* 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>
102 lines
2.9 KiB
C#
102 lines
2.9 KiB
C#
using Content.Shared.Ninja.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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namespace Content.Shared.Ninja.Systems;
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public abstract class SharedNinjaSystem : EntitySystem
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{
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[Dependency] protected readonly SharedNinjaSuitSystem _suit = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaComponent, AttackedEvent>(OnNinjaAttacked);
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}
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/// <summary>
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/// Sets the station grid entity that the ninja was spawned near.
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/// </summary>
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public void SetStationGrid(NinjaComponent comp, EntityUid? grid)
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{
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comp.StationGrid = grid;
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}
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/// <summary>
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/// Set the ninja's worn suit entity
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/// </summary>
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public void AssignSuit(NinjaComponent comp, EntityUid? suit)
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{
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comp.Suit = suit;
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}
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/// <summary>
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/// Set the ninja's worn gloves entity
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/// </summary>
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public void AssignGloves(NinjaComponent comp, EntityUid? gloves)
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{
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comp.Gloves = gloves;
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}
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/// <summary>
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/// Bind a katana entity to a ninja, letting it be recalled and dash.
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/// </summary>
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public void BindKatana(NinjaComponent comp, EntityUid? katana)
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{
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comp.Katana = katana;
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}
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// TODO: remove when objective stuff moved into objectives somehow
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public void DetonateSpiderCharge(NinjaComponent comp)
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{
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comp.SpiderChargeDetonated = true;
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}
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/// <summary>
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/// Marks the objective as complete.
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/// On server, makes announcement and adds rule of random threat.
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/// </summary>
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public virtual void CallInThreat(NinjaComponent comp)
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{
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comp.CalledInThreat = true;
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}
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/// <summary>
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/// Drain power from a target battery into the ninja's suit battery.
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/// Serverside only.
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/// </summary>
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public virtual void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
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{
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}
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/// <summary>
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/// Download the given set of nodes, returning how many new nodes were downloaded.'
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/// </summary>
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public int Download(NinjaComponent ninja, List<string> ids)
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{
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var oldCount = ninja.DownloadedNodes.Count;
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ninja.DownloadedNodes.UnionWith(ids);
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var newCount = ninja.DownloadedNodes.Count;
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return newCount - oldCount;
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}
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/// <summary>
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/// Gets the user's battery and tries to use some charge from it, returning true if successful.
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/// Serverside only.
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/// </summary>
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public virtual bool TryUseCharge(EntityUid user, float charge)
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{
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return false;
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}
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private void OnNinjaAttacked(EntityUid uid, NinjaComponent comp, AttackedEvent args)
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{
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if (comp.Suit != null && TryComp<NinjaSuitComponent>(comp.Suit, out var suit) && suit.Cloaked)
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{
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_suit.RevealNinja(comp.Suit.Value, suit, uid, true);
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}
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}
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}
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