* 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>
101 lines
2.9 KiB
C#
101 lines
2.9 KiB
C#
using Content.Shared.Ninja.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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namespace Content.Shared.Ninja.Systems;
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public abstract class SharedNinjaSystem : EntitySystem
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{
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[Dependency] protected readonly SharedNinjaSuitSystem _suit = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaComponent, AttackedEvent>(OnNinjaAttacked);
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}
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/// <summary>
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/// Sets the station grid entity that the ninja was spawned near.
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/// </summary>
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public void SetStationGrid(NinjaComponent comp, EntityUid? grid)
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{
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comp.StationGrid = grid;
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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(NinjaComponent comp, EntityUid? suit)
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{
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comp.Suit = suit;
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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(NinjaComponent comp, EntityUid? gloves)
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{
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comp.Gloves = gloves;
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}
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/// <summary>
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/// Bind a katana entity to a ninja, letting it be recalled and dash.
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/// </summary>
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public void BindKatana(NinjaComponent comp, EntityUid? katana)
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{
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comp.Katana = katana;
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}
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// TODO: remove when objective stuff moved into objectives somehow
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public void DetonateSpiderCharge(NinjaComponent comp)
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{
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comp.SpiderChargeDetonated = true;
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}
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/// <summary>
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/// Marks the objective as complete.
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/// On server, makes announcement and adds rule of random threat.
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/// </summary>
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public virtual void CallInThreat(NinjaComponent comp)
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{
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comp.CalledInThreat = true;
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}
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/// <summary>
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/// Drain power from a target battery into the ninja's suit battery.
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/// Serverside only.
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/// </summary>
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public virtual void TryDrainPower(EntityUid user, NinjaDrainComponent drain, EntityUid target)
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{
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}
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/// <summary>
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/// Download the given set of nodes, returning how many new nodes were downloaded.'
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/// </summary>
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public int Download(NinjaComponent ninja, List<string> ids)
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{
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var oldCount = ninja.DownloadedNodes.Count;
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ninja.DownloadedNodes.UnionWith(ids);
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var newCount = ninja.DownloadedNodes.Count;
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return newCount - oldCount;
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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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private void OnNinjaAttacked(EntityUid uid, NinjaComponent comp, AttackedEvent args)
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{
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if (comp.Suit != null && TryComp<NinjaSuitComponent>(comp.Suit, out var suit) && suit.Cloaked)
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{
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_suit.RevealNinja(comp.Suit.Value, suit, uid, true);
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}
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}
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}
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