Files
tbd-station-14/Content.Shared/Ninja/Components/NinjaSuitComponent.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

84 lines
2.3 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Ninja.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Ninja.Components;
/// <summary>
/// Component for ninja suit abilities and power consumption.
/// As an implementation detail, dashing with katana is a suit action which isn't ideal.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedNinjaSuitSystem))]
public sealed partial class NinjaSuitComponent : Component
{
/// <summary>
/// Sound played when a ninja is hit while cloaked.
/// </summary>
[DataField]
public SoundSpecifier RevealSound = new SoundPathSpecifier("/Audio/Effects/chime.ogg");
/// <summary>
/// ID of the use delay to disable all ninja abilities.
/// </summary>
[DataField]
public string DisableDelayId = "suit_powers";
/// <summary>
/// The action id for recalling a bound energy katana
/// </summary>
[DataField]
public EntProtoId RecallKatanaAction = "ActionRecallKatana";
[DataField, AutoNetworkedField]
public EntityUid? RecallKatanaActionEntity;
/// <summary>
/// Battery charge used per tile the katana teleported.
/// Uses 1% of a default battery per tile.
/// </summary>
[DataField]
public float RecallCharge = 3.6f;
/// <summary>
/// The action id for creating an EMP burst
/// </summary>
[DataField]
public EntProtoId EmpAction = "ActionNinjaEmp";
[DataField, AutoNetworkedField]
public EntityUid? EmpActionEntity;
/// <summary>
/// Battery charge used to create an EMP burst. Can do it 2 times on a small-capacity power cell.
/// </summary>
[DataField]
public float EmpCharge = 180f;
// TODO: EmpOnTrigger bruh
/// <summary>
/// Range of the EMP in tiles.
/// </summary>
[DataField]
public float EmpRange = 6f;
/// <summary>
/// Power consumed from batteries by the EMP
/// </summary>
[DataField]
public float EmpConsumption = 100000f;
/// <summary>
/// How long the EMP effects last for, in seconds
/// </summary>
[DataField]
public float EmpDuration = 60f;
}
public sealed partial class RecallKatanaEvent : InstantActionEvent;
public sealed partial class NinjaEmpEvent : InstantActionEvent;