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

102 lines
2.9 KiB
C#

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