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/// <summary>
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/// Battery charge used passively, in watts. Will last 1000 seconds on a small-capacity power cell.
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/// </summary>
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[DataField("passiveWattage")]
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public float PassiveWattage = 0.36f;
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/// <summary>
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/// Battery charge used while cloaked, stacks with passive. Will last 200 seconds while cloaked on a small-capacity power cell.
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/// </summary>
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[DataField("cloakWattage")]
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public float CloakWattage = 1.44f;
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/// <summary>
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/// The action for creating throwing soap, in place of ninja throwing stars since embedding doesn't exist.
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/// </summary>
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[DataField("createSoapAction")]
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public InstantAction CreateSoapAction = new()
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{
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UseDelay = TimeSpan.FromSeconds(10),
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Specific/Janitorial/soap.rsi"), "soap"),
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ItemIconStyle = ItemActionIconStyle.NoItem,
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DisplayName = "action-name-create-soap",
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Description = "action-desc-create-soap",
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Priority = -10,
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Event = new CreateSoapEvent()
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};
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/// <summary>
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/// Battery charge used to create a throwing soap. Can do it 25 times on a small-capacity power cell.
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/// </summary>
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[DataField("soapCharge")]
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public float SoapCharge = 14.4f;
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/// <summary>
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/// Soap item to create with the action
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/// </summary>
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[DataField("soapPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SoapPrototype = "SoapNinja";
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/// <summary>
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/// The action for recalling a bound energy katana
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/// </summary>
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[DataField("recallkatanaAction")]
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public InstantAction RecallKatanaAction = new()
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{
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UseDelay = TimeSpan.FromSeconds(1),
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Melee/energykatana.rsi"), "icon"),
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ItemIconStyle = ItemActionIconStyle.NoItem,
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DisplayName = "action-name-recall-katana",
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Description = "action-desc-recall-katana",
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Priority = -11,
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Event = new RecallKatanaEvent()
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};
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/// <summary>
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/// The action for dashing somewhere using katana
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/// </summary>
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[DataField("katanaDashAction")]
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public WorldTargetAction KatanaDashAction = new()
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{
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Magic/magicactions.rsi"), "blink"),
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ItemIconStyle = ItemActionIconStyle.NoItem,
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DisplayName = "action-name-katana-dash",
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Description = "action-desc-katana-dash",
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Priority = -12,
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Event = new KatanaDashEvent(),
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// doing checks manually
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CheckCanAccess = false,
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Range = 0f
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};
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/// <summary>
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/// The action for creating an EMP burst
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/// </summary>
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[DataField("empAction")]
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public InstantAction EmpAction = new()
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{
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Icon = new SpriteSpecifier.Rsi(new ResourcePath("Objects/Weapons/Grenades/empgrenade.rsi"), "icon"),
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ItemIconStyle = ItemActionIconStyle.BigAction,
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DisplayName = "action-name-em-burst",
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Description = "action-desc-em-burst",
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Priority = -13,
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Event = new NinjaEmpEvent()
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};
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/// <summary>
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/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
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/// </summary>
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[DataField("empCharge")]
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public float EmpCharge = 180f;
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/// <summary>
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/// Range of the EMP in tiles.
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/// </summary>
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[DataField("empRange")]
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public float EmpRange = 6f;
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/// <summary>
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/// Power consumed from batteries by the EMP
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/// </summary>
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[DataField("empConsumption")]
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public float EmpConsumption = 100000f;
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}
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public sealed class TogglePhaseCloakEvent : InstantActionEvent { }
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public sealed class CreateSoapEvent : InstantActionEvent { }
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public sealed class RecallKatanaEvent : InstantActionEvent { }
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public sealed class NinjaEmpEvent : InstantActionEvent { }
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