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crystall-punk-14/Content.Server/Ninja/Systems/SpaceNinjaSystem.cs

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using Content.Server.Communications;
using Content.Server.Chat.Managers;
using Content.Server.CriminalRecords.Systems;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Objectives.Components;
using Content.Server.Objectives.Systems;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.PowerCell;
using Content.Server.Research.Systems;
using Content.Server.Roles;
using Content.Shared.Alert;
using Content.Shared.Doors.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Mind;
using Content.Shared.Ninja.Components;
using Content.Shared.Ninja.Systems;
using Content.Shared.Popups;
using Content.Shared.Rounding;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using System.Diagnostics.CodeAnalysis;
using Robust.Shared.Audio.Systems;
namespace Content.Server.Ninja.Systems;
/// <summary>
/// Main ninja system that handles ninja setup, provides helper methods for the rest of the code to use.
/// </summary>
public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly CodeConditionSystem _codeCondition = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpaceNinjaComponent, EmaggedSomethingEvent>(OnDoorjack);
SubscribeLocalEvent<SpaceNinjaComponent, ResearchStolenEvent>(OnResearchStolen);
SubscribeLocalEvent<SpaceNinjaComponent, ThreatCalledInEvent>(OnThreatCalledIn);
SubscribeLocalEvent<SpaceNinjaComponent, CriminalRecordsHackedEvent>(OnCriminalRecordsHacked);
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<SpaceNinjaComponent>();
while (query.MoveNext(out var uid, out var ninja))
{
item toggling giga rework + full ninja refactor (#28039) * item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 05:55:56 +00:00
SetSuitPowerAlert((uid, ninja));
}
}
/// <summary>
/// Download the given set of nodes, returning how many new nodes were downloaded.
/// </summary>
private int Download(EntityUid uid, List<string> ids)
{
if (!_mind.TryGetObjectiveComp<StealResearchConditionComponent>(uid, out var obj))
return 0;
var oldCount = obj.DownloadedNodes.Count;
obj.DownloadedNodes.UnionWith(ids);
var newCount = obj.DownloadedNodes.Count;
return newCount - oldCount;
}
// TODO: can probably copy paste borg code here
/// <summary>
/// Update the alert for the ninja's suit power indicator.
/// </summary>
item toggling giga rework + full ninja refactor (#28039) * item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 05:55:56 +00:00
public void SetSuitPowerAlert(Entity<SpaceNinjaComponent> ent)
{
item toggling giga rework + full ninja refactor (#28039) * item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 05:55:56 +00:00
var (uid, comp) = ent;
if (comp.Deleted || comp.Suit == null)
{
_alerts.ClearAlert(uid, comp.SuitPowerAlert);
return;
}
if (GetNinjaBattery(uid, out _, out var battery))
{
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, battery.CurrentCharge), battery.MaxCharge, 8);
_alerts.ShowAlert(uid, comp.SuitPowerAlert, (short) severity);
}
else
{
_alerts.ClearAlert(uid, comp.SuitPowerAlert);
}
}
/// <summary>
/// Get the battery component in a ninja's suit, if it's worn.
/// </summary>
public bool GetNinjaBattery(EntityUid user, [NotNullWhen(true)] out EntityUid? uid, [NotNullWhen(true)] out BatteryComponent? battery)
{
if (TryComp<SpaceNinjaComponent>(user, out var ninja)
&& ninja.Suit != null
&& _powerCell.TryGetBatteryFromSlot(ninja.Suit.Value, out uid, out battery))
{
return true;
}
uid = null;
battery = null;
return false;
}
/// <inheritdoc/>
public override bool TryUseCharge(EntityUid user, float charge)
{
return GetNinjaBattery(user, out var uid, out var battery) && _battery.TryUseCharge(uid.Value, charge, battery);
}
/// <summary>
/// Increment greentext when emagging a door.
/// </summary>
private void OnDoorjack(EntityUid uid, SpaceNinjaComponent comp, ref EmaggedSomethingEvent args)
{
// incase someone lets ninja emag non-doors double check it here
if (!HasComp<DoorComponent>(args.Target))
return;
// this popup is serverside since door emag logic is serverside (power funnies)
Popup.PopupEntity(Loc.GetString("ninja-doorjack-success", ("target", Identity.Entity(args.Target, EntityManager))), uid, uid, PopupType.Medium);
// handle greentext
if (_mind.TryGetObjectiveComp<DoorjackConditionComponent>(uid, out var obj))
obj.DoorsJacked++;
}
/// <summary>
/// Add to greentext when stealing technologies.
/// </summary>
private void OnResearchStolen(EntityUid uid, SpaceNinjaComponent comp, ref ResearchStolenEvent args)
{
var gained = Download(uid, args.Techs);
var str = gained == 0
? Loc.GetString("ninja-research-steal-fail")
: Loc.GetString("ninja-research-steal-success", ("count", gained), ("server", args.Target));
Popup.PopupEntity(str, uid, uid, PopupType.Medium);
}
private void OnThreatCalledIn(Entity<SpaceNinjaComponent> ent, ref ThreatCalledInEvent args)
{
_codeCondition.SetCompleted(ent.Owner, ent.Comp.TerrorObjective);
}
private void OnCriminalRecordsHacked(Entity<SpaceNinjaComponent> ent, ref CriminalRecordsHackedEvent args)
{
_codeCondition.SetCompleted(ent.Owner, ent.Comp.MassArrestObjective);
}
/// <summary>
/// Called by <see cref="SpiderChargeSystem"/> when it detonates.
/// </summary>
public void DetonatedSpiderCharge(Entity<SpaceNinjaComponent> ent)
{
_codeCondition.SetCompleted(ent.Owner, ent.Comp.SpiderChargeObjective);
}
}