# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
186 lines
6.9 KiB
C#
186 lines
6.9 KiB
C#
using Content.Shared.Actions;
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using Content.Shared.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Emp;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item.ItemToggle;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Popups;
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using Content.Shared.Timing;
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using Robust.Shared.Audio.Systems;
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namespace Content.Shared.Ninja.Systems;
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/// <summary>
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/// Handles (un)equipping and provides some API functions.
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/// </summary>
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public abstract class SharedNinjaSuitSystem : EntitySystem
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{
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[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedSpaceNinjaSystem _ninja = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaSuitComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<NinjaSuitComponent, ClothingGotEquippedEvent>(OnEquipped);
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SubscribeLocalEvent<NinjaSuitComponent, GetItemActionsEvent>(OnGetItemActions);
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SubscribeLocalEvent<NinjaSuitComponent, ToggleClothingCheckEvent>(OnCloakCheck);
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SubscribeLocalEvent<NinjaSuitComponent, CheckItemCreatorEvent>(OnStarCheck);
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SubscribeLocalEvent<NinjaSuitComponent, CreateItemAttemptEvent>(OnCreateStarAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, ItemToggleActivateAttemptEvent>(OnActivateAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, GotUnequippedEvent>(OnUnequipped);
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SubscribeLocalEvent<NinjaSuitComponent, EmpAttemptEvent>(OnEmpAttempt);
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}
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private void OnEquipped(Entity<NinjaSuitComponent> ent, ref ClothingGotEquippedEvent args)
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{
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var user = args.Wearer;
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if (_ninja.NinjaQuery.TryComp(user, out var ninja))
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NinjaEquipped(ent, (user, ninja));
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}
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protected virtual void NinjaEquipped(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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// mark the user as wearing this suit, used when being attacked among other things
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_ninja.AssignSuit(user, ent);
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}
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private void OnMapInit(Entity<NinjaSuitComponent> ent, ref MapInitEvent args)
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{
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var (uid, comp) = ent;
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_actionContainer.EnsureAction(uid, ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
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_actionContainer.EnsureAction(uid, ref comp.EmpActionEntity, comp.EmpAction);
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_actionContainer.EnsureAction(uid, ref comp.SmokeGrenadeActionEntity, comp.SmokeGrenadeAction);
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_actionContainer.EnsureAction(uid, ref comp.FlashbangGrenadeActionEntity, comp.FlashbangGrenadeAction);
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Dirty(uid, comp);
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}
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/// <summary>
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/// Add all the actions when a suit is equipped by a ninja.
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/// </summary>
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private void OnGetItemActions(Entity<NinjaSuitComponent> ent, ref GetItemActionsEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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return;
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var comp = ent.Comp;
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args.AddAction(ref comp.RecallKatanaActionEntity, comp.RecallKatanaAction);
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args.AddAction(ref comp.EmpActionEntity, comp.EmpAction);
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args.AddAction(ref comp.SmokeGrenadeActionEntity, comp.SmokeGrenadeAction);
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args.AddAction(ref comp.FlashbangGrenadeActionEntity, comp.FlashbangGrenadeAction);
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}
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/// <summary>
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/// Only add toggle cloak action when equipped by a ninja.
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/// </summary>
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private void OnCloakCheck(Entity<NinjaSuitComponent> ent, ref ToggleClothingCheckEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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args.Cancelled = true;
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}
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private void OnStarCheck(Entity<NinjaSuitComponent> ent, ref CheckItemCreatorEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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args.Cancelled = true;
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}
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private void OnCreateStarAttempt(Entity<NinjaSuitComponent> ent, ref CreateItemAttemptEvent args)
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{
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if (CheckDisabled(ent, args.User))
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args.Cancelled = true;
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}
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/// <summary>
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/// Call the shared and serverside code for when anyone unequips a suit.
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/// </summary>
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private void OnUnequipped(Entity<NinjaSuitComponent> ent, ref GotUnequippedEvent args)
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{
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var user = args.Equipee;
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if (_ninja.NinjaQuery.TryComp(user, out var ninja))
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UserUnequippedSuit(ent, (user, ninja));
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}
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/// <summary>
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/// Force uncloaks the user and disables suit abilities.
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/// </summary>
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public void RevealNinja(Entity<NinjaSuitComponent?> ent, EntityUid user, bool disable = true)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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var uid = ent.Owner;
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var comp = ent.Comp;
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if (_toggle.TryDeactivate(uid, user) || !disable)
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return;
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// previously cloaked, disable abilities for a short time
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_audio.PlayPredicted(comp.RevealSound, uid, user);
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Popup.PopupClient(Loc.GetString("ninja-revealed"), user, user, PopupType.MediumCaution);
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_useDelay.TryResetDelay(uid, id: comp.DisableDelayId);
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}
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private void OnActivateAttempt(Entity<NinjaSuitComponent> ent, ref ItemToggleActivateAttemptEvent args)
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{
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if (!_ninja.IsNinja(args.User))
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{
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args.Cancelled = true;
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return;
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}
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if (IsDisabled((ent, ent.Comp, null)))
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{
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args.Cancelled = true;
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args.Popup = Loc.GetString("ninja-suit-cooldown");
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}
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}
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/// <summary>
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/// Returns true if the suit is currently disabled
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/// </summary>
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public bool IsDisabled(Entity<NinjaSuitComponent?, UseDelayComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2))
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return false;
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return _useDelay.IsDelayed((ent, ent.Comp2), ent.Comp1.DisableDelayId);
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}
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protected bool CheckDisabled(Entity<NinjaSuitComponent> ent, EntityUid user)
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{
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if (IsDisabled((ent, ent.Comp, null)))
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{
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Popup.PopupEntity(Loc.GetString("ninja-suit-cooldown"), user, user, PopupType.Medium);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Called when a suit is unequipped, not necessarily by a space ninja.
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/// In the future it might be changed to also have explicit deactivation via toggle.
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/// </summary>
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protected virtual void UserUnequippedSuit(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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// mark the user as not wearing a suit
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_ninja.AssignSuit(user, null);
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// disable glove abilities
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if (user.Comp.Gloves is { } uid)
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_toggle.TryDeactivate(uid, user: user);
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}
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private void OnEmpAttempt(Entity<NinjaSuitComponent> ent, ref EmpAttemptEvent args)
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{
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// ninja suit (battery) is immune to emp
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// powercell relays the event to suit
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args.Cancelled = true;
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}
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}
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