158 lines
5.9 KiB
C#
158 lines
5.9 KiB
C#
using Content.Server.Ninja.Events;
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using Content.Server.Power.Components;
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using Content.Server.PowerCell;
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using Content.Shared.Emp;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Power.Components;
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using Content.Shared.PowerCell.Components;
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using Robust.Shared.Containers;
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namespace Content.Server.Ninja.Systems;
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/// <summary>
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/// Handles power cell upgrading and actions.
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/// </summary>
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public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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{
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[Dependency] private readonly SharedEmpSystem _emp = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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// How much the cell score should be increased per 1 AutoRechargeRate.
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private const int AutoRechargeValue = 100;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
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SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
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}
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protected override void NinjaEquipped(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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base.NinjaEquipped(ent, user);
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_ninja.SetSuitPowerAlert(user);
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// raise event to let ninja components get starting battery
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_ninja.GetNinjaBattery(user.Owner, out var uid, out var _);
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if (uid is not { } battery_uid)
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return;
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var ev = new NinjaBatteryChangedEvent(battery_uid, ent.Owner);
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RaiseLocalEvent(ent, ref ev);
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RaiseLocalEvent(user, ref ev);
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}
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// TODO: if/when battery is in shared, put this there too
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// TODO: or put MaxCharge in shared along with powercellslot
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private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
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{
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// this is for handling battery upgrading, not stopping actions from being added
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// if another container like ActionsContainer is specified, don't handle it
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if (TryComp<PowerCellSlotComponent>(uid, out var slot) && args.Container.ID != slot.CellSlotId)
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return;
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// no power cell for some reason??? allow it
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if (!_powerCell.TryGetBatteryFromSlot(uid, out var batteryUid, out var battery))
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return;
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if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting))
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{
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args.Cancel();
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return;
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}
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var user = Transform(uid).ParentUid;
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// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
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if (GetCellScore(args.EntityUid, inserting) <= GetCellScore(batteryUid.Value, battery))
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{
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args.Cancel();
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Popup.PopupEntity(Loc.GetString("ninja-cell-downgrade"), user, user);
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return;
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}
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// tell ninja abilities that use battery to update it so they don't use charge from the old one
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if (!_ninja.IsNinja(user))
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return;
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var ev = new NinjaBatteryChangedEvent(args.EntityUid, uid);
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RaiseLocalEvent(uid, ref ev);
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RaiseLocalEvent(user, ref ev);
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}
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// this function assigns a score to a power cell depending on the capacity, to be used when comparing which cell is better.
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private float GetCellScore(EntityUid uid, BatteryComponent battcomp)
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{
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// if a cell is able to automatically recharge, boost the score drastically depending on the recharge rate,
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// this is to ensure a ninja can still upgrade to a micro reactor cell even if they already have a medium or high.
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if (TryComp<BatterySelfRechargerComponent>(uid, out var selfcomp) && selfcomp.AutoRecharge)
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return battcomp.MaxCharge + selfcomp.AutoRechargeRate * AutoRechargeValue;
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return battcomp.MaxCharge;
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}
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protected override void UserUnequippedSuit(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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base.UserUnequippedSuit(ent, user);
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// remove power indicator
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_ninja.SetSuitPowerAlert(user);
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}
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private void OnRecallKatana(Entity<NinjaSuitComponent> ent, ref RecallKatanaEvent args)
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{
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var (uid, comp) = ent;
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var user = args.Performer;
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if (!_ninja.NinjaQuery.TryComp(user, out var ninja) || ninja.Katana == null)
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return;
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args.Handled = true;
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var katana = ninja.Katana.Value;
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var coords = _transform.GetWorldPosition(katana);
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var distance = (_transform.GetWorldPosition(user) - coords).Length();
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var chargeNeeded = distance * comp.RecallCharge;
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if (!_ninja.TryUseCharge(user, chargeNeeded))
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{
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (CheckDisabled(ent, user))
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return;
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// TODO: teleporting into belt slot
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var message = _hands.TryPickupAnyHand(user, katana)
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? "ninja-katana-recalled"
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: "ninja-hands-full";
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Popup.PopupEntity(Loc.GetString(message), user, user);
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}
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// TODO: Move this to shared when power cells are predicted.
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private void OnEmp(Entity<NinjaSuitComponent> ent, ref NinjaEmpEvent args)
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{
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var (uid, comp) = ent;
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.EmpCharge))
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{
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (CheckDisabled(ent, user))
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return;
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_emp.EmpPulse(Transform(user).Coordinates, comp.EmpRange, comp.EmpConsumption, comp.EmpDuration, user);
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}
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}
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