fish-station/Content.Server/Ninja/Systems/NinjaSuitSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
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#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

196 lines
7.2 KiB
C#

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