Files
tbd-station-14/Content.Shared/Ninja/Systems/NinjaSuitSystem.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

152 lines
5.3 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Inventory.Events;
using Content.Shared.Ninja.Components;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Content.Shared.Timing;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Ninja.Systems;
public abstract class SharedNinjaSuitSystem : EntitySystem
{
[Dependency] private readonly SharedNinjaGlovesSystem _gloves = default!;
[Dependency] protected readonly SharedNinjaSystem _ninja = default!;
[Dependency] private readonly SharedStealthSystem _stealth = default!;
[Dependency] protected readonly UseDelaySystem _useDelay = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaSuitComponent, GotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
SubscribeNetworkEvent<SetCloakedMessage>(OnSetCloakedMessage);
}
private void OnEquipped(EntityUid uid, NinjaSuitComponent comp, GotEquippedEvent args)
{
var user = args.Equipee;
if (!TryComp<NinjaComponent>(user, out var ninja))
return;
NinjaEquippedSuit(uid, comp, user, ninja);
}
private void OnGetItemActions(EntityUid uid, NinjaSuitComponent comp, GetItemActionsEvent args)
{
args.Actions.Add(comp.TogglePhaseCloakAction);
args.Actions.Add(comp.RecallKatanaAction);
// TODO: ninja stars instead of soap, when embedding is a thing
// The cooldown should also be reduced from 10 to 1 or so
args.Actions.Add(comp.CreateSoapAction);
args.Actions.Add(comp.KatanaDashAction);
args.Actions.Add(comp.EmpAction);
}
private void OnUnequipped(EntityUid uid, NinjaSuitComponent comp, GotUnequippedEvent args)
{
UserUnequippedSuit(uid, comp, args.Equipee);
}
/// <summary>
/// Called when a suit is equipped by a space ninja.
/// In the future it might be changed to an explicit activation toggle/verb like gloves are.
/// </summary>
protected virtual void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
{
// mark the user as wearing this suit, used when being attacked among other things
_ninja.AssignSuit(ninja, uid);
// initialize phase cloak
EnsureComp<StealthComponent>(user);
SetCloaked(user, comp.Cloaked);
}
/// <summary>
/// Force uncloak the user, disables suit abilities if the bool is set.
/// </summary>
public void RevealNinja(EntityUid uid, NinjaSuitComponent comp, EntityUid user, bool disableAbilities = false)
{
if (comp.Cloaked)
{
comp.Cloaked = false;
SetCloaked(user, false);
// TODO: add the box open thing its funny
if (disableAbilities)
_useDelay.BeginDelay(uid);
}
}
/// <summary>
/// Returns the power used by a suit
/// </summary>
public float SuitWattage(NinjaSuitComponent suit)
{
float wattage = suit.PassiveWattage;
if (suit.Cloaked)
wattage += suit.CloakWattage;
return wattage;
}
/// <summary>
/// Sets the stealth effect for a ninja cloaking.
/// Does not update suit Cloaked field, has to be done yourself.
/// </summary>
protected void SetCloaked(EntityUid user, bool cloaked)
{
if (!TryComp<StealthComponent>(user, out var stealth) || stealth.Deleted)
return;
// slightly visible, but doesn't change when moving so it's ok
var visibility = cloaked ? stealth.MinVisibility + 0.25f : stealth.MaxVisibility;
_stealth.SetVisibility(user, visibility, stealth);
_stealth.SetEnabled(user, cloaked, stealth);
}
/// <summary>
/// Called when a suit is unequipped, not necessarily by a space ninja.
/// In the future it might be changed to also have explicit deactivation via toggle.
/// </summary>
protected virtual void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
{
// mark the user as not wearing a suit
if (TryComp<NinjaComponent>(user, out var ninja))
{
_ninja.AssignSuit(ninja, null);
// disable glove abilities
if (ninja.Gloves != null && TryComp<NinjaGlovesComponent>(ninja.Gloves.Value, out var gloves))
_gloves.DisableGloves(gloves, user);
}
// force uncloak the user
comp.Cloaked = false;
SetCloaked(user, false);
RemComp<StealthComponent>(user);
}
private void OnSetCloakedMessage(SetCloakedMessage msg)
{
if (TryComp<NinjaComponent>(msg.User, out var ninja) && TryComp<NinjaSuitComponent>(ninja.Suit, out var suit))
{
suit.Cloaked = msg.Cloaked;
SetCloaked(msg.User, msg.Cloaked);
}
}
}
/// <summary>
/// Calls SetCloaked on the client from the server, along with updating the suit Cloaked bool.
/// </summary>
[Serializable, NetSerializable]
public sealed class SetCloakedMessage : EntityEventArgs
{
public EntityUid User;
public bool Cloaked;
}