* 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>
148 lines
5.7 KiB
C#
148 lines
5.7 KiB
C#
using Content.Server.Emp;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.PowerCell;
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using Content.Shared.Actions;
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using Content.Shared.Examine;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Ninja.Components;
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using Content.Shared.Ninja.Systems;
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using Content.Shared.Popups;
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using Robust.Shared.Containers;
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namespace Content.Server.Ninja.Systems;
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public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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{
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[Dependency] private readonly EmpSystem _emp = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly new NinjaSystem _ninja = default!;
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[Dependency] private readonly PopupSystem _popups = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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// TODO: maybe have suit activation stuff
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SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, ExaminedEvent>(OnExamined);
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SubscribeLocalEvent<NinjaSuitComponent, TogglePhaseCloakEvent>(OnTogglePhaseCloak);
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SubscribeLocalEvent<NinjaSuitComponent, CreateSoapEvent>(OnCreateSoap);
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SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
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SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
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}
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protected override void NinjaEquippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user, NinjaComponent ninja)
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{
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base.NinjaEquippedSuit(uid, comp, user, ninja);
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_ninja.SetSuitPowerAlert(user);
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}
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// TODO: if/when battery is in shared, put this there too
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private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
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{
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// no power cell for some reason??? allow it
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if (!_powerCell.TryGetBatteryFromSlot(uid, out var battery))
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return;
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// can only upgrade power cell, not swap to recharge instantly otherwise ninja could just swap batteries with flashlights in maints for easy power
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if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting) || inserting.MaxCharge <= battery.MaxCharge)
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{
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args.Cancel();
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}
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}
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private void OnExamined(EntityUid uid, NinjaSuitComponent comp, ExaminedEvent args)
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{
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// TODO: make this also return the uid of the battery
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if (_powerCell.TryGetBatteryFromSlot(uid, out var battery))
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RaiseLocalEvent(battery.Owner, args);
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}
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protected override void UserUnequippedSuit(EntityUid uid, NinjaSuitComponent comp, EntityUid user)
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{
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base.UserUnequippedSuit(uid, comp, user);
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// remove power indicator
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_ninja.SetSuitPowerAlert(user);
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}
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private void OnTogglePhaseCloak(EntityUid uid, NinjaSuitComponent comp, TogglePhaseCloakEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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// need 1 second of charge to turn on stealth
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var chargeNeeded = SuitWattage(comp);
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if (!comp.Cloaked && (!_ninja.GetNinjaBattery(user, out var battery) || battery.CurrentCharge < chargeNeeded || _useDelay.ActiveDelay(uid)))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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comp.Cloaked = !comp.Cloaked;
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SetCloaked(args.Performer, comp.Cloaked);
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RaiseNetworkEvent(new SetCloakedMessage()
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{
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User = user,
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Cloaked = comp.Cloaked
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});
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}
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private void OnCreateSoap(EntityUid uid, NinjaSuitComponent comp, CreateSoapEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.SoapCharge) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// try to put soap in hand, otherwise it goes on the ground
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var soap = Spawn(comp.SoapPrototype, Transform(user).Coordinates);
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_hands.TryPickupAnyHand(user, soap);
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}
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private void OnRecallKatana(EntityUid uid, NinjaSuitComponent comp, RecallKatanaEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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if (!TryComp<NinjaComponent>(user, out var ninja) || ninja.Katana == null)
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return;
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// 1% charge per tile
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var katana = ninja.Katana.Value;
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var coords = _transform.GetWorldPosition(katana);
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var distance = (_transform.GetWorldPosition(user) - coords).Length;
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var chargeNeeded = (float) distance * 3.6f;
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if (!_ninja.TryUseCharge(user, chargeNeeded) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// TODO: teleporting into belt slot
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var message = _hands.TryPickupAnyHand(user, katana)
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? "ninja-katana-recalled"
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: "ninja-hands-full";
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_popups.PopupEntity(Loc.GetString(message), user, user);
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}
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private void OnEmp(EntityUid uid, NinjaSuitComponent comp, NinjaEmpEvent args)
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{
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.EmpCharge) || _useDelay.ActiveDelay(uid))
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{
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_popups.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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// I don't think this affects the suit battery, but if it ever does in the future add a blacklist for it
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var coords = Transform(user).MapPosition;
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_emp.EmpPulse(coords, comp.EmpRange, comp.EmpConsumption);
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}
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}
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