* start of space ninja midround antag
* suit has powercell, can be upgraded only (not replaced with equal or worse battery)
* add doorjacking to ninja gloves, power cell, doorjack objective (broken), tweaks
* 💀
* add basic suit power display that uses stamina rsi
* add draining apc/sub/smes - no wires yet
* add research downloading
* ninja starts implanted, move some stuff to yaml
* add Automated field to OnUseTimerTrigger
* implement spider charge and objective
* fix client crash when taking suit off, some refactor
* add survive condition and tweak locale
* add comms console icon for objective
* add calling in a threat - currently revenant and dragon
* combine all glove abilities
* locale
* spark sounds when draining, refactoring
* toggle is actually toggle now
* prevent crash if disabling stealth with outline
* add antag ctrl for ninja, hopefully show greentext
* fix greentext and some other things
* disabling gloves if taken off or suit taken off
* basic energy katana, change ninja loadout
* recallable katana, refactoring
* start of dash - not done yet
* katana dashing ability
* merge upstream + compiling, make AutomatedTimer its own component
* docs and stuff
* partial refactor of glove abilities, still need to move handling
* make dooremaggedevent by ref
* move bunch of stuff to shared - broken
* clean ninja antag verb
* doc
* mark rule config fields as required
* fix client crash
* wip systems refactor
* big refactor of systems
* fuck
* make TryDoElectrocution callable from shared
* finish refactoring?
* no guns
* start with internals on
* clean up glove abilities, add range check
* create soap, in place of ninja throwing stars
* add emp suit ability
* able to eat chefs stolen food in space
* stuff, tell client when un/cloaked but there is bug with gloves
* fix prediction breaking gloves on client
* ninja soap despawns after a minute
* ninja spawns outside the station now, with gps + station coords to navigate
* add cooldown to stun ability
* cant use glove abilities in combat mode
* require empty hand to use glove abilities
* use ghost role spawner
* Update Content.Server/Ninja/Systems/NinjaSuitSystem.cs
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* some review changes
* show powercell charge on examine
* new is needed
* address some reviews
* ninja starts with jetpack, i hope
* partial feedback
* uhh
* pro
* remove pirate from threats list
* use doafter refactor
* pro i gave skeleton jetpack
* some stuff
* use auto gen state
* mr handy
* use EntityQueryEnumerator
* cleanup
* spider charge target anti-troll
* mmmmmm
---------
Co-authored-by: deltanedas <deltanedas@laptop>
Co-authored-by: deltanedas <user@zenith>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
69 lines
2.1 KiB
C#
69 lines
2.1 KiB
C#
using Content.Shared.Ninja.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Ninja.Components;
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/// <summary>
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/// Component placed on a mob to make it a space ninja, able to use suit and glove powers.
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/// Contains ids of all ninja equipment.
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/// </summary>
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// TODO: Contains objective related stuff, might want to move it out somehow
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedNinjaSystem))]
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public sealed partial class NinjaComponent : Component
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{
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/// <summary>
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/// Grid entity of the station the ninja was spawned around. Set if spawned naturally by the event.
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/// </summary>
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public EntityUid? StationGrid;
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/// <summary>
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/// Currently worn suit
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/// </summary>
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[ViewVariables]
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public EntityUid? Suit = null;
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/// <summary>
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/// Currently worn gloves
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/// </summary>
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[ViewVariables]
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public EntityUid? Gloves = null;
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/// <summary>
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/// Bound katana, set once picked up and never removed
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/// </summary>
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[ViewVariables]
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public EntityUid? Katana = null;
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/// <summary>
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/// Number of doors that have been doorjacked, used for objective
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public int DoorsJacked = 0;
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/// <summary>
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/// Research nodes that have been downloaded, used for objective
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/// </summary>
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// TODO: client doesn't need to know what nodes are downloaded, just how many
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[ViewVariables, AutoNetworkedField]
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public HashSet<string> DownloadedNodes = new();
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/// <summary>
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/// Warp point that the spider charge has to target
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public EntityUid? SpiderChargeTarget = null;
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/// <summary>
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/// Whether the spider charge has been detonated on the target, used for objective
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public bool SpiderChargeDetonated;
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/// <summary>
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/// Whether the comms console has been hacked, used for objective
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public bool CalledInThreat;
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}
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