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https://github.com/space-syndicate/space-station-14.git
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* ActionRestrictions * katana use ActionGrant/ItemActionGrant * TeleportAction * no more DashAbility * no more TeleportSpell * no more EnergyKatana * cleanup * fix whitelist and popup * docs * display recharge cooldown * refactor: whitespace consistency!111 * Revert "display recharge cooldown" This reverts commit 3b93b179 * popup for limited charges * maybe fix * no more CanUseCharge * upd * better? * refactor: using _SharedPhysicsSystem for TeleportActionSystem collision detection + small refactoring * refactor: xml-doc --------- Co-authored-by: Fildrance <fildrance@gmail.com>
102 lines
3 KiB
C#
102 lines
3 KiB
C#
using Content.Shared.Item;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Popups;
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using System.Diagnostics.CodeAnalysis;
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namespace Content.Shared.Ninja.Systems;
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/// <summary>
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/// Provides shared ninja API, handles being attacked revealing ninja and stops guns from shooting.
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/// </summary>
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public abstract partial class SharedSpaceNinjaSystem : EntitySystem
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{
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[Dependency] protected SharedNinjaSuitSystem Suit = default!;
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[Dependency] protected SharedPopupSystem Popup = default!;
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[Dependency] public EntityQuery<SpaceNinjaComponent> NinjaQuery = default!;
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public bool IsNinja([NotNullWhen(true)] EntityUid? uid)
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{
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return NinjaQuery.HasComp(uid);
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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(Entity<SpaceNinjaComponent> ent, EntityUid? suit)
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{
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if (ent.Comp.Suit == suit)
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return;
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ent.Comp.Suit = suit;
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Dirty(ent, ent.Comp);
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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(Entity<SpaceNinjaComponent> ent, EntityUid? gloves)
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{
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if (ent.Comp.Gloves == gloves)
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return;
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ent.Comp.Gloves = gloves;
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Dirty(ent, ent.Comp);
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}
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[SubscribeLocalEvent]
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private void OnBindItem(Entity<SpaceNinjaComponent> ent, ref BindItemEvent args)
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{
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if (ent.Comp.Katana != null)
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return;
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ent.Comp.Katana = args.Item;
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Dirty(ent);
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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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/// <summary>
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/// Handle revealing ninja if cloaked when attacked.
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/// </summary>
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[SubscribeLocalEvent]
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private void OnNinjaAttacked(Entity<SpaceNinjaComponent> ent, ref AttackedEvent args)
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{
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TryRevealNinja(ent, disable: true);
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}
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/// <summary>
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/// Handle revealing ninja if cloaked when attacking.
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/// Only reveals, there is no cooldown.
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/// </summary>
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[SubscribeLocalEvent]
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private void OnNinjaAttack(Entity<SpaceNinjaComponent> ent, ref MeleeAttackEvent args)
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{
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TryRevealNinja(ent, disable: false);
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}
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private void TryRevealNinja(Entity<SpaceNinjaComponent> ent, bool disable)
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{
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if (ent.Comp.Suit is {} uid && TryComp<NinjaSuitComponent>(ent.Comp.Suit, out var suit))
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Suit.RevealNinja((uid, suit), ent, disable: disable);
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}
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/// <summary>
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/// Require ninja to fight with HONOR, no guns!
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/// </summary>
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[SubscribeLocalEvent]
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private void OnShotAttempted(Entity<SpaceNinjaComponent> ent, ref ShotAttemptedEvent args)
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{
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Popup.PopupEntity(Loc.GetString("gun-disabled"), ent, ent);
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args.Cancel();
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}
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}
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