CatStation/Content.Shared/Ninja/Systems/SharedSpaceNinjaSystem.cs
AndrewFenriz dd46064672
Unify blink and katana dash teleportation (also removed EnergyKatana system/component) (#45041)
* 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>
2026-08-09 12:27:08 +00:00

102 lines
3 KiB
C#

using Content.Shared.Item;
using Content.Shared.Ninja.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Popups;
using System.Diagnostics.CodeAnalysis;
namespace Content.Shared.Ninja.Systems;
/// <summary>
/// Provides shared ninja API, handles being attacked revealing ninja and stops guns from shooting.
/// </summary>
public abstract partial class SharedSpaceNinjaSystem : EntitySystem
{
[Dependency] protected SharedNinjaSuitSystem Suit = default!;
[Dependency] protected SharedPopupSystem Popup = default!;
[Dependency] public EntityQuery<SpaceNinjaComponent> NinjaQuery = default!;
public bool IsNinja([NotNullWhen(true)] EntityUid? uid)
{
return NinjaQuery.HasComp(uid);
}
/// <summary>
/// Set the ninja's worn suit entity
/// </summary>
public void AssignSuit(Entity<SpaceNinjaComponent> ent, EntityUid? suit)
{
if (ent.Comp.Suit == suit)
return;
ent.Comp.Suit = suit;
Dirty(ent, ent.Comp);
}
/// <summary>
/// Set the ninja's worn gloves entity
/// </summary>
public void AssignGloves(Entity<SpaceNinjaComponent> ent, EntityUid? gloves)
{
if (ent.Comp.Gloves == gloves)
return;
ent.Comp.Gloves = gloves;
Dirty(ent, ent.Comp);
}
[SubscribeLocalEvent]
private void OnBindItem(Entity<SpaceNinjaComponent> ent, ref BindItemEvent args)
{
if (ent.Comp.Katana != null)
return;
ent.Comp.Katana = args.Item;
Dirty(ent);
}
/// <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;
}
/// <summary>
/// Handle revealing ninja if cloaked when attacked.
/// </summary>
[SubscribeLocalEvent]
private void OnNinjaAttacked(Entity<SpaceNinjaComponent> ent, ref AttackedEvent args)
{
TryRevealNinja(ent, disable: true);
}
/// <summary>
/// Handle revealing ninja if cloaked when attacking.
/// Only reveals, there is no cooldown.
/// </summary>
[SubscribeLocalEvent]
private void OnNinjaAttack(Entity<SpaceNinjaComponent> ent, ref MeleeAttackEvent args)
{
TryRevealNinja(ent, disable: false);
}
private void TryRevealNinja(Entity<SpaceNinjaComponent> ent, bool disable)
{
if (ent.Comp.Suit is {} uid && TryComp<NinjaSuitComponent>(ent.Comp.Suit, out var suit))
Suit.RevealNinja((uid, suit), ent, disable: disable);
}
/// <summary>
/// Require ninja to fight with HONOR, no guns!
/// </summary>
[SubscribeLocalEvent]
private void OnShotAttempted(Entity<SpaceNinjaComponent> ent, ref ShotAttemptedEvent args)
{
Popup.PopupEntity(Loc.GetString("gun-disabled"), ent, ent);
args.Cancel();
}
}