# 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
199 lines
7.4 KiB
C#
199 lines
7.4 KiB
C#
using Content.Server.Ninja.Events;
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using Content.Server.Power.Components;
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using Content.Server.PowerCell;
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using Content.Shared.Emp;
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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.Power.Components;
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using Content.Shared.PowerCell.Components;
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using Robust.Shared.Containers;
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namespace Content.Server.Ninja.Systems;
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/// <summary>
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/// Handles power cell upgrading and actions.
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/// </summary>
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public sealed class NinjaSuitSystem : SharedNinjaSuitSystem
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{
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[Dependency] private readonly SharedEmpSystem _emp = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SpaceNinjaSystem _ninja = 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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// How much the cell score should be increased per 1 AutoRechargeRate.
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private const int AutoRechargeValue = 100;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NinjaSuitComponent, ContainerIsInsertingAttemptEvent>(OnSuitInsertAttempt);
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SubscribeLocalEvent<NinjaSuitComponent, RecallKatanaEvent>(OnRecallKatana);
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SubscribeLocalEvent<NinjaSuitComponent, NinjaEmpEvent>(OnEmp);
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SubscribeLocalEvent<NinjaSuitComponent, CreateSmokeGrenadeEvent>(OnCreateSmokeGrenade);
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SubscribeLocalEvent<NinjaSuitComponent, CreateFlashbangGrenadeEvent>(OnCreateFlashbangGrenade);
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}
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protected override void NinjaEquipped(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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base.NinjaEquipped(ent, user);
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_ninja.SetSuitPowerAlert(user);
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// raise event to let ninja components get starting battery
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_ninja.GetNinjaBattery(user.Owner, out var uid, out var _);
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if (uid is not { } battery_uid)
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return;
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var ev = new NinjaBatteryChangedEvent(battery_uid, ent.Owner);
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RaiseLocalEvent(ent, ref ev);
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RaiseLocalEvent(user, ref ev);
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}
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// TODO: if/when battery is in shared, put this there too
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// TODO: or put MaxCharge in shared along with powercellslot
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private void OnSuitInsertAttempt(EntityUid uid, NinjaSuitComponent comp, ContainerIsInsertingAttemptEvent args)
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{
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// this is for handling battery upgrading, not stopping actions from being added
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// if another container like ActionsContainer is specified, don't handle it
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if (TryComp<PowerCellSlotComponent>(uid, out var slot) && args.Container.ID != slot.CellSlotId)
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return;
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// no power cell for some reason??? allow it
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if (!_powerCell.TryGetBatteryFromSlot(uid, out var batteryUid, out var battery))
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return;
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if (!TryComp<BatteryComponent>(args.EntityUid, out var inserting))
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{
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args.Cancel();
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return;
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}
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var user = Transform(uid).ParentUid;
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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 (GetCellScore(args.EntityUid, inserting) <= GetCellScore(batteryUid.Value, battery))
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{
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args.Cancel();
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Popup.PopupEntity(Loc.GetString("ninja-cell-downgrade"), user, user);
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return;
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}
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// tell ninja abilities that use battery to update it so they don't use charge from the old one
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if (!_ninja.IsNinja(user))
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return;
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var ev = new NinjaBatteryChangedEvent(args.EntityUid, uid);
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RaiseLocalEvent(uid, ref ev);
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RaiseLocalEvent(user, ref ev);
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}
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// this function assigns a score to a power cell depending on the capacity, to be used when comparing which cell is better.
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private float GetCellScore(EntityUid uid, BatteryComponent battcomp)
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{
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// if a cell is able to automatically recharge, boost the score drastically depending on the recharge rate,
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// this is to ensure a ninja can still upgrade to a micro reactor cell even if they already have a medium or high.
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if (TryComp<BatterySelfRechargerComponent>(uid, out var selfcomp) && selfcomp.AutoRecharge)
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return battcomp.MaxCharge + selfcomp.AutoRechargeRate * AutoRechargeValue;
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return battcomp.MaxCharge;
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}
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protected override void UserUnequippedSuit(Entity<NinjaSuitComponent> ent, Entity<SpaceNinjaComponent> user)
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{
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base.UserUnequippedSuit(ent, 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 OnRecallKatana(Entity<NinjaSuitComponent> ent, ref RecallKatanaEvent args)
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{
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var (uid, comp) = ent;
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var user = args.Performer;
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if (!_ninja.NinjaQuery.TryComp(user, out var ninja) || ninja.Katana == null)
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return;
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args.Handled = true;
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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 = distance * comp.RecallCharge;
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if (!_ninja.TryUseCharge(user, chargeNeeded))
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{
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (CheckDisabled(ent, user))
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return;
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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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Popup.PopupEntity(Loc.GetString(message), user, user);
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}
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// TODO: Move this to shared when power cells are predicted.
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private void OnEmp(Entity<NinjaSuitComponent> ent, ref NinjaEmpEvent args)
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{
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var (uid, comp) = ent;
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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))
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{
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (CheckDisabled(ent, user))
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return;
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_emp.EmpPulse(Transform(user).Coordinates, comp.EmpRange, comp.EmpConsumption, comp.EmpDuration, user);
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}
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private void OnCreateSmokeGrenade(Entity<NinjaSuitComponent> ent, ref CreateSmokeGrenadeEvent args)
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{
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var (uid, comp) = ent;
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.SmokeGrenadeCharge))
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{
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (CheckDisabled(ent, user))
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return;
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// Create smoke grenade in hands or on ground
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var grenade = Spawn("SmokeGrenade", _transform.GetMapCoordinates(user));
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_hands.TryPickupAnyHand(user, grenade);
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}
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private void OnCreateFlashbangGrenade(Entity<NinjaSuitComponent> ent, ref CreateFlashbangGrenadeEvent args)
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{
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var (uid, comp) = ent;
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args.Handled = true;
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var user = args.Performer;
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if (!_ninja.TryUseCharge(user, comp.FlashbangGrenadeCharge))
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{
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Popup.PopupEntity(Loc.GetString("ninja-no-power"), user, user);
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return;
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}
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if (CheckDisabled(ent, user))
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return;
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// Create flashbang grenade in hands or on ground
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var grenade = Spawn("GrenadeFlashBang", _transform.GetMapCoordinates(user));
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_hands.TryPickupAnyHand(user, grenade);
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}
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}
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